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		<title>Federal Technocracy of Galatea</title>
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		<summary type="html">&lt;p&gt;SeniorScore: /* The Modern Federation (2452 - Present) */ minor grammar edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Federal Technocracy&amp;lt;br&amp;gt;of Galatea&lt;br /&gt;
 |Shortname = Galatea&lt;br /&gt;
 |Flag = Federal Technocracy of Galatea.png&lt;br /&gt;
 |Capital City = Lintukoto&lt;br /&gt;
 |Capital Planet = Galatea&lt;br /&gt;
 |Language = Sol Common&amp;lt;br&amp;gt;Freespeak&lt;br /&gt;
 |Species = Human&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Galatean&lt;br /&gt;
 |Government = Federal Technocracy&lt;br /&gt;
 |Head of State = Chief Director Ceridwen Yarwood&lt;br /&gt;
 |Legislature =  Consultative Triachy&lt;br /&gt;
 |Upper House = Research Triumvirate&lt;br /&gt;
 |Lower House = Planetary Representatives&lt;br /&gt;
 |Established = 2288&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Nestled in the Weeping Stars region near the All-Xanu Republic lies the Yggdrasill System, home to the &#039;&#039;&#039;Federal Technocracy of Galatea&#039;&#039;&#039;. One of the only successes of the misfortune-addled Galatea Project, the [[Sol Alliance|Alliance’s]] ambitious effort to transform the modern [[The Orion Spur#Weeping Stars|Weeping Stars]] into a cradle for humanity, the Federation is a renowned center of scientific advancement and still possesses practical large-scale terraforming equipment from the pre-Interstellar War era. &#039;&#039;&#039;Galateans&#039;&#039;&#039;, the citizens of the Federation, prize academic achievements above all other things and possess a unique technocratic government where one’s political power as a citizen is directly tied to their level of education. The most famous field of research in the Federation is undoubtedly its biotechnology sector, which heavily cooperates with [[Zeng-Hu Pharmaceuticals]] and is so prevalent in Galatean society that almost all citizens of the Federation have some degree of biological augmentation.&lt;br /&gt;
&lt;br /&gt;
But the Federation itself sits at an awkward juncture. Due to its position near both Xanu and the historical Solarian border it as long as a society had hands in both nations, much to the irritation of many Coalitioners. But with the [[Sol Alliance|Alliance]] dramatically contracted and the Federation far inside the [[Coalition of Colonies|Coalition’s borders]] will this model remain practical, or must it innovate upon even this?&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Galatea Project, Prime Minister, is the next bold step forwards for our great Alliance! With these new worlds for humanity, we shall create a legacy for centuries!”&amp;lt;/i&amp;gt; - Gerhard Hassel (2175 - 2289), Secretary for Alliance Colonial Affairs, at a meeting concerning the Galatea Project (2237).&amp;lt;/center&amp;gt;&lt;br /&gt;
===Pre-Interstellar War (2255-2274)===&lt;br /&gt;
&lt;br /&gt;
In the mid-23rd century the Solarian Alliance stood as the premiere power of the known Orion Spur and claimed dominion over all of humanity, with its control reaching from the Sol System to the furthest reaches of charted space. The ambition of the hegemonic-era Alliance, however, were restrained by a logistical problem: the Inner Solarian Frontier — now known as the Weeping Stars — suffered from a lack of habitable worlds aside from the trading hub of Gadpathur, which served as a vital transit hub for trade closing from the Solarian Frontier to the Solarian Core and vice-versa. With Gadpathurian port facilities essentially at their maximum reasonable capacity, and the [[Sol Alliance#Department of Colonization|Solarian Department of Colonization]] planning a massive colonization effort in the Riphean Frontier Sector — modern-day Arusha — the Alliance was faced with a severe logistical shortage which could not be easily addressed through only orbital facilities.&lt;br /&gt;
&lt;br /&gt;
The Department of Colonization, never one to be constrained by the limits of budget, designed an ambitious project to overcome this challenge: the creation of habitable worlds throughout the Inner Solarian Frontier. This Galatea Project was to be the greatest accomplishment of the Department of Colonization. By the mid-2240s a practical prototype was achieved via the government cooperation with Zeng-Hu Pharmaceuticals, Einstein Engine, and Hephaestus Industries, and in 2255 the first Galatea Terraforming platform — complete with an assortment of vessels intended to assist it — was dispatched to the unpopulated Inner Solarian Frontier system of Yggdrasill to much fanfare in the Alliance, with more following the Yggdrasill Expedition over the coming years.&lt;br /&gt;
&lt;br /&gt;
The Yggdrasil Expedition itself was not meant for long-term colonization and primarily consisted of the skilled engineers and scientists required to run, operate, and maintain the large-scale terraforming equipment utilized in the era’s terraforming projects. Over the 2250s they set about the arduous process of transforming Yggdrasil II from an uninhabitable world into a fully habitable one, and renamed it to Galatea after the project itself, as it was to be the first planet ever terraformed by it. Massive amounts of resources were pulled from the gas giants of the system to create Galatea, and progress proceeded faster than expected due to plentiful supplies from the broader Alliance. More and more workers arrived to aid the Expedition’s efforts as progress on Galatea continued and the Expedition’s scientific staff set their eyes upon planets further in the system, such at the planet of Svarog, — located slightly outside of the Goldilocks Zone further from Galatea’s twin stars — Empyrean on the system’s edge, where intense Helium-3 mining operations were underway, and Galatea’s moon, Tsukuyomi. Svarog’s terraforming began in 2259, a mere year before economic disaster struck the Galatea Project.&lt;br /&gt;
&lt;br /&gt;
In 2260 the Galatea Project’s ambitions met reality as the Second Great Depression saw the Department of Colonization’s budget contract as markets crashed across the Spur and the government desperately attempted to control a spiraling budget deficit which worsen as the decade continued. In the Yggdrasil System the Department of Colonization’s budget cuts were felt as regular supply convoys began to reduce in frequency and contained less supplies when they did arrive. Supplies acquired from the Alliance’s frontier regions and colonies, such as Xanu, did not resolve what had become an increasingly dire situation for the Expedition, which had to continue its terraforming process on Galatea and Svarog or risk potential ecological catastrophes as the terraforming technologies spiraled out of control.&lt;br /&gt;
&lt;br /&gt;
Faced with the prospect of losing all progress they had made forever, the Expedition made a difficult choice. To sustain both operations the choice was made to begin drawing materials from Yggdrasil&#039;s two gas giants, Nüwa and Ymir, and their moons. Planetary-scale mining technology such as the legendary Brahma platform was utilized to crack the surface of the gas giant’s moons and massive amounts of resources were siphoned from the giants themselves, all in the name of sustaining a project which they had sworn to see to its end. More resources and more workers migrated from the Solarian Frontier in order to sustain the Expedition’s massive mining and extraction operation, and the formerly small scientific expedition now found itself in charge of a large number of non-degree-holding workers who had become increasingly vital as autonomous industrial equipment, which had to be imported from the Solarian Core, became harder to acquire at the required rate.&lt;br /&gt;
&lt;br /&gt;
As the 2270s dawned the Expedition had effectively drained Ymir and its moons of materials, turning the gas giant into a floating mass of rocks and debris, and nearly drained Nüwa to the same extent, but they had almost reached their goal by 2275. Galatea itself was, as of 19 November 2272, declared officially fit for habitation to much celebration in both the Expedition and the Department of Colonization, which had had to scrap several less successful Galatea Project ventures due to budget constraints and was thrilled to have any success. Terraforming Tsukuyomi, its moon, was initiated later in the same year due to the vast amounts of resources left over from Ymir’s destruction and promises of further resupply efforts by the Alliance as the economy improved. Svarog, though not nearly as far along in the process as many in the Expedition had hoped, was habitable by late 2274 and, assuming supplies from the Core and Frontier were sustained, both it and Tsukuyomi would be brought to the same standard as Galatea by 2285 at the latest.&lt;br /&gt;
[[File:Old Sol.png||thumb|The flag of the pre-Interstellar War Solarian Alliance, the single largest state in the Spur&#039;s history. The three stars represent the Northern, Central, and Southern Solarian Frontiers.]]&lt;br /&gt;
But as 2275 dawned, events outside of the Expedition’s control that would throw its entire existence into jeopardy began to unfold.&lt;br /&gt;
&lt;br /&gt;
===The Interstellar War and Treaty of Galatea (2275 - 2299)===&lt;br /&gt;
&lt;br /&gt;
The secession of the Coalition of Colonies on 18 January 2275 threw the Yggdrasil Expedition into chaos. Supplies from the Solarian Frontier stopped entirely and the Department of Colonization’s supplies end as well. As the Navy scrambled to control the flow of goods to the Frontier, the Solarian Frontier’s supplies stopped too. The Expedition suddenly found itself short of the materials it needed to terraform Svarog and Tsukuyomi into fully-habitable worlds. A difficult decision had to be made. At the orders of Expedition Director Sachiko Amaya the Expedition performed a series of analyses on the potential outcomes of terraforming Tsukuyomi and of terraforming Svarog and was decided, after days of debate between the highest-ranking staff of the Expedition, to terraform Tsukuyomi instead of Svarog. Without further supplies, the experts concluded, it would be impossible to bring Svarog to the expected standard of the Galatea Project but was possible to bring Tsukuyomi to this standard. This decision,made by a handful of individuals who the Expedition deemed most capable of making it without public consultation, is viewed by some as the first step by the Expedition towards becoming the Federal Technocracy of Galatea.&lt;br /&gt;
&lt;br /&gt;
As the terraforming of Tsukuyomi continued and the Inner Solarian Frontier collapsed into anarchy around them, many in the Expedition grew worried. The Sovereign Solarian Nation of Xanu was in revolt, as were many of the worlds of the Inner and Outer Solarian Frontier. By early spring 2278 many in the Expedition were concerned they would never be in a stable area again, and voices within the Yggdrasil Expedition began to call for a reassessment of their policy of deferring to the Department of Colonization for matters of self-governance. However the majority of the Expedition supported remaining loyal to the Alliance, believing the Solarian Navy would come to their rescue and reestablish the flow of material and resources to the Galatea Project. Despite reports other Galatea Project systems had fallen into ruin, or been abandoned, the Expedition remained confident in rescue by the Navy.&lt;br /&gt;
&lt;br /&gt;
This belief the Navy would save the Expedition lasted until late March 2278, when news reached them from the nearby Solarian world of Gadpathur through refugees arriving from the same world. The news of Gadpathur’s bombing by Admiral Terrence Hopper on 08 March, 2278, shattered the confidence the Expedition had in their rescue by the Alliance’s Navy, which now seemed a greater threat to them than the prospect of having their equipment looted by secessionists or it falling into disrepair due to supply issues. Expedition Director Amaya and her senior researchers met once again to determine the best course of action. Many in the Expedition called for supporting Xanu and its rebels against what they saw as an unforgivable crime by the Navy, while others called for remaining aligned to the Solarian Alliance out of practicality rather than morality. Some called for the Expedition to declare itself as a neutral state, or to form its own nation in the hopes it would be able to chart a course independently. It was another point where making the wrong decision, even if it was the decision supported by the majority, could be fatal and destroy what they had created so far. Expedition Director Amaya, trusted experts from the Expedition, and advisors conveyed an emergency council, again ignoring the prospect of achieving a majority decision, and concluded the most logical course of action was to remain neutral in the conflict.&lt;br /&gt;
&lt;br /&gt;
In late April 2278, shortly after this decision was made by the Expedition, a group of vessels arrived in the Yggdrasil System. They were a group of battered civilian vessels, escorted by a small number of Solarian Navy corvettes, all flying the flag of Gadpathur. These vessels revealed they were a group of Gadpathurians, escorted by the remains of Gadpathur’s naval defense force, who had managed to escape Admiral Hopper’s destruction of the system. They were low on supplies and fuel, and requested to take refuge with the Expedition in the Yggdrasil System. Expedition Director Amaya, seeing the Yggdrasil Expedition’s need for personnel and armed ships to defend itself, accepted after conferring with her council. In time the Gadpathuri, as they are now known, would go on to form a significant group in Galatea.&lt;br /&gt;
&lt;br /&gt;
More crises would emerge before 2287, though none as great as these two, and all would be decided through this technocratic-council model in which Expedition Director Amaya and her chosen experts determined the best course of action. Refugees continued to arrive in the system, seeing it as a beacon of stability in the former Inner Solarian Frontier, and limited numbers of Solarian – and Coalition – Navy deserters sought refuge in it. By 2287 what had started as a scientific expedition with a limited number of personnel had shifted into an odd combination of scientific expedition, terraforming project, and technocratic oligarchy where a small handful of individuals the best and most qualified in their given field were chosen to make decisions on the behalf of a voiceless majority. The foundations of the later Technocracy had, by this point, already been laid. Now they would be built upon.&lt;br /&gt;
&lt;br /&gt;
Unlike Xanu, Himeo, and other future Coalition member-states the Yggdrasil System was not represented at the peace talks on Earth which resulted in the signing of the Treaty of Xansan in 2287. The Treaty saw Yggdrasil fall out of direct Solarian control and into the Alliance Neutral Zone (ANZ) between the Alliance and Coalition. Gadpathur, which was assumed by most to have been simply bombed into oblivion aside from the Gadpathuri, was similarly not present. The Yggdrasil System was now placed de jure under Solarian control while being de facto independent, if not aligned with the Coalition. Expedition Director Amaya was now faced with a decision: to remain with the Alliance or to align itself with the new Coalition as a nominally independent state, and to determine what this new state would be if it were to be declared. Calling her council of experts together once again Expedition Director Amaya sought the best course of action for the Expedition.&lt;br /&gt;
&lt;br /&gt;
The result of this meeting was the foundational document of the Federation: the 16 October 2288 Treaty of Galatea. This document, signed on Galatea itself, declared the four planets of the Yggdrasil System would form together into a federal state ruled in a technocratic manner which would benefit all and favor none. The name of this state, the Federal Technocracy of Galatea, was taken from the project which had created its worlds. Furthermore, the Treaty founded the Galatean Federal Navy — made up of formerly Gadpathurian vessels — and Army to defend itself. The Treaty declared the Federation was not part of the Alliance as it was in a neutral zone, but would willingly work with its former masters to a reasonable extent. It also declared the Federation would work with the Coalition but was likewise not a technical member of its roll of member-states. The Technocracy sent messengers to both Xanu and Earth, where both were received with some confusion but ultimately acknowledged. The Federation was now its own nation and would succeed or fail on its own, without the Department of Colonization to cushion its fall.&lt;br /&gt;
&lt;br /&gt;
===The Early Federation (2300-2359)===&lt;br /&gt;
&lt;br /&gt;
Assuming the newly created position of Chief Director, Amaya and her experts set about establishing a state focused on one thing above all: scientific excellence. The reason for this was simple: maintaining this edge, in the eyes of the Chief Director, was the best way to ensure the Federation’s continued success and survival. Diplomatically they would have to balance the interests of the Alliance and the Coalition. In the years after the treaty was signed and the Federation began to find its footing this meant favoring the Coalition over the Alliance, then recovering from the Navy’s coup attempt and the Martian terraforming disaster. As Galatean institutions began to take shape it drew closer to the Coalition, eventually ensuring Federation citizenship would be recognized by the broader Coalition as equivalent to possessing Coalition citizenship.&lt;br /&gt;
&lt;br /&gt;
Life for the Federation was secure as it plunged further into the 2300s and its academic society grew further, coalescing into three major research fields: biotechnology, interstellar avionics, and planetary engineering. All three fields worked closely with the nearby [[Xanu Prime|All-Xanu Republic]] and profited from events such as the Second Astonishment and Xanan Renaissance, with Galatean technical expertise in demand across Xanu and workers from across the Coalition flocking to the sprawling factories and mines of Svarog and Empyrean. New technologies were created in laboratories on Galatea and Tsukuyomi for use across the entire Coalition and beyond, and the success of the Federation seemed all but guaranteed for many in the Technocracy’s upper education ranks, particularly as it began to appease the Alliance by opening inroads to the newly-colonized Solarian world of [[Konyang]].&lt;br /&gt;
&lt;br /&gt;
Two events would shake the Federation’s faith in its continued success. The first, and more important for many in the Federation, was the &#039;&#039;&#039;2338 Empyrean Unrest&#039;&#039;&#039;. Mine workers across the member-planet, motivated by Himean syndicalist thought which had made its way to the planet’s mining facilities through regular interactions with [[Himeo|Himeans]] – and thus their syndicalist ideologist – and by distaste at a lack of voice in the Technocracy’s government, went on strike and brought operations across Empyrean to a halt. The Federation’s Chief Director Willelm Allard, a dedicated researcher from the biotechnology sector, called an emergency session of the Federation’s top scientists to resolve the issue. They debated for two weeks but before making a decision which broke the strike: they would dedicate themselves to finding a way to improve the workers scientifically but, for the meantime, would ensure the housing, food, and basic necessities of every non-degreed worker were cared for. While this was not what the strike leaders wanted many strikers accepted and its strength was broken, with most leaders of it deported to the United Syndicates. This solemn promise to improve the lives of Federation workers through science was the start of what has become Galatea’s thriving human bioaugmentation industry. The Technocracy claims the United Syndicates sponsored the Empyrean Unrest and teaches this in its history classes. The United Syndicates deny they were involved in the events.&lt;br /&gt;
&lt;br /&gt;
While never published to the broader Federal public Chief Director Allard’s special committee came to another conclusion: the Federation was unprepared to combat internal issues such as the Empyrean Unrest, and its top-down system of ruling made it vulnerable to these threats. The committee advised taking harsh actions against the United Syndicates of Himeo and to build an internal security service to combat these threats. As Allard condemned Himeo he created the &#039;&#039;&#039;Ministry of Academic Security (MfAS)&#039;&#039;&#039; — an internal security agency which would become one of the Federation’s largest and most critical institutions. The relationship between the United Syndicates and Federal Technocracy remains poor to this day.&lt;br /&gt;
&lt;br /&gt;
The Empyrean Unrest marks the start of the Federation’s history of intense censorship and internal propaganda, as the event was devastating to its economy in the short term. This damage resulted in a brief economic downturn during the late 2330s and early 2340s known as the “Heaven Slump.” A desire to ensure this event never happened again led to massive investments by the Federation into ensuring its non-degrees population remained both loyal and content. To do this it instituted extensive state aid programs for its workers while immersing them into pro-Federation propaganda and banning, “potentially harmful material,” from the Federation. Over time this form of state welfare-propaganda would become a hallmark of the Federation, and a reason for its continued success.&lt;br /&gt;
&lt;br /&gt;
The second event was the &#039;&#039;&#039;2347 Gadpathurian Skirmish&#039;&#039;&#039;. The Skirmish grew out of what [[Gadpathur]] viewed as a grave insult and the Federation viewed as a natural continuation of its policies: a refusal in 2344 by the Federation to officially condemn the Alliance for the bombing of Gadpathur, citing its policy of neutrality towards the Alliance as its reason why. Instead, the Federation condemned Admiral Terrence Hopper himself, who was by that time deceased. As a Coalition observer rather than a full member the Federation’s refusal had no impact upon the resolution, which passed. Gadpathur, however, was infuriated by Galatea’s refusal and began antagonizing the Federation’s expeditions into the Weeping Stars. This escalated until 2347, when a Federal Navy patrol group encountered a Gadpathurian patrol group in the Weeping Stars. Details of the engagement are unclear, but both patrols had their weapons activated and ready to fire at the time a Xansan patrol intervened and defused the situation. Galatea and Gadpathur have had no formal relations since this point.&lt;br /&gt;
&lt;br /&gt;
Following the Gadpathurian Skirmish Chief Director Kamilla Yamaguchi assembled a council of military experts to assess the condition of the Galatean Federal Navy. The result of this survey, published in 2349 and known commonly as the Navy Report, was found the Navy as too small and too dated to be a serious defensive or offensive force for the Federation, and recommended major investments be made into the Federal military to make the it capable of fighting and defeating the most likely enemy of the Federation: Gadpathur. These recommendations and Chief Director Yamaguchi’s subsequent investments into the Federal military led to the founding of the &#039;&#039;&#039;Ministry of the Federal Military (MfWF)&#039;&#039;&#039;, the most recently-created Galatean ministry. The expansion of the Federal military proved successful for both the military and two research fields: biotechnology, which had to supply the military’s genetic modifications, and interstellar avionics, which supplies the majority of its equipment.&lt;br /&gt;
&lt;br /&gt;
===The Federation Realized (2360 - 2399)===&lt;br /&gt;
&lt;br /&gt;
By the 2360s the Federation was effectively a member of the Coalition of Colonies despite its insistence on neutrality, and some Solarian actors — particularly those in the Solarian Navy — were leery of the well-armed military forces possessed by the Federation. While the Solarian Alliance was still recovering from the secession of Elyra earlier in the century the 2360s were the height of the Warp Gate Project — a massive endeavor intended to again make the Alliance the Spur’s dominant economic power of it was successful. At the same time Galatea’s close ally Xanu, under the leadership of President Ameliye Flohimont, moved to strengthen relations with individual Solarian planets despite protestation from the United Syndicates of Himeo and Gadpathur, the Technocracy’s traditional rivals in the Coalition. Following the 2364 Xanu-Konyang trade settlement the Federation saw an opportunity to bring itself closer to the Alliance and assure its neighbor that it, despite its growing military, posed no danger to the Alliance.&lt;br /&gt;
&lt;br /&gt;
The 2365 Galatea-Konyang Mutual Trade Agreement formally opened the Solarian market for Galatean exports and brought the Federation more wealth as its available trade partners grew from Xanu, Assunzione, and Vysoka to  the vast majority of the Solarian Northern Reaches and modern Corporate Reconstruction. While [[Himeo]] criticized Galatea for threatening to bring the Coalition’s economy into the Alliance’s dominion once again and Gadpathur claimed these trade deals were, “typical snakelike Galatean behavior,” the Federation continued to trade. Deals were signed with San Colette (2366), [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|New Peoria and Novo Igman (2367), Lhokgon (2367), and Lycoris (2368)]]. Then came [[Mictlan]] (2370), [[Biesel]] (2371), and [[Port Antillia]] (2373). Profits soared as Galatean products began to enter the Solarian market and many of these profits were folded into the unique Technocracy propaganda-welfare system. By the mid-2370s the typical Galatean lived in luxury the Yggdrasil Expedition could have only dreamed of, even in majority non-voting areas on Svarog and Empyrean.&lt;br /&gt;
&lt;br /&gt;
Increased trade brought increased diplomacy with the Alliance and, unlike President Flohimont’s government, the Technocracy was able to pursue more normalized relations with the Alliance in exchange for more access to the coveted technological relics in the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the former [[Sol Alliance History#Historical Solarian Sectors and Regions|Solarian frontier]] beyond. The Alliance-Federation relationship only became stronger after the assassination of Flohimont in 2374 by a Gadpathurian, which the Federation officially condemned Gadpathur for — an action which gained it the approval of the Solarian embassy in the Coalition and the condemnation of Himeo and Gadpathur. During this era the Federation increased its foreign investments in the Coalition to continue its balanced diplomacy, with much of its efforts focused on sharing its terraforming techniques with [[Vysoka]] in exchange for favorable trade conditions regarding foodstuffs from Vysoka and industrial exports from the Federation.&lt;br /&gt;
&lt;br /&gt;
While the Federation’s economy grew massively during the latter half of the 24th century this growth was not without its faults. A demand for more industrial production led to a sizable increase in industry on Svarog and larger mining operations upon Empyrean. The rapid growth of heavy industry on Svarog led to the &#039;&#039;&#039;Svarogite Rejuvenation of 2365&#039;&#039;&#039; which repurposed the surface of the planet into the “Sector Plan” — a centrally-planned project which organized the entire planet into a series of industrial cities connected by high-speed rail lines designed to allow for the rapid transfer of personnel, resources, and products. While the Rejuvenation was successful and vastly empowered the planetary engineering sector it led to the current extremely polluted environment of Svarog’s surface. The massive factories of Svarog were constructed for the most efficient output generation possible and little thought was given by the Technocracy to the environment of the frozen, half-terraformed planet. Even now residents of Svarog receive federally-mandated bioaugmentations for their throats which allow them to better endure the polluted environment of the planet, and wearing a respirator outside is recommended.&lt;br /&gt;
&lt;br /&gt;
===The Federation and the Doldrums (2400 - 2451)===&lt;br /&gt;
&lt;br /&gt;
The Federal Technocracy, like much of the [[Coalition of Colonies|Coalition]], experienced a period of economic downturn during the 2390s and early 2400s due to having no more trade partners to expand to. The Doldrums, as they are known in the All-Xanu Republic, were felt less severely in the Technocracy due to its greater amount of centralization and its ability to discard public opinion for expert analysis. To combat the economic downturn felt across the Federation its experts decided upon two courses of action which were unlike Xanu’s strategy of injecting phoronics into its economy, which the Technocracy disregarded due to a belief that the fuel would make them more dependent on foreign powers and throw their diplomatic balance in the Alliance’s favor permanently. While this measure resulted in poor relations with [[Republic of Biesel|Biesel]] to this day, it insulated the Federation from the Phoron Shortage.&lt;br /&gt;
&lt;br /&gt;
The first effort by the Federation was the &#039;&#039;&#039;2404 Galatean Trade Initiative&#039;&#039;&#039;, which was intended to open further markets for the Technocracy to sell its products in. The first nation they approached was the Alliance, where the Galateans had not yet managed to secure trade agreements with Solarian worlds closer to Earth. It is a testament to Galatean diplomacy that this effort was successful in 2406, when the [[Callisto|Commonwealth of Callisto]] granted Galatean merchants special access to its ports. The [[Republic of Elyra]] rejected similar overtures by the Federal Technocracy and its trade deal with Callisto — the first of its kind between a Coalition affiliate and a Solarian Core world, though independent Coalition vessels have long traded in Callisto — drew condemnation from its rivals in [[Himeo]] and [[Gadpathur]], and from more anti-Solarian elements of Xanu’s political parties. The Federation, however, viewed the Callisto-Galatea trace agreement as a critical victory for their economy. With the influx of more Solarian trade and the presence of new markets the immediate concern of economic downturn had been averted.&lt;br /&gt;
&lt;br /&gt;
With new markets the Federal economy grew, particularly on Svarog. In an effort to ensure Svarog attracted more investments the Federation initiated the Second Svarogite Rejuvenation in 2422. It built upon the basis of the first — the Sectors were expanded, the population was augmented further, and the planet’s industry became more dirty and productive than it had ever been before. Unlike the original rejuvenation project the second opened Svarog for investment by foreign corporations — a unique opportunity in the protective Federation — if the corporation could prove itself to be aligned with Galatean interests and able to provide aid to Svarog’s half-complete terraforming project. Xansan corporations and [[Zeng-Hu Pharmaceuticals]] quickly formed a new sector of the Svarogite economy.&lt;br /&gt;
&lt;br /&gt;
As the decades progressed the Federation continued to prosper, although under a system of extensive surveillance and censorship it — and many of its residents — viewed it as necessary for its survival and success as a nation-state caught between the Alliance and Coalition. As on Xanu the early to mid 2400s were a time of great cultural works in the Federation, though they were always subjected to review by the Technocracy’s various state censorship ministries to determine what in them could constitute an unacceptable risk if published to a broader population. Scientifically it continued to make broad advances in the biotechnology and interstellar engineering fields, though most discarded phoron as a field of research due to its limited accessibility in the Federation and a perception phoron would, at some point in the 25th century, run out unless further deposits were discovered and exploited. Galatean historians have, in the following decades, debated if this was a well-thought-out move by the Federation which saved its economy in the 2460s or an unacceptable limit upon the scope of its research which caused it to lag behind in phoronics-related fields.&lt;br /&gt;
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===The Modern Federation (2452 - Present)===&lt;br /&gt;
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The secession of [[Republic of Biesel|Biesel]] from the [[Sol Alliance|Solarian Alliance]] in 2452 placed the Federation into an awkward position due to its longstanding diplomatic policy toward Sol. The [[Sol Alliance History#2452: The Secession of Biesel|Tau Ceti Accords]] were viewed as a humiliation by the Alliance and Galatea, seeking not to irritate one of its main trade partners, refused to recognize Biesel as an independent state after its secession. The Technocracy instead officially referred to Biesel as the “Solarian Republic of Tau Ceti (de jure)” until 2462, when the Second Solarian Incursion created an environment where the Federation’s needed to recognize Biesel as the broader Coalition intervened directly in the Solarian Navy’s invasion. Galatea maintained its trade relations with Tau Ceti in the interest of making money off of the ongoing phoron boom, even if it itself did not utilize the “wonder fuel” of phoron out of fears existing deposits would eventually run dry.&lt;br /&gt;
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Over the rest of the 2450s as the Alliance drifted further to the right the Federation attempted to continue business as usual, but found itself increasingly at odds with some of its trade partners in the Alliance. As ATLAS’ influence increased, Galatean ships found themselves more and more often harassed by the Solarian Navy in both the DMZ and on trade routes. In 2458 a long-standing trade partner, Lycoris, broke its longstanding trade agreement with Galatea, declaring it anti-Solarian. This authoritarian turn by Sol only escalated in the 2450s with the dawn of Prime Minister Michael Frost’s regime, which took a hardline anti-Coalition stance and shifting the two rivers policy even further towards the Coalition. Konyang however remained friendly to Galatea throughout the 2450s and became its gateway to San Colette’s warp network, which was itself now the gateway to the broader markets of the Solarian Core. Part of this friendliness is certainly due to the Technocracy’s willingness to contribute to [[Konyang|Konyang’s]] culture of institutional corruption through its willingness to pay bribes to get its way.&lt;br /&gt;
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Elsewhere in the [[The Orion Spur|Spur]] as the Alliance seemed to further destabilize the Federation found itself involved in more joint Coalition efforts to ensure its continued stability. Throughout the 2450s the Galatean Federal Navy participated in joint Coalition anti-piracy sorties designed to combat [[Human Piracy# Empire of Dominia-Affiliated Privateers|Dominian privateering]], Solarian bandits in the Alliance Neutral Zone, the [[Human Piracy#Unified Sadar Fleet|Sadar Fleet]], and other unaffiliated groups which were emboldened by the shrinking authority of the Solarian Navy over the 2450s. The force contributed by Galatea was only a fraction of its total naval strength but proved to be an effective part of the Coalition’s anti-piracy efforts, even if they were forced to operate separately from Gadpathurian forces. Like [[Xanu Prime]] the Technocracy contributed greatly to [[Republic of Elyra|Elyran]] relief efforts following the Lii’dra incursion of 2457 and aided greatly in land reclamation efforts on Bursa.&lt;br /&gt;
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The 2460s have been a difficult period for the Federation. The Second Solarian Incursion of 2462 made it recognize Biesel as an independent state even if the Federal Navy refused, despite Gadpathur’s protestations, to participate in the Coalition’s intervention. The Solarian Collapse which followed was nearly disastrous for Galatea as its trade route to the northern and central Alliance were cut off entirely beyond [[Konyang]], which it moved to support as the former Solarian world entered into the Coalition. It was only through a quick pivot to trading with the worlds of the CRZ — and Empyrean’s significant Helium-3 industry — that a total economic meltdown was avoided as the Technocracy’s economy buckled under the strain of the opening months of the Solarian Civil War.&lt;br /&gt;
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Galatea had found itself now, like its neighbor and rival [[Gadpathur]], a full member of the modern [[Coalition of Colonies|Coalition]]. Its flexible diplomacy, long a cornerstone of Galatean policy, seems to have run its course by 2363. However, the dawn of the [[Sol Alliance History# 2462: The Solarian Civil War|War in the Northern Wildlands in early 2465]] and the later [[Solarian Armed Forces#The Solarian Navy|Solarian Navy]] intervention demonstrated the Technocracy may still need a relationship with the Alliance. Its lack of involvement in the Coalition meetings regarding the Wildlands Crisis can be attributed to both this policy and its belief Xanu, its long-standing ally in the Coalition, is able to handle Gadpathur.&lt;br /&gt;
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As conflict in the Northern Reaches winds down and the Alliance seems ascendant, the Federation finds itself safe but somewhat nervous. Its welfare-propaganda system is intact and more functional than ever, and standards of living remain very high. But many in its upper echelons — the ranks of the Technocracy which make its decisions — are anxious and look towards the future with some apprehension, fearing a potential re-establishment of Solarian control in the Weeping Stars. Only time will tell if their concerns are appropriate.&lt;br /&gt;
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==The Yggdrasil System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“What we have created here, in this system, is a true miracle of modern science. The Federation is the most significant accomplishment of the Galatea Program, and the heir to its legacy,”&amp;lt;/i&amp;gt; - Doctor Shizuko Nishioka (2389 - ) in an interview with the Xanu News Service regarding Galatean terraforming (22 August, 2448).&amp;lt;/center&amp;gt;&lt;br /&gt;
Located near the edge of the Weeping Stars and relatively close to Xanu Prime, the Yggdrasil System was originally chosen for terraforming due to its potential as a future hub for transportation between the [[The Orion Spur# Jewel Worlds|Solarian Core]] and the [[Sol Alliance History# Historical Solarian Sectors and Regions|Solarian Frontier]]. The presence of binary stars Mariel, the larger star, and Fornax, the smaller star, was another reason for its status as an early terraforming site due to the immense power drain of the massive Brahma Planetary-Scale Mining Platform requiring stars to fuel it. This, and its two gas giants of Ymir and Nüwa, proved to be a major reason for the ultimate success of the Galatea Project in this system.&lt;br /&gt;
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The Yggdrasil System has six major stellar bodies, three of which are home to permanent human habitation, in addition to numerous smaller celestial bodies such as moons, comets, and asteroids. Holographic or mechanical orreries of the System are a common sight in many Federation buildings and are often found in Galatean residences. Some Galateans are known to carry miniaturized orreries on their person, or in their houses, as a reminder of home.&lt;br /&gt;
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===Mixcoatl===&lt;br /&gt;
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Mixcoatl is the nearest planet to Yggdrasil’s twin stars. A barren and lifeless world which was extensively mined for resources during the terraforming era, its surface is covered in massive scars originating from “planetary scalping” operations carried out by the Brahma platform during terraforming. While most of the valuable resources of Mixcoatl have long since been mined by the Federation, various scientific projects can be found on its surface or within the massive canyons created by the Brahma’s laser. Mixcoatl has no permanent Federation settlements but is home to several power generation facilities which feature rotating crews of non-degreed workers supervised by a smaller number of academics. Workers on Mixcoatl often utilize biological augmentation to better endure the scorching temperatures of the planet, which has no atmosphere to protect it from the heat of Mariel and Fornax.&lt;br /&gt;
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In Federation iconography Mixcoatl is represented by a diamond.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
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The single most important planet in the Federation, Galatea is a triumphant example of the hegemonic-era Solarian Alliance’s mastery of terraforming and a representation of what could have been if not for the Interstellar War. Terraforming Galatea took an incredible amount of time and resources but is stunning to behold: what was once a barely habitable planet devoid of all but the most basic forms of life is now a verdant planet where extensive Technocracy-mandated regulations ensure the Cities of the Future — centrally planned futuristic cities of the Technocracy — on Galatea live alongside nature rather than in it. Most Galateans who call Galatea itself home are degreed Galateans and the non-degreed Galateans which reside here are often involved in industries which support the planet’s large population of researchers.&lt;br /&gt;
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Due to its strict environmental regulations the list of industries which can be present upon Galatea is short and mostly restricted to the biotechnology sector, which has long been powerful in the Federation and is responsible for many of its widely-known innovations such as biological augmentation. The laboratories and research facilities dedicated to biotechnology on Galatea are impressive facilities which contribute directly to the Federation’s continued dominance in the field. Most Galateans live in Technocracy-planned, “cities of the future,” which are connected to research facilities and other cities by magnetic rail lines. These cities, which are held up by the Federation as examples of their technological prowess, have been painstakingly designed to have minimal impacts on the environment of Galatea while maximizing their efficiency.&lt;br /&gt;
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Due to the emphasis the Technocracy places on retaining its cutting edge technology, particularly in regards to its biotechnologies, no foreign companies have obtained a foothold on Galatea proper, though supervised — and tightly controlled — visits are relatively common. Galateans represent the peak of the Technocracy’s commitment to furthering its scientific progress and are, as such, held to a rigorous standard of academic excellence, and most of the Federation’s Chief Directors have come from either Galatea or its moon, Tsukuyomi.&lt;br /&gt;
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In Federation iconography Galatea is represented by an inverted triangle.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
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The only natural satellite of Galatea, Tsukuyomi is one or two bodies in the Yggdrasil System to be fully terraformed from an uninhabitable world into a habitable one. This decision, which left the industrial world of Svarog in its current state, is seen by most as a necessary sacrifice as gains on Svarog would have been nominal at best while Tsukuyomi was transformed completely. Slightly larger than [[Luna]], Tsukuyomi is held by the Federation as one of its two crown jewels alongside Galatea itself. Its biosphere is similar to 22nd-century Earth, and great effort has been made to ensure it remains this way. Access to Tsukuyomi is difficult to gain for a non-Galatea due to the nature of its research facilities and its status as the Galatean Federal Navy’s main port.&lt;br /&gt;
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Tsukuyomi is home to a multitude of Federation cities of the future and research facilities, with most dedicated to projects which require a greater degree of secrecy than the typical Federation research initiative. Cutting-edge military biotechnology and interstellar avionics breakthroughs are achieved at these facilities, and much of the Federation’s ongoing technological edge can be attributed to Tsukuyomi’s facilities. Despite efforts to gain access to Tsukuyomi’s facilities, no foreign business — megacorporate or otherwise — has been granted a charter to work on the moon, and most are redirected to Svarog if they are not rejected outright.&lt;br /&gt;
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Tsukuyomi is the home of the Federal military’s Navy and Army. While it is laid out in much the same way as a typical Federation city of the future on Galatea, featuring extensive green spaces and seemingly being part of the landscape rather than a city built into it,  the naval facility and city of the future of Cantref Gwaelod serves as the main base of operations for the Technocracy’s military. From it, the Federation projects power throughout its system and into the Weeping Stars, where it often dispatches scientific expeditions. Most non-degrees Galateans found on Tsukuyomi are involved in the Technocracy’s military, while degreed Galateans are often found within its research facilities.&lt;br /&gt;
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In Federation iconography Tsukuyomi is represented by a non-inverted triangle.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
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A cold yet habitable world located slightly outside the Goldilocks Zone of the Yggdrasil System, Svarog is the center of the Federation’s heavy industry and manufacturing sectors. It is the only of the four inhabited worlds in the Federation where such industries are both permitted and practical as Empyrean is far too frigid to allow for extensive activities on its surface. Svarog was partially terraformed but was ultimately left in a half-finished, though habitable, state due to a resource deficiency following the draining of Ymir and its moons. The planet’s surface is cold, though not enough to prevent activity outside, and the weather is often either snowy or overcast, with the twin stars of Yggdrasil rarely visible most from Svarog’s surface.&lt;br /&gt;
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Compounding the planet’s climate issues is the amount of heavy industry on it which employs much of its population. Svarog’s heavy industry is remarkably dirty and produces significant levels of pollution, which has resulted in smog blanketing much of the world when snow does not. Air conditions on much of the planet outside of its mountains are often dismal and Svarogite Galateans have biological augmentations which allow them to better endure the planet’s pollution. Those who do not often find themselves afflicted by respiratory illnesses. Travel on the planet’s surface between its sectors is most typically done by magnetic rail lines elevated far above its snowbanks. Most Galateans on Svarog are non-degreed and are exposed to large amounts of Federation propaganda which glorifies their work as without Svarog the Federation’s economy would rapidly collapse due to having very little manufacturing. The limited number of degreed Galateans often work in mountain facilities above the smog of Svarog.&lt;br /&gt;
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Svarog is the only Technocracy planet which permits foreign corporations to purchase land for development and exploitation. However, they must demonstrate why their development would benefit Svarog’s partially complete terraforming project and are often given inferior land when compared to their Galatean counterparts, which are favored by the Technocracy as part of their effort to retain a competitive edge. The largest owner of land from outside the Coalition is [[Zeng-Hu Pharmaceuticals]], which has long enjoyed a good relationship with the Federation.&lt;br /&gt;
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In Federation iconography Svarog is represented by an inverted pentagon.&lt;br /&gt;
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===Nüwa===&lt;br /&gt;
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The first of the Yggdrasil System’s two gas giants and the only one to survive the terraforming of the system, Nüwa is an orange gas giant which has several uninhabited moons. Nüwa is significantly smaller in the 25th century than it was when the Yggdrasil Expedition first arrived due to the massive amount of resources which were siphoned from it by the Expedition and early Federation, and the decaying remains of these facilities can be seen near the surface of the gas giant.&lt;br /&gt;
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Nüwa’s moons are home to a large network of research facilities known as the Thalamus Research Station Network (TFSR) which are mostly operated by research concerns related to the interstellar avionics research sector. Most TFSR staff are native degree-holding Galateans who are supported by a smaller network of non-degreed Galatean or immigrant maintenance staff, though megacorporations such as [[Hephaestus Industries]] and [[Zavodskoi Interstellar]] are known to occasionally dispatch observers to TFSR facilities.&lt;br /&gt;
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In Federation iconography Nüwa is represented by a hexagon.&lt;br /&gt;
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===Ymir===&lt;br /&gt;
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A dead world surrounded by broken moons, Ymir is a stark reminder of the cost required to create the modern Federation. To fuel the terraforming of Svarog, Galatea, and Tsukuyomi, Ymir was drained of resources until the gas giant itself was nothing but a dead core surrounded by moons cracked open by the massive laser of the Brahma Platform. Every idyllic landscape on Galatea or snowbank on Svarog owes its existence to the death of Ymir, and the Federation has not forgotten the loss of Yggdrasil’s second gas giant. Ymir now stands as a memorial to sacrifices made by the Federation and all Galateans to sustain their technological edge and better humanity as a whole. No permanent settlements or research facilities are present upon Ymir or its moons.&lt;br /&gt;
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In Federation iconography Ymir is represented by a circle.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
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The furthest major planetary body in the Yggdrasil System, Empyrean is a frozen yet habitable planet which features a naturally-formed breathable atmosphere. It is the only planet in the system which was habitable without terraforming, and was initially utilized as a hub for the terraforming project which transformed the Yggdrasil System into its modern state. Empyrean’s incredibly cold weather, which naturally rests at temperatures similar to the Arctic Circle of Earth, and lack of native flora and fauna aside from microbial life makes inhabiting the planet difficult without extensive support infrastructure such as hydroponics centers. The planet has Earth-like gravity and is roughly the same size as Earth despite its position on the very edge of the Yggdrasil System.&lt;br /&gt;
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Empyrean served as the system’s major Helium-3 mining and processing hub both during the terraforming era and Federation era due to its position near the Outer Yggdrasil Belt, a frozen ring of asteroids and comets on the edge of the Yggdrasil System which is exceptionally rich in Helium-3 deposits. While the Department of Colonization’s facilities have long since been upgraded or replaced the industry’s importance to the Federation has not faded, and the Technocracy places a great deal of importance on ensuring the continued efficient operation of Empyrean’s refining and processing facilities. Empyrean’s largest settlement, Opona, is dedicated to the production of Helium-3 fuel and features large port facilities which allow easy transit between Opona and Empyrean’s orbital processing facilities.&lt;br /&gt;
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In the distant past Empyrean was heavily bombarded by asteroids and extra-solar bodies such as comets which have provided it with a very mineral-rich environment. Many of these resources dwell far under its surface and must be extracted via deep mining facilities which can plunge miles into the surface. Residents of Empyrean who are not employed within its research facilities or the Helium-3 refining industry are often workers in these facilities. The largest and deepest mine, Nav (officially Federal Mining Facility E-32), plunges kilometers into Empyrean’s surface and is known for its sparse, utilitarian central facility from which all mining efforts are coordinated. Curiously, Nav sits almost exactly opposite of Opona if one were to draw a line through the planet between the two.&lt;br /&gt;
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In Federation iconography Empyrean is represented by an octagon.&lt;br /&gt;
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==Government==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Innovation Without Fear,”&amp;lt;/i&amp;gt; - Official motto of the Federal Technocracy of Galatea (first used c. 2289).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy of Galatea is  a federation of planets under a technocratic government consisting of four member-planets: Galatea, Tsukuyomi, Svarog, and Empyrean. This unique form of government is rooted in the Federation’s origins as a scientific expedition and the use of terraforming — which requires significant education to utilize properly — in the creation of the modern Yggdrasil System. It is ruled by the &#039;&#039;&#039;Chief Director&#039;&#039;&#039;, who is elected by a popular vote of all eligible citizens for a singular five-year term. The Federation has long held that its single-term policy is a method for ensuring its ideas do not become complacent and stale.&lt;br /&gt;
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Immediately below the Chief Director are the &#039;&#039;&#039;Research Triumvirate&#039;&#039;&#039;, who represents the three major research fields of the Technocracy, and the &#039;&#039;&#039;Planetary Representatives&#039;&#039;&#039;, who represent its member-state planets. The Triumvirate is made up of three representatives, one from each field, elected by eligible members of the field to represent their interests to the Chief Director. The Planetary Representatives are likewise elected by eligible citizens of their respective planets and form a council of four which advises the Chief Director. Galateans of all social classes have long held a high level of confidence in their technocratic government due to a persistent cultural belief that the most qualified are the most fit to rule. There has never been a Chief Director, Triumvirate member, or Planetary Representative who has not held at least one doctoral degree.&lt;br /&gt;
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===Voting===&lt;br /&gt;
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Due to its technocratic nature the Federation has long possessed a voting system which is unique amongst the major human worlds of the Orion Spur: to be eligible to vote in an election as a Galatean, a citizen of the Federation must hold at least a bachelor’s degree. Holders of associates’ degrees are eligible for a “half-vote” under Galatean regulations while those who hold no degree are unable to vote in any election and must rely on their degree-holding counterparts to keep their best interests in mind. A pervasive structure of state propaganda, and history of success by the Technocracy, ensures non-degreed Galateans have a high level of confidence in their government.&lt;br /&gt;
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A Galatean’s voting power increases with their level of education. While a bachelor’s degree is worth a singular vote, a master&#039;s degree is worth five votes, and a doctoral degree is worth ten votes. Though criticized by foreign governments — particularly the [[Himeo|United Syndicates of Himeo]] — as being undemocratic, the Galatean method of education-based weighted voting is considered vital to ensuring the Federation remains technocratic and retains its technological edge. Most Galateans are supportive of the weighted voting system due to a long cultural history of valuing expertise which is rooted in the needs of the early Federation’s terraforming efforts.&lt;br /&gt;
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Galateans holding foreign degrees can be awarded Galatean voting rights assuming they are able to pass a proctored exam covering the knowledge their degree is related to. These examinations are administered by the Ministry of Academic Affairs and are regarded by some scholars as crushingly difficult even by Galatean standards, and this is regarded by many as an effort to ensure Galateans use the Technocracy’s education system rather than foreign ones. Those that do pass their Ministry examinations are granted the corresponding weighted voting privileges their education level dictates.&lt;br /&gt;
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===Ministries===&lt;br /&gt;
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While executive power rests in the hands of the Chief Director, the daily operations of the Federation are managed by Galatean ministries staffed by technocrats. The origins of these ministries are rooted in the scientific expedition which originally founded Galatea, and the history of the Federation. They and their management are responsible for much of the Federation’s continued success. To become a ministerial technocrat in the Federation is not easy as one must pass the Galatean Ministerial Examination, a yearly examination held upon Galatea itself which is regarded as very difficult. Many non-degreed Galateans seek employment in these ministries due to the prestige associated with service in one, and the ease with which a low-level technocrat can seek out further education if they desire it.&lt;br /&gt;
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====Ministry of Academic Security (MfAS)====&lt;br /&gt;
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The internal and external security agency of the Federation, the MfAS is a large ministry as responsible for protecting Galatean academics secrets as it is for ensuring dissent does not spread amongst the population. The MfAS has broad powers which let it act with immense authority, limited transparency, and almost no oversight. The Federation views the MfAS as a vital part of ensuring continued Galatean technological innovation, which the Technocracy values above all things, and MfAS operatives are often sent abroad with Galatean dignitaries to serve as their security attaché. Despite its importance the MfAS is often a subject of popular criticism abroad as it is regarded to be the “face” of the Galatean security and surveillance system.&lt;br /&gt;
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MfAS ministerial technocrats are drawn from both the degreed and non-degreed population of the Federation. Due to their role as security personnel and, at times, spies, they are typically heavily bioaugmented to perform their duties at the highest level possible. A common augment utilized by many MfAS technocrats is an adjustment to their facial and throat muscles which allows them total control over their expressions and vocal tone, as it is easier to lie when one is expressionless. A common foreign rumor is that MfAS agents have an augmented form of speech similar to a [[Vaurca|vaurcesean Hivenet]], but these rumors have been denied by the MfAS itself.&lt;br /&gt;
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====Ministry of Exploration and Exploitation (MfEA)====&lt;br /&gt;
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A powerful Ministry responsible for managing and organizing Federation survey expeditions into the Weeping Stars and non-Coalition frontier, including uncharted space, the MfEA has little regulation or oversight in regards to its activities outside of the Coalition due to the Federation’s long-standing policy of viewing itself as more capable of researching and maintaining any Solarian Hegemonic-era relics found in uncontrolled regions of space. The MfEA’s research expeditions are performed in conjunction with the Galatean Federal Navy and are viewed by the Federation’s interstellar avionics sector as an opportunity to test new innovations and technologies against frontier systems and pirates. Galateans expeditions, particularly into the Weeping Stars, have long been criticized by [[Gadpathur]] as intrusions into an area which should be left untouched in order to ensure any Solarian journey across it is as unsafe as possible. The Federation has long ignored this criticism.&lt;br /&gt;
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Ministerial technocrats of the MfEA are most typically degreed Galateans but are drawn from all three major research fields of the Federation, both due to the MfEA not wishing to favor any of the factions and due to all three desiring to pick part Solarian relics. The MfEA and its technocrats have prospered following the Collapse and its expeditions are now more frequent and research further into the Weeping Stars and frontier, much to the displeasure of Gadpathur. While much of the research and technology recovered by the MfEA is exclusively sent to the Technocracy it is known to assist foreign expeditions in their forays into the Weeping Stars assuming the Federation’s interests are kept in mind.&lt;br /&gt;
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====Ministry of Academic Affairs (MfSA)====&lt;br /&gt;
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Arguably the single most important ministry in the modern Federation, the MfSA manages its academies and educational institutions. From the most prestigious doctoral program to the smallest classroom on Empyrean is managed by the MfSA, which employs more ministerial technocrats than any other ministry in the Federation. The high standards set by the MfSA for educational institutions within the Federation are seen as the foundation of the Technocracy’s technological edge and these regulations are themselves subject to a punishing biannual review by the MfSA which ensures they are always in the absolute cutting edge of education. The MfSA regularly works with the MfAS and MfGC to ensure their education supports the Federation’s ideals.&lt;br /&gt;
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The ministerial technocrats of the MfSA are exclusively drawn from the Federation’s degreed population and non-degreed Galateans are never found within its ranks. Many foreign governments seek out the MfSA for advice on their systems of education, and ambitious technocrats of the MfSA can easily request “ambassadorial positions” as observers in foreign institutions. The MfSA does not extend the same rights to foreign academics and has long prohibited individuals without Galatean citizenship from attending its prestigious academic institutions.&lt;br /&gt;
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====Ministry of Galatean Culture (MfGC)====&lt;br /&gt;
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The second-largest ministry after the MfSA, the MfGC’s explicit purpose is to preserve and maintain Galatean culture for the common good of the Federation’s citizens. In reality the MfGC functions as the propaganda and censorship arm of the Federation while carrying out more mundane duties such as promoting Galatean holidays, the Galatean dialect of Solarian Common, and maintaining records of significant achievements made by Galatean citizens. Non-degreed and degreed Galatean citizens alike are targeted by the MfGC’s propaganda efforts and the Federation posters which decorate Svarog and Empyrean are its creations. The MfGC regularly works with the MfSA and MfAS to ensure the Federation’s propaganda works to ensure its continued academic success and security.&lt;br /&gt;
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MfGC ministerial technocrats are drawn from all walks of Galatean life and it is perhaps the most diverse ministry of the Federation. The Technocracy views the MfGC as a vital part of Galatean society and a central pillar of its continued success. The MfGC rarely censors academic work as the Federation believes this would impede its ability to maintain a cutting edge.&lt;br /&gt;
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====Ministry of the Federal Military (MfWF)====&lt;br /&gt;
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The MfWF’s is as an oversight and supervisory for the two branches of the Federation’s military: the Galatean Federal Navy and Galatean Federal Army. It is responsible for coordinating equipment supply efforts and is the main connection between the Federation’s military and its research and development sector. It is ultimately a civilian organization and has been praised by some foreign observers for its ability to prevent military corruption while remaining independent of the military, in contrast to the Solarian Armed Forces and its Department of Defense.&lt;br /&gt;
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Ministerial technocrats of the MfWF are largely drawn from both degreed and non-degreed Galateans. Many often have some form of military experience prior to joining the ministry due to a longstanding Galatean cultural belief that the most educated and experienced should lead. Relations between the Federal Military and the MfWF are generally positive, and have improved since the [[Sol Alliance History#2462: The Solarian Civil War|Solarian Collapse of 2462]] starkly revealed the dangers of a military without oversight.&lt;br /&gt;
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====Ministry of Foreign Affairs (MfAA)====&lt;br /&gt;
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The MfAA is a small and important ministry which maintains and establishes relations with foreign powers such as the Solarian Alliance and other Coalition member states. It, along with the rest of the Federation, has long walked a delicate path between the Alliance and the Coalition where it has balanced the Coalition’s concerns while keeping the Alliance content enough to allow the Federation access to the former [[The Orion Spur#Alliance Neutral Zone|Alliance Neutral Zone]] and current [[The Orion Spur#Weeping Stars|Weeping Stars region]]. Now, with the Alliance having retreated from the region, the MfAA has found itself performing a delicate balancing act between the Federation and the Coalition’s other planets. Whether or not it manages to maintain the Federation’s unique level of access to the Weeping Stars and the uncharted frontier remains to be seen.&lt;br /&gt;
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The ministerial technocrats of the MfAA are drawn from the degreed population of the Federation and securing a position in the ministry carries a significant amount of prestige. Prospective MfAA technocrats are subjected to a rigorous examination process which takes almost an entire year and has a failure rate of roughly 70%, but those who do succeed are regarded as some of the best and brightest of the Federation outside of its scientific leaders.&lt;br /&gt;
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===Citizenship===&lt;br /&gt;
&lt;br /&gt;
Acquiring Federation citizenship is a more unique process than simply acquiring Coalition citizenship, despite the Federation’s status as a member-state of the Coalition. It has consistently refused to compromise on this principle and has, in recent years, supported [[Konyang#Konyang and the Coalition|Konyang’s efforts to maintain its own citizenship standards]]. The primary form of Federation citizenship is granted to individuals with at least one Galatean parent, but can be acquired if the following conditions are met by the applicant:&lt;br /&gt;
&lt;br /&gt;
* Have lived in the Federation for at least five years.&lt;br /&gt;
* Have no criminal record.&lt;br /&gt;
* Able to pass a five-phase MfAS examination to prove they are loyal to the Federation.&lt;br /&gt;
* Able to pass a standardized MfGC examination on Galatean culture with at least a 90%.&lt;br /&gt;
* Able to prove fiscal independence and their status as a productive member of the Federation.&lt;br /&gt;
&lt;br /&gt;
Acquiring this form of citizenship is infamously difficult and most applicants fail. Fortunately, there are other routes for citizenship. The first — and most common — is to enlist in the Federation’s military for five years and serve without demerit or punishment, then take simplified versions of the cultural and loyalty examinations which are far easier to pass. These veteran-citizens form the majority of successful applicants for Galatean citizenship.&lt;br /&gt;
&lt;br /&gt;
The other option is to simply not pursue full citizenship at all, and to simply continue one’s existence as a “&#039;&#039;&#039;Resident-Worker&#039;&#039;&#039;” — a Federation resident who does not have Galatean citizenship, but is a resident of the Federation and entitled to most benefits outside of voting rights. Many residents of Svarog and Empyrean are Resident-Workers, though full Federation citizens outnumber them. &lt;br /&gt;
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While they are entitled to most benefits full Galatean citizens are, resident-workers are not treated equally by the Technocracy. Due to lacking citizenship they are objects of inherent suspicion for the Federation’s extensive system of state surveillance and can easily be deported to another Coalition member-state, or their nation of origin, if they are suspected of anti-Federation activity, or harboring anti-Galatean ideals. Both categories of offense are deliberately broad and poorly defined, and intended to grant the Federation broad powers to control and propagandize its Resident-workers. They are under constant surveillance and many of their Federation-provided apartments are rumored to have hidden cameras and microphones within them that allow for the Federation to maintain surveillance over them even during moments of privacy. On a more mundane level Resident-Workers are often passed over for more desirable work positions and promotions in favor of Galatean citizens, and often are found within the least glamorous and lowest-income jobs in the Technocracy’s borders.&lt;br /&gt;
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===Personification of the Federation===&lt;br /&gt;
&lt;br /&gt;
Technocracy propaganda published by the MfGC places a great emphasis upon the national personification of the Federal Technocracy to make its lofty ideals of progress for the good of humanity more personable to the common resident or citizen of the Federation. The federally mandated depiction of the Federal Technocracy of Galatea is a silver-haired woman named Galatea who is depicted as wearing a white-and-gold Galatean researcher’s uniform and often holding some form of scientific instrument. Galatea, not to be confused with the planet, is a common feature of Federation propaganda as she represents the timeless ideal of seeking technological advancement which drives the entire Federation forward and has consistently brought it success. She is often depicted with the mostly-black eyes associated with the members of the Federation’s scientific expeditions, and many pieces of propaganda depict Galatea in a voidsuit in an effort to emphasize the importance of the MfEA’s expeditions into the Weeping Stars and uncharted territories of the frontier. Galatea is often depicted accompanied by a silver-feathered owl which symbolically represents the collective knowledge of the Federation.&lt;br /&gt;
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===Foreign Relations===&lt;br /&gt;
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Galatean foreign policy has long been defined by what it refers to as the “hill between two rivers” doctrine, which references its position between the Solarian Alliance’s Alliance Neutral Zone and the [[Xanu Prime|All-Xanu Republic]]. The Two Rivers Doctrine has historically seen the Federation broadly align itself with Xanu while maintaining a neutral, if not amicable, stance towards the [[Sol Alliance|Solarian Alliance]] in order to allow its scientific expeditions free access into the Weeping Stars. This position has naturally brought it into conflict with the nearby Coalition member state of [[Gadpathur]], widely known for its hardline anti-Solarian stance.&lt;br /&gt;
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The Two Rivers Doctrine dates to nearly 2300 and has been cited by many in its technocratic government as a reason for its continued success as a regional power and Coalition member. But with the Alliance having retreated from the Neutral Zone as of 2462, some in the Technocracy are now calling for a change in the doctrine due to concerns over their regional rival of Gadpathur. Others, however, believe it can continue with minor adjustments and a total paradigm shift on foreign policy could be harmful.&lt;br /&gt;
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Below is a brief summary of the Federation’s relations to other Coalition members and non-Coalition nations, in addition to some non-state actors.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Xanu Prime|All-Xanu Republic]]&#039;&#039;&#039; and Technocracy have long coexisted as trading partners and allies, with both Coalition members closely aligned on a variety of issues and willing to cooperate with the Alliance to a reasonable degree. The Federation assisted Xanu’s rebuilding efforts in the aftermath of the Interstellar War and the All-Xanu Republic has worked to defuse tensions between the Technocracy and Gadpathur. While the two have not always agreed upon the best course of action for the Coalition as a whole they are always ready to assist one another in moments of crisis.&lt;br /&gt;
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The &#039;&#039;&#039;[[Sol Alliance|Solarian Alliance]]&#039;&#039;&#039; and Technocracy have long had what the Federation refers to as a “special relationship” due to the Alliance’s historical dominance of the Weeping Stars, where much of the Technocracy’s research interests are concentrated. The Federation has long held a policy of official neutrality towards the Alliance and refuses to to vote on provisions against it which are tabled by other Coalition member states. The Alliance, perhaps in gratitude or perhaps as a bribe, has long been happy to trade with the Federation and has granted its expeditions free access to the Weeping Stars. With the Alliance’s retreat from the Neutral Zone in 2462 and Konyang’s entry into the Coalition in the same year some in the Ministry of Foreign Affairs now seek a different approach to the Alliance and the special relationship.&lt;br /&gt;
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&#039;&#039;&#039;[[Gadpathur]]&#039;&#039;&#039; and the Technocracy have an infamously poor relationship. The Federation initially came into conflict with Gadpathur over its dealings with the Alliance to secure access to the Weeping Stars, which Gadpathur viewed as a betrayal of the Coalition’s interests and a violation of its security. A conflict between the two was mediated by Xanu but flared up in the mid-2300s when the Federation declined to vote on a resolution recognizing the bombing of Gadpathur as a crime against humanity and condemned the Alliance, citing its policy of neutrality towards the Alliance as justification. Gadpathurian forces proceeded to almost attack a Federal Navy patrol until Xansan space forces intervened. Neither has had relations since this point aside from mutual attempts to undermine one another and now, with Gadpathur increasingly isolated due to its hardline stance in response to the Wildlands, some in the Federation have suggested their old rival can be further weakened.&lt;br /&gt;
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The &#039;&#039;&#039;[[Himeo|United Syndicates of Himeo]]&#039;&#039;&#039; and Technocracy have a poor relationship which is rooted in ideological and governmental differences. The Federation’s top-down and oligarchic approach to its society has drawn extensive criticism from the United Syndicates, with a particular focus upon its extensive system of state censorship and propaganda. This criticism has only resulted in the Federation creating more and more extensive systems of censorship and propaganda, much to the disdain of Himeo. Little formal trade exists between the two member-states, which has long been cited as a reason behind the Federation’s extensive industrial developments on Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Vysoka|Free System of Vysoka]]&#039;&#039;&#039; and its various city-states have a positive relationship with the Federation due to Galatea’s long-standing policy of agrarian assistance towards Vysoka via the Technocracy’s terraforming technology. Galateans are often more welcome than other foreigners on Vysoka and researchers from the Federation’s biotechnology sector are known to often visit the agrarian planet for research projects and simple tourism alike. Federal efforts on Vysoka are focused primarily upon the planet’s urban centers, and much of its development has been concentrated on the cities of Vedamor and Sevaschaiv. The Federation’s permanent diplomatic mission to Vysoka is based in Czsari. Despite not being a focus of Technocracy efforts, enterprising researchers have been known to distribute “control samples” of weaponry to Hosts in order to field-test prospective Galatean Federal Army equipment.&lt;br /&gt;
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The &#039;&#039;&#039;[[Assunzione|Republic of Assunzione]]&#039;&#039;&#039; and Technocracy have a stable and friendly relationship founded upon scientific collaboration and trade related to both member states’ shipbuilding sectors. Federation expeditions into Light’s Edge and the Lemurian Sea are rare due to a perceived lack of technological relics, or other valuable information, within the sparsely-populated region. Both the Republic and Technocracy have a friendly relationship with Zeng-Hu Pharmaceuticals, and Federation personnel seconded to Zeng-Hu are often stationed in facilities on Assunzione in order to observe the Republic’s exploration-related technology.&lt;br /&gt;
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&#039;&#039;&#039;[[Konyang]]&#039;&#039;&#039; and Technocracy have a friendly relationship which dates back to before independence. Before 2462 Konyang was the primary passage through which Galatean-Solarian trade flowed prior to its arrival in San Colette’s warp gate networks. Konyanger customs checkpoints were, due to both the valuable resources they provided and willingness of Galateans to pay bribes, much easier for Galatean-flagged vessels to pass through. Following its independence the Federation eagerly welcomed Konyang into the Coalition as an equal partner in an effort to promote its interests over Gadpathur’s and gain more access to Konyang’s robotics industries. The Federation staunchly supported Konyang during the crisis of the Solarian Civil War by sending a large Federal Navy detachment to its system. With the Alliance once again at the Coalition’s borders Konyang may, according to some observers, once again become Galatea’s gateway into Sol — despite Gadpathur’s protests.&lt;br /&gt;
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The &#039;&#039;&#039;[[Scarabs|Scarab Fleets]]&#039;&#039;&#039; and the Federation have a relationship which has seen much cooperation. They have much in common as both are, in their own ways, the result of the Alliance’s efforts during the hegemonic era to expand further into uncolonized space. Both were impacted by the Interstellar War and have a focus upon research and discovery. However, they have diverged significantly from one another over the nearly two centuries since the end of the Interstellar War. This divergence, however, has not been enough to turn them against one another, and the scientific expeditions of both groups are known to cooperate with one another when they have run-ins in the free frontier or elsewhere.&lt;br /&gt;
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The &#039;&#039;&#039;[[Empire of Dominia]]&#039;&#039;&#039; and Technocracy, despite or perhaps due to sharing an interest in biotechnology, have poor relations. Unlike the rest of the Coalition, which worries itself more with Dominian privateering, its conquest of unaffiliated frontier worlds, or its authoritarian religious government, Galatean animosity towards the Empire is rooted in another source: contempt for the Empire’s less advanced biotechnology sector, and its seeming inability or willingness to apply this sector beyond its noble classes. Technocracy citizens hold their Imperial counterparts in an unusual form of patronizing contempt wherein they regard the Empire as simply not good enough to be involved in biotechnology. The Federation and Empire occasionally encounter one another in the Weeping Stars, though these Imperials are often acting upon the will of House Volvalaad instead of the Empire itself. While not actively hostile, these encounters are far from friendly.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Biesel]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations due to the Federation’s avoidance of phoronics as a field due to most phoron being concentrated in Elyra and Biesel. The Federation’s long-standing desire to remain between two rivers — the Alliance and Xanu — delayed its recognition of Biesel as an independent nation until shortly after the Solarian Incursion of 2462 and Biesel’s rapid expansion. Even now little practical relations exist between the Federation and Republic. Galatean researchers have begun to travel to the Republic more frequently following 2462, though typically on behalf of Zeng-Hu Pharmaceuticals rather than the Technocracy itself.&lt;br /&gt;
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The &#039;&#039;&#039;[[Republic of Elyra]]&#039;&#039;&#039; and Technocracy have limited formal relations and Galatean researchers are known to often visit its borders — often to learn more regarding its antigravity technology. The Serene Republic and Federation are both opposed to the Empire of Dominia, but the Federation places less emphasis upon the Empire and its expansionism than the Serene Republic does. Many Elyran Non-Citizen Persons who opt to leave its borders eventually find themselves in the Federation, where they are quickly given a place to work in the industrial sectors of Svarog and Empyrean.&lt;br /&gt;
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The &#039;&#039;&#039;[[Nralakk Federation]]&#039;&#039;&#039; and Technocracy have little in the way of formal relations, both due to distance and longstanding Galatean policies against working with any species capable of psionic abilities out of concerns they will use their abilities to steal research secrets from the facilities of the Federation. The MfAS has long banned skrell from travel to the Technocracy’s borders due to these concerns, and has refused to consider any arguments in opposition. Galatians who do interact with skrell often have bioaugmentations which make their thoughts difficult for psionic species to read, and some – such as members of the MfAS – are rumored to have bioaugmentations which cause a lethal feedback loop if one attempts to read their mind. Most Galatean citizens and residents are wary of skrell, and will attempt to avoid them.&lt;br /&gt;
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The Federal Technocracy’s contributions to the &#039;&#039;&#039;[[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Frontier Protection Bureau (FPB)]]&#039;&#039;&#039; and the associated Frontier Rangers are poor compared to the economic impact the Federation has upon the broader Coalition and wider Spur. Citizens of the Federal Technocracy are barred by the government from becoming members of the FPB out of a desire to not antagonize the Solarian Alliance, and the Federation has long refused to provide anything aside from non-lethal aid, and has never provided bioaugmentations, to the Bureau. The Galatean Federal Navy cooperates with the FPB when they encounter one another but does not hold its rangers in high esteem, viewing them as an undisciplined force direly in need of central control and discipline. The Rangers in return typically view the Federal Navy, and Galateans more broadly, as self-absorbed opportunists unwilling to give their all to the Coalition.&lt;br /&gt;
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&#039;&#039;&#039;[[Zeng-Hu Pharmaceuticals]]&#039;&#039;&#039; is the megacorporate entity most readily interacted with by the Federal Technocracy. When Galateans go abroad they often find themselves employed by it, and Zeng-Hu has long courted the Technocracy in pursuit of access to its advanced technologies. Despite these efforts Zeng-Hu has only limited access to the modern Technocracy and its facilities can only be found upon Svarog, the solitary member-planet which allows foreign megacorporations to have a presence upon its surface. The fierce economic protectiveness of the Technocracy has endured the creation of the Stellar Corporate Conglomerate, and Zeng-Hu’s foothold remains relatively small. &lt;br /&gt;
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While not a state in of itself the Technocracy has officially banned practitioners of the &#039;&#039;&#039;[[The Trinary Perfection|Trinary Perfection]]&#039;&#039;&#039; within its borders, viewing the religion as dangerously contrarian to the Federation’s focus upon improving humanity through the mastery of biotechnology. Following events on [[Orepit]] in 2464 the Federation renewed its commitment to this ban, a move which brought it praise from an unusual source: the Empire of Dominia. The MfAS has broad powers which permit it to track down and eliminate any suspected Trinarist presence within the Federation’s borders. The Technocracy holds no relations with Orepit and views the planet as a “Sponsor of Anti-Galatean Ideals.”&lt;br /&gt;
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==Society==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Galateans claim they are a society of equals. Bah! They’re the Empire, but with degrees instead of noble titles!”&amp;lt;/i&amp;gt; - [[Himeo#Political Parties|National Himean Worker&#039;s Vanguard leader Oskar Ljungberg]] (2436 - ) in an interview with Himean media regarding other members of the Coalition (15 July, 2462).&amp;lt;/center&amp;gt;&lt;br /&gt;
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Galatean society holds, as a near-universal constant, that innovation and technological progress is the most important goal in the lives of the typical citizen or resident of the Federation. This belief informs how nearly every resident of the Federation goes about their daily lives, what they prioritize, and how they behave. Galateans believe they must excel in all things they do to ensure the Federation’s continued success, and Galatean society is obsessed with the idea of perfection and innovation. To the typical Galatean there is nothing they cannot overcome through innovation and technology. If a Galatean cannot innovate, they are not worthy of being called a Galatean.&lt;br /&gt;
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Galateans as a whole are often stereotyped abroad as perfectionists who must have everything done in the manner they dictate as they know how to best handle a situation relevant to their academic interests. Despite this stereotype Galateans with and without degrees are fully capable of working alongside, or even under, non-Galatean staff. However, they often find themselves frustrated with the perceived slowness or willingness of non-Galateans to accept what they view as less than satisfactory work as, for a Galatean, anything less than perfection is often unacceptable. Galateans abroad are often employed by [[Zeng-Hu Pharmaceuticals]], where their culture of perfectionism and obsessiveness has allowed them to excel within Zeng-Hu’s highly competitive culture.&lt;br /&gt;
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===Degreed Academia===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Do not speak to me as if I, a Galatean researcher, are your equal! Your ignorance of the true potential of biotechnological innovations is plainly written in every plodding step your massive frame takes!”&amp;lt;/i&amp;gt; - Doctor Shihong Li (2398 - ) speaking to a [[Empire of Dominia Great Houses#House Volvalaad|House Volvalaad]] geneticist at a research conference on Galatea (28 March, 2422).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The term &#039;&#039;academia&#039;&#039; defines much of the Federal Technocracy, from its society and norms to its government and economics. Since the dawn of the early Federation it has been dominated by those in it who have degrees granted from its institutions of higher learning. Below these institutions are preparatory schools which aim to prepare the students of the Technocracy for a life in its academia where excellence is expected to be the baseline. The Federation’s academic fields can be broadly divided into three categories which roughly correspond to its three major industries: biotechnology, interstellar avionics, and planetary engineering.&lt;br /&gt;
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Higher education in the Federation is an incredibly serious issue for the members of its existing academia and no expenses are spared in ensuring children rise to the same level, or beyond the level, of their parents. For these academics and their children achieving success in education is a matter of vital importance critical to ensuring a family keeps its position in Galatean society and works to maintain the Federation’s position upon the cutting edge of research in the human Orion Spur. No less than excellence is expected in the Federation and the children of academics are placed into a grueling process of education to ensure they will be ready to enter into the Technocracy’s academic ranks by gaining entry into some of its most prestigious institutions of higher education. Those who cannot handle the pressure of this educational system are considered disgraced and are ostracized by their peers and often disowned by their family, as &#039;&#039;&#039;a degreed Galatean who cannot excel in academic pursuits is unworthy of being called a Galatean at all&#039;&#039;&#039;.&lt;br /&gt;
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The education of a Galatean child who wishes to enter academia starts, in the best circumstances, at the age of three when the child is enrolled into a Galatean elementary preparation school. These schools, which can occupy their young students for as many as 60 to 80 hours a week, are designed to ensure a young Galatean who hopes to join the ranks of its academia is sufficiently prepared to enter its primary academic education system at the age of eight. At graduation from these preparatory schools, generally at age seven to eight, students are expected to have gained a mastery of Ministerial Common in reading and writing, an understanding of mathematics, the sciences, Galatean history and ethics, and fluency in [[Languages|Tau Ceti Basic]]. Elementary preparatory schools vary slightly based upon if they are generalist or specialized into one of the “big three” research fields in the Federation. Though their lessons are often taught using games designed for children they are serious matters and considered a vital building block for a student’s future development.&lt;br /&gt;
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After graduating from an elementary preparatory school a Galatean student will enter into their first tier of education, which they will remain in from age seven to 13. Here students will begin to master their chosen field, and will be involved in their chosen school for roughly 80 to 100 hours per week. Having ideally acquired a basic mastery of common fields primary school students bound for the Federation’s academic classes are expected to begin specializing into their chosen field of research and will often be seconded to chosen “learning facilities” to work alongside full Galatean researchers developing new innovations in the Federation. Primary school students in the Federation are expected to continue to master the subjects they began learning about in their preparatory school and are expected to gain a complete understanding of Tau Ceti Basic if they have not already done so.&lt;br /&gt;
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Between the ages of 14 and 18 Galatean students are enrolled in high school, their second tier of education, and are expected to further their studies to prepare themselves for the infamous test of the Ministry of Academic Affairs (MfSA) known as the &#039;&#039;&#039;Federal Standardized Academic Examination Test&#039;&#039;&#039;, or simply as &#039;&#039;&#039;the Examination&#039;&#039;&#039;, through rigorous preparation which can include up to 120 hour weeks of instruction and preparation where students live in barracks-like academic dormitories to better prepare for the Examination. The Examination is a pivotal moment for the prospective academic as it will determine which of the Federation’s institutions they are able to be reasonably accepted to, and parents often push their children to work beyond the expected 80 to 100 hours of the average Galatean high school student. Some hopefuls who intend to gain acceptance to one of the Federation’s most prestigious universities — such as the Sachiko Amaya Institute of Biotechnology — are known to biologically augment themselves to require only three hours of sleep per night, and spend almost all of their waking hours studying or in class. Prospective Galatean academics will often form into study groups that become lifelong friendships as they make their way through high school and bond together in their struggles to overcome the challenges of entering the Technocracy’s academic fields.&lt;br /&gt;
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Once a Galatean student has passed into the university system they are expected to maintain the work ethic they have established during their pre-university career by studying their own field and assisting other, more senior students in their research. Once the student has acquired a bachelor’s degree they are considered to be a voting Galatean citizen but most are expected to carry on to further levels of education such as a master’s degree or doctorate, both requiring additional work and further commitment by the student. The status of doctor is viewed by many as the highest level a Galatean can aspire to and simply possessing the title, regardless of one’s field, is viewed as a mark of excellence.&lt;br /&gt;
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===Prominent Universities===&lt;br /&gt;
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Which institute of higher education one attends determines one’s position within the academic society of the Technocracy, and which university one attends depends upon how one scores upon the Examination. Only those who have scored exceptionally well are able to attend one of the three most prestigious universities in the Federation, with one for each major research field. These students are the best of the Technocracy’s educational system and are destined to hold high positions within it or abroad, such as in Zeng-Hu Pharmaceuticals. The reputation of these institutions often precedes them abroad, and to have a degree from one is viewed as a badge of honor throughout the Federation. These institutions are commonly referred to as the “Big Three” among the Technocracy’s populace.&lt;br /&gt;
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Perhaps the single most prestigious academic institution in the entire Federation is the &#039;&#039;&#039;Sachiko Amaya Institute of Biotechnology&#039;&#039;&#039;. Located in Lintukoto on Galatea proper, it derives its name from its founder: Sachiko Amaya, the first Chief Director of the Federation. Often simply referred to as the Amaya Institute, its graduates have greatly influenced – and arguably created – the field of bioaugmentation in the Federation. Graduates from the Amaya Institute are often destined for leadership roles in a biotechnology research firm. If these graduates travel abroad they often find employment in Zeng-Hu Pharmaceuticals, which shares their intense focus upon perfection and interest in the field of biotechnology.&lt;br /&gt;
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The only of the big three located on Tsukuyomi, the &#039;&#039;&#039;Tsukuyomian Institute of Interstellar Avionics Research&#039;&#039;&#039;, or &#039;&#039;&#039;TIMAR&#039;&#039;&#039;, is located in the lakeside city of Ketumati on the moon’s only continent, Mu. Originally established in 2350 to train the Galatean Federal Navy’s new generation of naval pilots, TIMAR has since expanded to train the engineers and scientists who design the vessels utilized by the Federal Navy. It is divided into two halves: the Federal Naval Academy and the more academic aspect, which is directly associated with the interstellar avionics research concern. Academic graduates from TIMAR sign a contract which states they will not leave the Federation for the first ten years after they graduate, and those who do depart after this time are often eagerly scouted by foreign naval firms such as d.N.A. on [[Xanu Prime]] for service as consultants and researchers.&lt;br /&gt;
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Located in Jeolla on Galatea, the &#039;&#039;&#039;Gojoseon Engineering Research Institution&#039;&#039;&#039;, or &#039;&#039;&#039;GMBI&#039;&#039;&#039;, is the most prestigious of the Federation’s planetary engineering institutions of higher learning. Originally established in 2280 to assist in training engineers for the creation of Jeolla’s atypical city design, the GMBI now trains the best and brightest engineers in the Federation. Its graduates have gone on to greatly influence planetary construction throughout the modern Federation, and are responsible for both the Sector Plan of Svarog and the Cities of the Future of Galatea proper and its moon, Tsuyukomi. Those that go abroad are often employed as experts or consultants for a variety of large-scale engineering projects or urban planning.&lt;br /&gt;
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===The Quest for Innovation===&lt;br /&gt;
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The daily lives of most degreed Galateans are devoted to a concept the Technocracy regards as important above all other things: maintaining its technological edge over other human nations of the Spur through continuous development and innovation in the three major fields of biotechnology, interstellar avionics, and planetary engineering. If the Federation loses this edge most Galateans in it believe they begin to slowly waste away and eventually collapse as a society as its welfare-propaganda state implodes on itself and its citizens flee the Yggdrasil System for its more innovative counterparts. No loyalist to the Federation, from the Chief Director to the least experienced resident-worker, wishes for such to happen and all constantly strive to ensure the Technocracy’s steady march towards a better future for humanity does not slow, let alone halt.&lt;br /&gt;
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This concept is referred to as the Quest for Innovation in Galatean propaganda, and by Galateans themselves. It is a cornerstone of the Federation’s society and a constant feature of its propaganda which is known to every resident or citizen of the Technocracy. To ignore or inhibit the Quest for Innovation is to risk being declared an anti-Galatean element and the subsequent wrath of the Federation’s internal security apparatus, the Ministry of Academic Security (MfAS). Those pursued by the MfAS do not often escape it and individuals convicted of being an anti-Galatean element will soon find themselves deported from the Federation and their citizenship, if applicable, permanently revoked. These exiled individuals are shunned and rebuked as failures by their fellow citizens and residents, and are often utilized by teachers and propagandists alike as examples of how to not behave.&lt;br /&gt;
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===The Welfare-Propaganda State===&lt;br /&gt;
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A critical structure of the Federation is what is commonly known abroad as its welfare-propaganda state, though within the Federation it is simply known as the MfGC’s federal welfare program. The Galatean welfare-propaganda state is an expensive but powerful system which ensures its citizens, and residents,  do not want for basic necessities. Food, shelter, entertainment, and education are all provided for by the Federation’s government via the MfGC, which bundles these resources with pro-Federation propaganda in an effort to promote the Technocracy’s image as a benevolent entity for the citizens and residents of the Yggdrasil System.&lt;br /&gt;
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The welfare-propaganda state was created shortly after the 2338 Empyrean Unrest, which almost collapsed the economy of the young Federation. It is intended to prevent such an incident from ever occurring again by providing a reasonably comfortable life to every citizen or resident of the Federation and has thus far been extremely successful in doing so. No protests on the scale of the Empyrean Unest have occurred since its implementation and MfGC polls show support for the Technocracy as high across all sectors of society even as much of the Spur anxiously watches the Alliance re-exerts its authority over territory it had previously lost control over in late 2462. Any who do go against the welfare-propaganda state, and thus the entire Galatean state, are regarded as anti-Galatean elements.&lt;br /&gt;
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===Anti-Galatean Elements===&lt;br /&gt;
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Relentlessly pursued in Federation space by the MfAS and used by the MfGC and MfSA as examples of failures, those who have been declared anti-Galatean elements are regarded by the Technocracy as hazardous to the continued stability of the Federation and its ability to remain on the bleeding edge of technological progress. These individuals are typically imprisoned and released once they have been freed from their anti-Galatean beliefs, either through therapy or through other means known only to the MfAS. Those who recant and return to being anti-Galatean are quickly removed from the Federation through any means deemed necessary or appropriate before they can become a true hazard or an exile.&lt;br /&gt;
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To become an immediately deported anti-Galatean element one must be judged a danger to the Technocracy so severe their wrongness of thought cannot be reasonably rectified. The followers of the [[The Trinary Perfection|Trinary Perfection]], a faith officially viewed as a sponsor of Anti-Galatean Ideals by the Federation and regarded by the overwhelming majority of citizens and residents as a dangerous cult, are the only group to be treated with such from the start. When one is found they are quickly removed from the Technocracy through any means deemed reasonable and necessary. Any exiled for anti-Galatean ideals will quickly find their degrees stripped away from them along with their property, citizenship, and any wealth they may have in a Galatean institution. Condemned to wander through the [[The Orion Spur|Orion Spur]] and never return to Galatea, these individuals are scorned and mistrusted by many.&lt;br /&gt;
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===Contraband===&lt;br /&gt;
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Commonly associated with the MfAS and MfGC the Federal Table of Culturally Damaging or Socially Dangerous Concepts, Products, Practices, or Methods Officially Deemed Contraband in Galatean-Controlled Space, or more simply the &#039;&#039;&#039;Federal Contraband Table&#039;&#039;&#039; (formally abbreviated as &#039;&#039;FTSoSGKPPLMGEMEGGnKsRKD&#039;&#039; in Ministerial Common), is the Technocracy’s official, lengthy, and exhaustive list of items it considers to be dangerous to the continued health of both the Federation and its civil society. Officially maintained by the MfGC and enforced by the MfAS with the assistance of Federation citizens and residents, the Contraband Table was created shortly after the Empyrean Unrest of the 24th century in response to the perceived danger posed by Himean syndicalist thought. Over time it has expanded to include a multitude of entities deemed anti-Galatean in nature, and being found with one — or more — of the Table’s items is an effective method of being declared an anti-Galatean actor. Researchers who have acquired permission from the MfSA may study entities on the Table with a reasonable justification, but can expect to be closely watched by the MfAS for the duration of their experiments and for some time following them. There is no black market for Contraband Table goods in the contemporary Federation due to the extensive efforts of the welfare-propaganda state and MfAS.&lt;br /&gt;
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Some of the items found upon the Contraband Table are divided into several categories which include but are not limited to:&lt;br /&gt;
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====Hazardous Products====&lt;br /&gt;
* Himean-produced goods, which are viewed as hazardous to the industrial member-planets of the Federation.&lt;br /&gt;
* Gadpathurian-produced goods, which are viewed as substandard and ineffective.&lt;br /&gt;
* Any technology associated with the Empire of Dominia’s geneboosting programs, as they are considered to be health risks.&lt;br /&gt;
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====Hazardous Concepts====&lt;br /&gt;
* Ideological concepts associated with Himean syndicalism.&lt;br /&gt;
* Ideological concepts associated with Gadpathur and its anti-Galatean stances.&lt;br /&gt;
* Any material which depicts the Trinary Perfection in a positive light.&lt;br /&gt;
* Material which is deemed critical of the Federation’s institutional structures.&lt;br /&gt;
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===Non-Degreed Education===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Remember to do your part for the Federation whenever you work, for the future of the Spur rests upon our shoulders!”&amp;lt;/i&amp;gt; - Federation motivational poster commonly seen in the Svarog metro system.&amp;lt;/center&amp;gt;&lt;br /&gt;
The Galateans who do not opt to become involved in its academia are instead sent through a more typical educational program which prepares them for a life in the Federation’s non-degreed sectors such as mining, heavy industries, or service. Non-degreed education generally stops at 18 — assuming the non-degreed does not seek a two-year degree, which is often the highest they can rise and is viewed as a stepping stone towards their children joining the academia — and retains the traditional Galatean focus upon perfectionism and academic excellence in all things. Non-degreed Galateans are expected to excel from an early age and to achieve a mastery of their job even before they have worked a day of it. Most non-degreed Galateans attend school within the same apartment block where their family resides, though some must take a train to another apartment block where their school is located.&lt;br /&gt;
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The most qualified non-degreed Galateans often seek two-year, or “half,” degrees from institutions which specialize in granting them. While they are not subjected to the same levels of academic rigor as their degreed counterparts are to pursue these half-degrees, named so as they give half of a vote in the Federation, those who do successfully acquire such a degree are viewed as the best and most talented of the non-degreed population, and often serve in administrative positions or supervisory roles where they direct and oversee the myriad industries of the Technocracy while themselves being subordinate to degreed Galateans. The children of half-degree holders are often pushed by their parents to pursue a full degree, and many succeed.&lt;br /&gt;
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===The Gadpathuri===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;NOTE: The Gadpathurri are subject to the same ethnicity rules as typical Gadpathurians. Non-Gadpathuri Galateans, however, have no restrictions.&amp;lt;/center&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
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A distinctive population of the Federation, the Gadpathuri are descended from Gadpathurian refugees which settled in the Yggdrasil System shortly after the bombing of [[Gadpathur]]. Over the intervening centuries these Gadpathurians have diverged significantly from those who remained on the planet and eventually created the modern, ultra-militarized Gadpathurian state. Known as the Gadpathuri, these Galateans of Gadpathurian descent are concentrated upon Tsyukomi and have retained much of the pre-Interstellar War culture of Gadpathur, which the planet’s current population has discarded in favor of a militaristic and anti-Solarian culture. Gadpathurians and Gadpathuri do not have good relations with one another, with Gadpathuri viewing Gadpathurians as unable to recognize the futility of their militarism and Gadpathurians viewing Gadpathuri as traitors who have associated with the Alliance.&lt;br /&gt;
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In the Federation Gadpathuri often occupy positions within the Galatean Federal Navy’s officer ranks as many of the original refugees were members of the small naval force pre-war Gadpathur maintained. Many view a career in the Federal Navy as the best way to protect their new home from the potential aggression of old Gadpathur, which they view as having been lost in the fires of the Interstellar War. While it is not an official holiday within the Federation, many Gadpathuri mark the eighth of October, the anniversary of Gadpathur’s bombing, as a day of mourning, they are typically released from their duties for the day.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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The Technocracy’s architecture is, like its broader society, always attempting to remain upon the cutting edge of innovation. Referred to as Cities of the Future inside the Federation, these settlements are carefully designed and planned by degreed Galateans to meet a specific purpose with the smallest amount of inefficiencies reasonably possible. Technocracy city planners view themselves as both innovators and artists, and their cities resemble such — particularly upon Galatea proper and its moon, Tsuyukomi. Upon Svarog and Empyrean cities must often prioritize practicality over aesthetic designs and the Galatean cultural trend of building alongside nature rather than through it. The architectural style of Galatean cities of the future is known as “&#039;&#039;&#039;Technominimalism&#039;&#039;&#039;” abroad due to its combination of minimalist designs and frequent green spaces.&lt;br /&gt;
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Upon Galatea proper and its moon, Tsuyukomi, the Technocracy has spared no expense in designing the cities of the future in which the vast majority of its degreed population resides. They are painstakingly designed to maximize the comfort and efficiency while minimizing their environmental footprints. These cities are built as a part of nature rather than over nature and can be strikingly beautiful, with frequent parks and green spaces throughout them which have been eagerly studied by foreign city planners from across the human Orion Spur. To further reduce their environmental impacts the cities of the future have fully banned personal automotive use and instead  feature vast and interconnected rail networks which allow transport both within a given city and to other cities across Galatea proper and Tsuyukomi, in addition to important destinations such as more rural research stations. The cities of Galatea proper and Tsuyukomi have no true urban sprawl and instead transition directly into the natural environment at the predetermined limit of the city’s urban zone.&lt;br /&gt;
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On Svarog and Empyrean, the Federation’s industrial worlds, architecture is markedly different from the cities of the future. Upon Svarog the Sector Plan, created during the Svarogite Rejuvenation, has resulted in a surface dominated by brutalist industrial cities which are connected by elevated magnetic rails designed to withstand the frigid temperatures of the planet, its frequent blizzards, and the omnipresent industrial pollution which is barely ameliorated by the presence of massive turbines in most cities intended to reduce air pollution by processing and filtering massive amounts of air. Svarogite skylines are dominated by row upon row of Galatean apartment blocks which can stretch dozens of stories into the air and are connected by an extensive network of underground rail lines referred to as the SWRH, or the Sector Internal Rail Network, which allows for easy transport between blocks without exposing oneself to the hazardous weather conditions of the surface. These blocks are not simply apartment buildings as their lower levels are home to a variety of small, often family-owned, businesses and establishments ranging from restaurants to photo studios to bookstores and more where Svarogites gather to socialize, shop, and relax. Beyond the apartment cities dwell massive centrally organized industrial parks which belch clouds of black smoke into the atmosphere as they fuel the Federation’s engines of progress while they pollute Svarog’s air.&lt;br /&gt;
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Empyrean’s architecture bears resemblance to Svarog’s, with the same style of apartment blocks connected by underground rails linked to other communities, but its industrial zones feature markedly different structures due to Empyrean’s economy focusing on fuel and mining instead of the large-scale industrial production of Svarog. Where there are rows upon rows of smokestacks belching black smoke upon Svarog, on Empyrean there are vast chemical refineries where Helium-3 fuel is produced and great holes dug into its surface from where its mineral wealth is extracted for use in the industries of Svarog. Empyrean’s mines are massive structures which tunnel kilometers into the planet’s surface and provide the raw materials of the Galatean quest for innovation. The architects of these mines are, unlike the designers of other facilities, often half-degree holders who work as foremen or managers in these massive structures. The Federation, after all, places a strong emphasis on ensuring those who have the best knowledge of a situation are those who manage it, and who better knows a mine than the workers?&lt;br /&gt;
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===Biological Augmentation===&lt;br /&gt;
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Perhaps what the Technocracy is most known for in the 25th century, biological augmentation is common throughout Galatean society and almost all citizens of the Federation – and many resident-workers – feature a degree of augmentation, whether it is as simple as vision correction or as complicated as the extensive biological modifications provided to Galatean Federal Navy pilots which allow them to outperform their counterparts in other forces. Galatean bioaugmentations can be found outside of the Technocracy but are most prominent within its borders. For many Federation citizens, to receive and benefit from the Technocracy’s mastery of biological augmentation is seen as an act of patriotism, and non-augmented Galateans are often looked down upon by their counterparts as oddities at best and potential anti-Galatean elements at worst.&lt;br /&gt;
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Bioaugmentation for a Galatean often begins before they are born, as many of the Federation’s native-born citizens are “born” in Technocracy facilities intended to replace more traditional methods. In these facilities researchers and staff affiliated with the biotechnology sector are able to monitor development and address genetic issues as they arise, and give a developing child any augmentations their parents or guardians may request – assuming one is able to pay for such. Once “born” genetic editing and tweaking often continues for these children well into their adulthoods, particularly for those children of researchers and other higher-ranking Galatean academics. Non-degreed Galateans, and its Worker-Residents, often seek out more utilitarian biological augmentations such as filters which allow them to breathe more easily upon Svarog or eye modifications which allow them to see more clearly in the often dim environment of Empyrean’s mineshafts. Those in the Federal military have their own class of augmentations which are rated military-grade and not permitted for exportation throughout the Spur.&lt;br /&gt;
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As Galateans augment themselves further they acquire an unusual or otherwise atypical appearance which, though considered normal or even desirable in the Technocracy, makes them appear uncanny to many individuals from outside of the Federation. They will often have unusually pallid skin tones, sometimes appearing to be waxlike, and atypical eyes. Some Galatean eye-based biological augmentations, such as those used by the Federal Navy, turn eyes into a solid black designed to assist in acquiring more light. Some Galateans have unusual patterns in their skin as a result of their augmentations, or feature visible external ports which are utilized in cheaper and often more dated genetic editing techniques. Others rarely blink or breathe, having edited their eyes or reduced their necessary oxygen intake. The most visibly biologically augmented individuals in the Technocracy are arguably the pilots of the Galatean Federal Navy, particularly those of the small Hydrangea-class Multi-Role Attack Craft the Federal Navy relies upon in most engagements. Hydrangea pilots have standardized military augmentations which give them entirely black eyes – aside from a small, white pupil – designed to react faster than a typical human in any condition, skin criss-crossed with patterns designed to reinforce their skin against g-forces and low pressure, never blink as their eyes instead passively water themselves through the creation of a saline-like substance, and rarely breathe. Pilots generally have white, black, or gray hair – sometimes a mix of all three – as a result of these augmentations, and are entirely hairless aside from that on their head. These augmentations, due to their extensive nature, cannot be reversed. However, Hydrangea pilots are viewed as an elite within the military and are often lavished with benefits and rewards, with many having become major figures in the Technocracy’s interstellar avionics research fields.&lt;br /&gt;
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===Dreams===&lt;br /&gt;
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Galatean culture, across all levels of education, places a strong emphasis upon the subconscious or unconscious mind and its actions, believing that innovation can often strike when one is asleep. This presents itself as an emphasis upon dreams and what happens within them. Researchers in the field of biotechnology have observed that biologically augmented individuals often experience more vivid dreams, and that these dreams become more vivid as one is augmented further. While a Svarogite worker with throat bioaugmentations may only experience these occasionally,  a Hydrangea pilot may experience vivid dreams in her sleeping hours and these can often be lucid enough for the dreamer to manipulate.&lt;br /&gt;
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While none in the Federation currently understand the link between bioaugmentation and more vivid dreams, the citizens and residents of the Technocracy have long been interested in the analysis of their dreams and their potential meanings. Galateans commonly keep dream diaries and some innovations have allegedly come to Federation researchers in their dreams. Some researchers have attempted to reconstruct particularly notable dreams in virtual — or physical — reality, to varying degrees of accuracy and success.&lt;br /&gt;
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===Language===&lt;br /&gt;
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The Federal Technocracy, due to its status as a multi-planetary entity, is home to several major languages. The first and most common is a MfGC-regulated dialect known as &#039;&#039;&#039;Galatean Ministerial Common&#039;&#039;&#039;. An unusual dialect of Solarian Common, Ministerial Common was first standardized under the early Technocracy in the early 2300s. Efforts by the MfGC to eliminate “foreign” loanwords from Ministerial Common, such as those from Freespeak or Tau Ceti Basic, have resulted in it being a close linguistic equivalent to pre-Interstellar War Solarian Common, and many who hear the dialogue note it utilizes terms which have fallen out of common Solarian parlance. Out of contemporary dialects Ministerial Common perhaps most closely resembles Gadpathurian Common but possesses more regional sub-dialects due to the Federation’s less authoritarian government. Ministerial Common is further subdivided into Galatean Standard, the more common dialect which is found upon Galatea itself, and Tsukuyomian Standard, a more rare dialect found upon Galatea’s moon and typically associated with the Federal Navy.&lt;br /&gt;
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On Svarog and Empyrean languages are less managed and more diversified due to the flow of immigrants into the industrial hubs of the Federation from the Coalition in the decades following the end of the Interstellar War. The resulting creole of Interstellar War-era Solarian Common and Freespeak from other areas of the Coalition is known as &#039;&#039;&#039;Federal Freespeak&#039;&#039;&#039;, which is regarded by the MfGC as a second-tier language in the Federation: it is taught in schools, but it is not actively promoted in the way Ministerial Common is. Federation documents on Svarog and Empyrean such as propaganda posters are typically written in both Ministerial Common and Federal Freespeak. This dialect of Freespeak, due to its looser regulations, does have many Solarian Common loan words and varies between Svarog and Empyrean.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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&#039;&#039;&#039;New Year’s Day (January 1)&#039;&#039;&#039;: The official start of the new year throughout human space, this holiday is generally a time of reflection for Galateans as they look back on the previous year while looking forward to the next.&lt;br /&gt;
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&#039;&#039;&#039;Galatean New Year (Varies)&#039;&#039;&#039;: The first day of the new lunisolar year, this holiday is a time of family celebrations and reunions. While the first day of the conventional new year is often a time of reflection, the first day of the lunisolar new year is instead a time of celebration and enjoyment where Galateans often celebrate the year’s accomplishments with their families.&lt;br /&gt;
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&#039;&#039;&#039;Federation Workers’ Day (1 May)&#039;&#039;&#039;: A celebration of the non-degreed residents and citizens of the Federation, Workers’ Day is roughly equivalent to May Day in the wider Spur. However, the Federation goes to great lengths to ensure Workers’ Day is a celebration of the fact that all Galateans work for a common goal, rather than a celebration of organized labor. To do so would be dangerously Himean, and encourage anti-Galatean ideals.&lt;br /&gt;
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&#039;&#039;&#039;Graduation Day (14 May)&#039;&#039;&#039;: A celebration of recent graduates from academies across the Federation, Graduation Day has long been a popular holiday in the Technocracy. It is often on this day that new degreed Galateans will enter their field of choice, having been previously selected by a research firm during their last semester of studying.&lt;br /&gt;
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&#039;&#039;&#039;Federation Day (16 October)&#039;&#039;&#039;: Perhaps the most important Galatean holiday, Federation Day celebrates the founding of the Federal Technocracy of Galatea. It is marked by celebrations across all four member-planets of the Federation and is considered a symbol of its continued unity.&lt;br /&gt;
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&#039;&#039;&#039;Interstellar Peace Day (28 November)&#039;&#039;&#039;: Another important holiday, Interstellar Peace Day celebrates the signing of the Treaty of Xansan and the end of the Interstellar War.&lt;br /&gt;
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==Economics and Industries==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Our biotechnology surpasses anything else in the Orion Spur, President Sneijders, and it shall only grow stronger as the Federation continues to prosper!”&amp;lt;/i&amp;gt; - Doctor Teofila Vecoli (2238 - 2358), Federation Representative to Xanu, during a discussion with All-Xanu Republic President Nicolaas Sneijders (15 January, 2311).&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Federal Technocracy’s economy is one of the largest within the [[Coalition of Colonies|Coalition]], though it is not as large or diverse as [[Xanu Prime]]’s, and sits on the same industrial level as its rival, the [[Himeo|United Syndicates of Himeo]]. While Xanu Prime dominates in the shipping industry and Himeo dominates in mass industrial goods, the Federation’s niche is in exporting high-end technological goods and equipment across the Coalition and beyond. Its economy is dominated by three major sectors – biotechnology, interstellar avionics, and planetary engineering – which answer to the Research Triumvirate, and thus to the Chief Director. Researchers in the Federation tirelessly work to maintain a technological edge which allows the Galatean economy to excel and maintain an innovative edge over its competition, and the Technocracy prides itself on applying its motto – Innovation Without Fear – to all corners of its economy. From the mines of Empyrean to the research facilities of the Galatean countryside, all loyal workers in the Federation strive to continue the quest for innovation and retain its competitive edge.&lt;br /&gt;
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The largest of the Federation’s three primary research and production sectors is its sprawling biotechnology concern. Established shortly after the start of the Interstellar War and responsible for many of the terraforming and bioaugmentation innovations which have allowed the Federation to grow and prosper in the modern Orion Spur, the biotechnology sector is prized above all others by the Chief Director and many in the Federation, and to work in it is a point of pride for many Galetean citizens and residents. The largest research firm in the biotechnology sector is the Biological Innovation Bureau, or BNG, which manages human bioaugmentation and developments associated with bioaugmentation. Similarly important is the Biological Diversification and Adaptation Bureau, or BDJeG, which is responsible for the management of the Federation’s practical terraforming technology. Biotechnology firms are most commonly located upon Galatea itself but can be found across the Federation, including upon its industrial worlds, and its researchers maintain several missions abroad to the Free System of Vysoka, where they both assist and research the native biosphere. Zeng-Hu Pharmaceuticals most commonly works with the biotechnology sector as their research areas are similar in nature to those of the keiretsu.&lt;br /&gt;
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The second-largest of the sectors is its interstellar avionics concern. Though it dates to roughly the same era as the biotechnology sector the interstellar avionics industry only truly came into its own following the 2347 Gadpathurian Skirmish and the subsequent rapid expansion of the Galatean Federal Navy in response to findings by the Federation. This rapid armament created vast opportunities for growth in the then-small sector, which was at the time only involved in the production of research vessels and research stations in addition to the maintenance of the Federation’s surviving terraforming equipment, such as the Brahma mining laser and its Galatea platform. The largest firm within the interstellar avionics sector is the Interstellar Avionics Research Bureau, or IARG, which manages the Federation’s naval developments. The second-largest is the older Interstellar Engineering Bureau, or IIG, which manages the existing terraforming infrastructure of the Yggdrasil System and most stations in Federation space. The engineering researchers of the interstellar avionics sector occasionally find themselves employed or contracted to foreign entities to assist in research, or to learn what they can from foreign actors such as megacorporations. Interstellar avionics research facilities are most commonly found upon Tsuyukomi, where the Federation’s naval forces are based, but are often found in the Thalamus Research Station Network near Nüwa.&lt;br /&gt;
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The smallest of the three sectors is the planetary engineering concern. The oldest of the three major sectors, it primarily relates to terrestrial engineering and production techniques. They are responsible for most of the industry upon Svarog and Empyrean and employ many non-degreed Technocracy citizens and residents to assist them in this work. By sheer number the planetary engineering sector is the second-largest and nearly as large as the biotechnology sector, but it lacks influence and voting power as many of its staff are non-degreed Galateans who do not have voting rights within the Federation. The largest research firm of this sector is the Planetary Reclamation and Development Bureau, or PRRG, which is responsible for the majority of the Federation’s engineering and production facilities on Svarog and Empyrean. The PRRG often works alongside the smaller Planetary Weapons Development Bureau, or PBCG, which manages equipment development for the Federation’s army and security services. Planetary engineering facilities are most commonly found upon Svarog and Empyrean, where they manage much of the mundane day-to-day operations of the Technocracy’s industries.&lt;br /&gt;
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===Major Research Firms===&lt;br /&gt;
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The Federal Technocracy’s research firms are massive, powerful entities essentially equivalent to major local corporations elsewhere in the Spur such as [[Xanu Prime]] or [[San Colette]]. Most have their roots in the desperate years of the Interstellar War, or in the early Federation era, and have grown as the Technocracy has prospered and spread its technology across the human Orion Spur. The age of these research firms, the Federation’s top-down control structure, and regulatory troubles with megacorporation involvement in the Alliance Neutral Zone have resulted in the Technocracy’s research firms holding more economic power in Galatean space than foreign corporations and megacorporations, the majority of which barely have footholds. While some deal with megacorporations the research firms of the Federal Technocracy most readily trade with the corporations of nearby Xanu Prime and often rely on Xansan-flagged vessels for shipping. They have significant power in the Yggdrasil System, but the influence of Galatean research firms often sharply drops outside of the Federation’s space due Xanu’s greater economic power.&lt;br /&gt;
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Galatean research firms are led by Executive Researchers who in turn answer to the Research Triumvirate. Federation executive researchers are powerful and influential individuals who decide much of their firm’s day-to-day activities and have the power to stop projects they deem ineffective and reassign staff as necessary. They are responsible for ensuring the Federation retains its competitive edge and are often extensively biologically augmented to require less rest time than a baseline human, and some research executives have been known to work for weeks without resting to ensure the Federation maintains the best course towards the quest for progress. They typically have at least two degrees and are regarded as nearly infallible experts in their field, though they are always advised by other qualified experts.&lt;br /&gt;
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====Biological Innovation Bureau (BNG) – &#039;&#039;&amp;quot;For the Future of Humanity.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Innovation Bureau, or BNG, is the single largest research firm in the modern Technocracy and dates to the Interstellar War-era Yggdrasil System, where it formed in 2285 as a research collective of the Yggdrasil Expedition. The BNG’s mission is to improve upon the natural capabilities of the human form and they are pioneering developers in the field of biotechnology, easily surpassing their rivals in House Vovlalaad in the Empire of Dominia. The BNG’s current objective is to continue innovating in the field of biotechnology and it is, within the Federation, the sole provider of the highest-quality bioaugmentations. It works with every entity within the Federation, from the mines of Empyrean to the Office of the Chief Director, and has dealings with Zeng-Hu Pharmaceuticals which have resulted in BNG employees being hired into the keiretsu as staff.&lt;br /&gt;
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The BNG works alongside the Boelens &amp;amp; Vaeghts Chemical Corporation (B&amp;amp;V) to distribute its medical products throughout the Tuliprose Healthcare medical system, and it maintains a small research wing in Pataliputra on Xanu Prime where its researchers work alongside B&amp;amp;V staff, though most BNG research remains within the Technocracy itself and is concentrated upon Galatea proper. The BND is led by Research Executive Isold Mangjeol, a pioneering bioaugmentation researcher who contributed greatly to the augmentations utilized by modern Hydrangea-class pilots. Doctor Mangjeol is regarded by many as the fourth member of the Research Triumvirate due to the influence the BNG holds over the Federation.&lt;br /&gt;
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====Biological Diversification and Adaptation Bureau (BDJeG) — &#039;&#039;“For the Future of Galatea.&amp;quot;&#039;&#039;====&lt;br /&gt;
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The Biological Diversification and Adaptation Bureau, or BDJeG, is the second-largest research firm in the modern Technocracy and dates to the pre-Interstellar War era, having formed in 2272 to manage the terraforming of Galatea’s moon Tsukuyomi. The BDJeG is responsible for the terraforming which has made modern the modern Federation able to maintain its technological edge and is still involved in extensive ecological efforts across the modern Federation, where it is responsible for ensuring the continued ecological stability of the Federation’s fully terraformed member-planets: Galatea and its moon, Tsuyukomi. While terraforming technology is not readily exported by the Federation its management is critical within the Federation itself, and the BDJeG’s daily operations often relate to discovering methods through which the biospheres of the Federation’s member-planets can be further improved.&lt;br /&gt;
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The BDJeG performed land reclamation work upon Xanu Prime in the years following the Interstellar War and had a relationship with CESAR-X even before it was privatized. It is the research firm most commonly associated with the Federation’s efforts on Vysoka, where BDJeG researchers are involved in agricultural and climate-related work. Due to the closely-guarded nature of the Galatea Platform, where much of the BDJeG is located, it has no permanent foreign branches. The BDJeG is led by Research Executive Reinald Fu, who is responsible for the design of pollution filtering stations utilized across Svarog.&lt;br /&gt;
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====Interstellar Avionics Research Bureau (IARG) — &#039;&#039;“We Follow in Daedalus’ Footsteps.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Avionics Research Bureau, IARG, is a large research firm which is responsible for the modern vessels and weaponry of the Galatean Federal Navy. It was founded in 2349, making it a fairly young research firm, through the conglomeration of several smaller naval research firms in response to the events of the 2347 Gadpathurian Skirmish and the 2349 Federation report which noted the Federal Navy would have likely lost the resulting engagement. Over the following century the IARG has worked to create and develop cutting-edge equipment for the Federal Galatean Navy such as the Hydrangea-class strike craft and the large Owl-class battlecarrier. Due to its work being considered sensitive to the Federation’s continued security the IARG is expressly forbidden from performing its research in facilities located outside of Galatean-controlled space.&lt;br /&gt;
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While it is concentrated within the Yggdrasil System the IARG has a working relationship with the Xanu-based d.N.A. Defense &amp;amp; Aerospace but has refused to encourage the use of the d.N.A.-designed Shrike-class corvette over the IARG-designed Amaryillis-class corvette currently used by the Galatean Federal Navy. The IARG is led by Research Executive Ludwika Araki, a veteran of the Federal Navy and famous Hydrangea-class pilot prior to transitioning into her position at IARG.&lt;br /&gt;
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====Interstellar Engineering Bureau (IIG) — &#039;&#039;“To Maintain Galatea’s Future.”&#039;&#039;====&lt;br /&gt;
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The Interstellar Engineering Bureau, or IIG, is a large firm which predates the IARG and is responsible for the construction and maintenance of stationary spaceborne and orbital facilities within the Yggdrasil system such as the orbital Helium-3 facilities of Empyrean, the Thalamus Research Station Network near Nüwa, and – most importantly – the Galatea platform above Galatea itself. Founded in 2268 by the chiefs of staff of the Brahma and Galatea platforms, the IIG has since expanded into its current role as the main constructor and maintainer of orbital platforms in the Yggdrasil System. Unlike its terraforming counterpart, the BDJeG, the IIG works outside of Galatean space and has built spaceborne facilities throughout the modern Coalition.&lt;br /&gt;
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The IIG most often works alongside Xanu-based corporate entities such as the Markhor Interstellar Logistics Group, which it utilizes to move much of the construction materials built for its use upon Svarog to where they are needed in the wider Spur. It has been known to work with both Hephaestus Industries and Einstein Engines while abroad as both are more widespread than the IIG itself is. The current Research Executive of the IIG is Masayuki Cousineau, a reserved engineer from Tsukuyomi who has spent much of his career building facilities for the Federation’s scientific expeditions.&lt;br /&gt;
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====Planetary Reclamation and Development Bureau (PRRG) — &#039;&#039;“Forging the Federation’s Future.”&#039;&#039;====&lt;br /&gt;
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The Planetary Reclamation and Development Bureau, PRRG, is the largest research firm in terms of total employment. However, a large amount of its staff are non-degreed Galateans and it employs a smaller number of degreed Galateans than the BND or BDJeG. Though the PRRG was originally founded in 2270 to manage construction efforts on Galatea it is most known in the modern Federation for its role in the Svarogite Rejuvenations and the associated Sector Plans, which saw the half-terraformed planet transformed into the major industrial hub it is today. The PRRG is also active on Empyrean, where it manages much of the planet’s Helium-3 industry. Due to its influence on Empyrean and Svarog the PRRG employs more non-degreed Galateans citizens and residents than any other research firm and often works alongside the MfGC to spread Galatean cultural ideals and propaganda to its staff.&lt;br /&gt;
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The PRRG exports much of what it produces abroad to the broader Coalition and foreign nations such as the Solarian Alliance and Republic of Biesel, and is often seen as the public face of the Technocracy’s research firms in the broader Spur. Due to the massive amounts of goods it ships the PRRG frequently works with the Xanu-based Markhor Interstellar Logistics Group to ensure its finished goods are sent to where they will readily sell. It also works with Polaris Holdings to deliver goods to Xanu Prime itself which are sold in Polaris-owned retail establishments. The Research Executive of the PRRG is Wilfried Seonu, a Galatea-born researcher who has pioneered much of the PRRG’s post-Solarian Collapse trade policy.&lt;br /&gt;
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====Planetary Weapons Development Bureau (PBCG) — &#039;&#039;“To Defend Galatea.”&#039;&#039;====&lt;br /&gt;
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The Planetary Weapons Development Bureau, or PBCG, is the smallest of the Federation’s major firms and was founded in 2349 shortly after the Gadpathurian Skirmish. It is considered a sister firm of the larger IARG due to its focus on ensuring the Galatean Federal Army has the best equipment available to it while the IARG focuses upon the Federal Navy. It is primarily based upon Svarog and Empyrean, where it has a ready environment to stress-test equipment in harsh circumstances, and is widely regarded as a pioneering force in the field of personal laser weaponry. Its most widely-known creation is the Mark 61 Infantry Laser Rifle, or O61 ILG, the current standard-issue rifle of the Federal Army.&lt;br /&gt;
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Unlike the IARG the PBCG maintains a limited presence abroad, mostly upon Xanu Prime. It is a frequent collaborator with the Xanu-based d.N.A. Defense &amp;amp; Aerospace and is behind some of the laser weapons used by Chevauchée Asset Protection, d.N.A.’s private security contractor wing. Its current Research Executive is Wiktor Durant, a native of Svarog and a veteran of the Federal Army who is well-regarded by the Federal Army due to his veteran status and work with the BNG to create new combat bioaugmentations for the Army.&lt;br /&gt;
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===Scientific Expeditions===&lt;br /&gt;
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Managed by the Ministry of Exploration and Exploitation (MfEA), Galatea’s scientific expeditions into the [[The Orion Spur#Weeping Stars|Weeping Stars]] and the non-Coalition frontier regions once controlled by the Solarian Alliance are both a concern for many of its neighbors and a source of important technological relics for the Federation. The MfEA conducts these expeditions alongside the Federation’s research firms and its military, and they are utilized as both an opportunity by the IARG to “stress test” many of their latest innovations by pitting them against any who dare to oppose the Federation’s interest in what it officially describes as “decivilized space” beyond the borders of any major power in the Orion Spur. These scientific expeditions are primarily concerned with gathering information and relics from the pre-Interstellar War era of [[Sol Alliance History#2259: Apotheosis of Solarian Hegemony|Solarian hegemony]], when the Alliance controlled far more space than any contemporary human power and had the power to launch massive engineering programs such as the Galatea Project which created the foundation for the modern Technocracy.&lt;br /&gt;
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These expeditions are led by an Expedition Director of the MfEA, who handles research matters, and a flag officer of the Federal Navy, who handles security matters. The Expedition Director, who is always a degreed Galatean of the MfEA, is given broad powers and a set of official documents which mark them as a representative of the Federation abroad who is able to make diplomatic decisions regarding individual free frontier planets as necessary to ensure the success of their expedition and the continued technological edge of the Federation in its research concerns. Expedition Directors are vetted by the Ministry of Foreign Affairs (MfAA) to ensure they will attempt to minimize any political fallout from their actions during an expedition. The MfEA’s scientific expeditions have a reputation abroad for their willingness to go to any length to ensure their expeditions are successful, and many Expedition Directors view the welfare of a single planet of the free frontier as irrelevant when compared to the continuous Galatean quest for innovation. Gadpathur has repeatedly protested the extensive powers given to MfEA Expedition Directors but the Federation has refused to curtail the power of its expeditions to act independently. Some Expedition Directors are known to become quite flamboyant and their escapades often appear in Galatean mass media within the Federal Technocracy.&lt;br /&gt;
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MfEA scientific expeditions are key to ensuring the Federation has the ability to utilize and maintain its antiquated terraforming equipment which dates back to the prewar era, such as its Galatea Platform. Perhaps the last of its kind in the Orion Spur which remains functional, the Federation places a great emphasis upon maintaining its continued operational state and ensuring the Brahma mining platform which fuels it when it is operational – another relic of the pre-Interstellar War Alliance – can be utilized when it is needed. The fragile state of the Technocracy’s pre-Interstellar War terraforming equipment and the massive amounts of resources which must be expended to properly utilize them ensure the Federation’s still-functional Galatea Platform is, in reality, rarely used and was last utilized on a large scale to terraform Tsukuyomi during the Interstellar War.&lt;br /&gt;
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The Federation’s scientific expeditions are large ventures which can be away from the Yggdrasil System for multiple years at a time and consist of a multitude of vessels ranging from unarmed scientific craft to the intimidating Owl-class battlecarrier – the largest warship utilized by the modern Federal Navy. These research flotillas can be found throughout the Weeping Stars and the non-Coalition frontier regions near the modern Coalition, and are large enough that most do not interfere with them. Those who do will quickly find themselves at the mercy of the Federal Navy as they are swarmed by Hydrangea-class fighters, one of the enduring symbols of Galatean naval power in the non-Coalition frontier.&lt;br /&gt;
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==Federation Member States==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“WARNING! Do NOT exit this door without wearing protective equipment! Temperature conditions outside are below acceptable hazard levels for unmodified humans! &#039;&#039;&#039;BEING UNPREPARED CAN COST YOU YOUR LIFE!&#039;&#039;&#039;”&amp;lt;/i&amp;gt; - Galatean hazard warning poster seen on the exterior doors of many Svarog facilities.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Per its foundational documents the Federal Technocracy of Galatea is a federation of four member-planets — Galatea, Tsukuyomi, Svarog, and Empyrean — under one technocratic government. The planets of the Federation are not independent states and are essentially administrative subdivisions of the broader Technocracy, which is primarily based upon Galatea proper. Due to the Federation’s unusual system of determining votes some member-planets have much more sway than others, but a massive amount of what the Federation refers to as welfare-propaganda ensures all four member-planets work together towards the common goal of scientific excellence in all things. If one member-planet fell out of lockstep the Federation would be greatly endangered and weakened, and much of its propaganda efforts are aimed at preventing such.&lt;br /&gt;
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===Galatea===&lt;br /&gt;
[[File:Galatea.png|The planetary flag of Galatea.|thumb]]&lt;br /&gt;
The most populated of the Federation’s two fully terraformed member-planets, Galatea is the Technocracy’s crown jewel. It is the only known true planet to be successfully fully terraformed during the course of the Galatea Project from which it derives its name. It is a verdant world which is covered in carefully planned cities of the future which have been engineered to have the minimum impact upon its pristine environment – a dedication which has resulted in the current state of Svarog. Galatea’s environment is earthlike by design and divided between three major continents: the verdant Arkadien, its largest, and Gojoseon, its second largest, and the frigid Kvenland in its far north. The majority of its surface, roughly 73%, is covered in water&lt;br /&gt;
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Arkadien is home to several major cities of the future including its planetary capital of &#039;&#039;&#039;Lintukoto&#039;&#039;&#039;, located along Akadien’s eastern coast in a temperate forest region. Lintukoto is home to many of the ministerial facilities which ensure the Federation’s continued success and is the location of the prestigious Sachiko Amaya Institute of Biotechnology, the most elite higher education institution within the biotechnology sector. Arkadien’s north is home to tundra and boreal forests which gradually transition into temperate forests and grasslands where the majority of its population can be found. As one proceeds southwards through Arkadien they will eventually reach the savannah regions of the continent which are home to many research facilities and smaller cities of the future which are not nearly as large as Lintukoto. The continent is bisected by Galatea’s single longest river, the Okeanos River, which stretches from Lintukoto in the east to Gyeongsang in the west. Gyeongsang, Arkadien’s second-largest city of the future, is home to the continent’s only space elevator and is the location from which much of Arkadien’s off-world travel is performed.&lt;br /&gt;
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Across the Hvergelmir Ocean from Arkadien is the smaller continent of Gojoseon, which features a similarly temperate climate to Arkadien though its interior is notably dry and mountainous. The largest city of the future on Gojoseon is the settlement of &#039;&#039;&#039;Jeolla&#039;&#039;&#039; along its western coastline. Jeolla is an atypical city of the future due to being built in a large river delta known as the Gjöll Delta, the terminus of the Gjöll River which runs from Gojoseon’s mountainous interior to its coast. A great amount of Jeolla is built on elevated platforms above the delta which are connected by rail lines and can be raised or lowered to avoid the seasonal floods of the Gjöll. Jeolla is home to the Gojoseon Engineering Research Institution, the most prestigious planetary engineering higher education institution within the Federation. Much of Gojoseon is unpopulated and the continent is instead reserved for research purposes or the work of the Federation’s multitude of research firms. Many tourists who come to Galatea come to see the environment of Gojoseon, which is regarded by many biologists in the Spur as the nearest living equivalent to pre-industrial Earth.&lt;br /&gt;
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Unpopulated aside from research facilities, the northern continent of Kvenland is dominated by arctic deserts and vast ice sheets which are hostile to human habitation due to the lack of easily-consumable water, freezing temperatures, and harsh winds which will quickly turn exposed limbs frostbitten unless one is properly prepared. Regions of Kvenland are utilized by Galatean researchers to prepare equipment for use upon Empyrean, which is similarly frigid, or on planets with harsh atmospheric conditions. Kvenland is the only continent on Galatea where automotive vehicles are widely used as the environment is too harsh and too underpopulated to reasonably justify the expansion of its rail networks.&lt;br /&gt;
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Private automobiles are essentially unheard of upon Galatea aside from on Kvenland and travel between its cities of the future, and to its research facilities, is done via extensive rail networks which criss-cross the interior of its continents while minimizing the environmental impact of travel by Galateans. The Federation symbol associated with Galatea is an inverted triangle which is most often colored forest green. This symbol is commonly seen on Galatean facilities and equipment, such as the collar tabs of Technocracy researchers from the planet.&lt;br /&gt;
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===Tsukuyomi===&lt;br /&gt;
[[File:Tsukuyomi.png|The planetary flag of Tsukuyomi.|thumb]]&lt;br /&gt;
Galatea’s only natural satellite, Tsukuyomi is roughly one-third of the size of Galatea proper, making it larger than [[Luna]], and is home to cities of the future similar to those present upon Galatea proper. Tsukuyomi is the heart of the Federation’s modern military and is home to the Federal Navy and Federal Army’s headquarters and much of the research facilities and educational institutions associated with the continued functional operation of the Federation’s military. Tsukuyomi is home to only one continent, Mu, which is surrounded by the Ryūgū-jō Sea. Roughly 80% of the moon’s surface is covered by water. Mu is home to a generally temperate climate which is comparable to that of Arkadien on Galatea but is more densely populated than its counterpart, with much of its coastline occupied by cities of the future and its interior dotted by research facilities which ensure the Federal military maintains its cutting edge. Access to Tsukuyomi is heavily restricted by the Federation due to security concerns regarding its military assets, and few non-native Galateans will ever set foot upon its surface for more than a few hours. Residents of Tsukuyomi are known as Tsukuyomian Galateans or simply as Tsukuyomians.&lt;br /&gt;
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The planetary capital of Tsukuyomi is the combined city of the future and naval facility of Cantref Gwaelod, where the Federation’s contemporary military is based. Though similar in design to Galatean cities of the future such as Jeolla much of &#039;&#039;&#039;Cantref Gwaelod&#039;&#039;&#039; is restricted by the Federation’s security services, which have a significant presence across Tsukuyomi. The natural environment of Mu outside of its cities of the future is similar in nature to 22nd-century Earth and the continent is well regarded for its natural beauty, with its coastal regions transitioning gently into rolling hills which eventually open into vast interior grasslands home to a multitude of research facilities. The center of the continent is dominated by a large inland body of water known as Lake Parime. Along the lake’s shores is &#039;&#039;&#039;Ketumati&#039;&#039;&#039;, a city of the future home to the Tsukuyomian Institute of Interstellar Avionics Research, the most prestigious institution of higher learning in the interstellar avionics sector. Ketumati is connected to Cantref Gwaelod by a long rail line which runs along the Vaitarna River and opens into the Ryūgū-jō Sea.&lt;br /&gt;
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While Galatea proper is represented by an inverted triangle, Tsukuyomi is represented by a non-inverted triangle which is generally a dull gold color. This symbol is commonly associated with the Federal military and appears on the collar tabs of both researchers from Tsukuyomi and Galatean military personnel. Across the Federation a red version of the Tsukuyomian triangle with the text “NO ACCESS” written across it in Ministerial Common is utilized to note that entrance into an area is restricted for security purposes.&lt;br /&gt;
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===Svarog===&lt;br /&gt;
[[File:Svarog.png|The planetary flag of Svarog.|thumb]]&lt;br /&gt;
Svarog, the third planet terraformed by the Federation and the only not fully terraformed, is not known for its striking natural beauty. The partially-terraformed surface of Svarog is cold and barren of most natural life aside from a native biosphere consisting of hardy, small mammals and small scrublike brush, and is heavily polluted due to decades of heavy industrialization. The air on Svarog is hazardous to breathe for non-bioaugmented humans and even bioaugmented humans wear gas masks or respirators when working outside in its cold environments. Instead of cities of the future the settlements upon Svarog are organized into what the Federation refers to as the Sector Plan: a centrally-planned technocratic design dating to 2365 which is intended to ensure Svarog’s economy is as efficient as possible regardless of the cost to the planet’s environment. When compared to Galatea proper Svarog is slightly larger but a smaller portion of its surface is covered in water, and this water is often frozen over during most of the year.&lt;br /&gt;
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The frozen nature of Svarog’s surface and the Sector Plan have resulted in the planet having no true continents and it is instead divided into two regions, Svarog North and Svarog South, which are divided by the planet’s equator. These regions are further divided into 26 Sectors each, one for each non-accented letter of the Ministerial Common alphabet, to encourage further efficiency and allow for easy identification. Residents of these sectors give them nicknames, but the Federation refers to them with names such as Svarog North Sector R or Svarog South Sector K.&lt;br /&gt;
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While the cities of the future are designed to be works of art which best represent the Federation’s desire to improve humanity through knowledge, the Svarogite sectors are the best representation of the Galatean obsession with maximizing efficiency and productivity. They are often ugly to the eye and their air is choked with industrial pollution which one must receive bioaugmentations to endure, but the Sector Plan ensures Svarog is one of the most productive industrial worlds in the Coalition of Colonies and is able to rival the output of the Federation’s nearby rival, the United Syndicates of Himeo. Svarogite sectors are further divided into industrial and residential zones which are connected by magnetic rail lines perched high elevated high enough to avoid the snowdrifts which define the unpopulated areas of the planet. While Svarog is often barren and ugly the massive apartment blocks in which its residents, the vast majority non-degreed citizens or residents of the Federation, reside are full of life and centers of activity at all times of the day and night as workers leave and return, heading to and from work in nearby factories. These apartment blocks are further connected by a massive network of underground rail lines known as the Sector Internal Rail Network, or SWRH, which further encourages Svarogite commerce and social life.&lt;br /&gt;
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Despite its oppressive climate Svarog is the only location in the Yggdrasil System where foreign corporations are permitted to purchase land for development, with the condition that the development will benefit Svarog and its climate. The largest non-Coalition owner of land on Svarog is Zeng-Hu Pharmaceuticals, though its staff are often not eager to be assigned to one of its Svarogite facilities due to the living conditions of the planet. Aside from Zeng-Hu, corporations from Xanu Prime such as the Boelens &amp;amp; Vaeghts Chemical Corporation and Markhor Interstellar Logistics Group operate branch offices on Svarog. Svarog is officially represented by an inverted pentagon which is often colored red to represent the planet’s industrial nature. The Svarogite pentagon is stamped onto all products made on the planet and features the text “FEDERATION QUALITY CERTIFIED” in the pentagon itself to indicate it has passed a quality inspection check by the Federation. The symbol, like others, appears on the collar tabs of researchers associated with the planet.&lt;br /&gt;
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===Empyrean===&lt;br /&gt;
[[File:Empyrean.png|The planetary flag of Empyrean.|thumb]]&lt;br /&gt;
The most distant Member-Planet, Empyrean was the only world in the Yggdrasil System naturally habitable when the Yggdrasil Expedition arrived. It is a difficult planet to live upon despite the Federation’s best efforts and is the least populated Member-Planet of the modern Federation, but serves a vital economic role as the center of its mining and Helium-3 processing industry. While roughly the same size as Galatea it has no true bodies of water to speak of due to frigid surface temperatures which are roughly equivalent to Earth’s Arctic Circle. Empyrean has no native life beyond a microbial scale and activities on its surface are practically impossible without safety equipment such as EVA suits or extreme cold weather clothing. While the planet’s atmosphere is breathable it is often uncomfortable to breathe Empyrean’s air without a filter due to the planet’s extreme temperatures.&lt;br /&gt;
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Settlements on Empyrean are similar to Svarogite structures as constructing settlements in the style of the cities of the future is impractical upon its frigid surface. Efficiently-constructed apartment blocks and industrial facilities connected by underground rail lines are the most common structures on Empyrean and almost no rail lines are built aboveground due to the hazardous nature of surface travel on the planet even while inside of a railcar – a situation similar to Himeo, though any Empyrean would be insulted to be compared to the syndicalist planet. Empyrean’s cities have grown and expanded in a more natural manner when compared to Svarog as the planet has had no equivalent to the Svarogite Sector Plan due to its major industry, mining, being based upon where minerals are located rather than in a manner designed to ensure the maximum level of efficiency. The largest city on Empyrean, &#039;&#039;&#039;Opona&#039;&#039;&#039;, is the center of its Helium-3 refining industry and a common first destination for merchant vessels entering into the Yggdrasil System due to its large port facilities. Much of the raw Helium-3 which comes to Opona for processing is originally mined in the Outer Yggdrasil Belt by Federation-affiliated miners before being brought to one of Empyrean’s orbital facilities for initial processing and then sent to Opona for final refining. Opona itself is an unusual city which is partially underground, as building aboveground is often dangerous on Empyrean, and linked together by a complicated underground rail network.&lt;br /&gt;
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Empyrean’s other major industry is mining, and it provides the majority of the raw materials utilized on Svarog from its mineral-rich crust. These mining facilities can be massive and stretch kilometers into the surface, sometimes requiring a day or more to traverse to the bottom of the deepest mines safely. The mining industry employs the majority of Empyrean’s non-degreed population and operates around the clock to ensure the Federation receives the materials it requires to keep the engines of progress fueled and operational. The largest of these mines, &#039;&#039;&#039;Federal Mining Facility E-32&#039;&#039;&#039;, is nicknamed &#039;&#039;&#039;Nav&#039;&#039;&#039; and is located almost exactly opposite of Opona if one were to draw a line through the planet. Built around a massive central facility, Nav stretches several kilometers into the surface and has been mined almost continuously since the arrival of the Yggdrasil Expedition. The upper levels of the mine are effectively a small city which exists to support the mines lower levels and are home to architecture similar to Opona, and some residents of Nav joke that they will eventually mine a straight path through the planet to Opona. Nav was the center of the Empyrean Unrest of the 2330s which resulted in the creation of the modern welfare-propaganda state.&lt;br /&gt;
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==Military==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Serve the Federation! See the Stars! Fight for humanity’s future!”&amp;lt;/i&amp;gt; - Common Galatean Federal Navy recruitment poster typically seen on Svarog and Empyrean.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The primary defensive force of the Federal Technocracy is the &#039;&#039;&#039;Federal Galatean Military&#039;&#039;&#039;. It consists of two branches: the Federal Galatean Navy, or Federal Navy, and the Federal Galatean Army, or Federal Army, with both branches having a reputation for professionalism abroad. They trace their origins to the early Federation and are smaller than most Coalition forces, but maintain a high degree of professionalism and utilize the best weapons the Federation can develop. Galatean troops are always fitted with some degree of bioaugmentation and this, their advanced equipment, and extensive training give them an edge over more numerous opponents. These combat bioagumentations are restricted to use by the Federal military and mostly classified by the Technocracy. Stories of Galatean soldiers with self-healing wounds, the ability to see in the dark, and the ability to react faster than any normal human are common across the Coalition and throughout the non-Coalition frontier. All Galatean troops are professional soldiers, as the Federation operates no reserve branch, and many of them are hopeful applicants for its citizenship process. The Federation has no draft and relies entirely upon volunteers from its population. It is the only human military in the Orion Spur which uses mostly energy weaponry rather than ballistics in both branches, citing its mastery of biotechnology and weapons science more generally as enough to overcome the logistical challenges posed by such a choice.&lt;br /&gt;
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In the modern era the primary role of the Federal military, particularly its Navy, is to defend the numerous MfEA expeditions organized into the less-charted regions of the Orion Spur such as the former Solarian frontier sectors and the more remote regions of the modern Weeping Stars, which remain littered with abandoned relics from the Alliance’s golden age. The unstated objective of the Federal military is to engage and solidly defeat the Federation’s most likely opponent in conflict: [[Gadpathur]]. Long regarded by the Technocracy as both a nuisance and a potential threat, Gadpathur’s anti-Solarian inclinations and militarism have long been a major concern for the Technocracy — particularly with its recent behavior towards [[Konyang]] and the [[The Orion Spur#Northern Reaches|Northern Reaches]].&lt;br /&gt;
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All Technocracy military forces are ultimately overseen by the Ministry of the Federal Military (MfWF) and are expected, as all Galateans are, to be unfailingly loyal to the Federation.&lt;br /&gt;
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===The Federal Navy===&lt;br /&gt;
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The Federal Navy is the larger of the two branches and receives more of the MfWF’s budget as a result of a Galatean doctrinal belief that a conflict not won in space combat will simply never be won at all. Based upon Galatea’s moon of Tsukuyomi and primarily operating out of the naval facility at Cantref Gwaelod, the Federal Navy is a vehicle through which the Technocracy projects its influence across the Weeping Stars as part of its ongoing efforts to secure technological artifacts from across the region once valued highly by the Alliance. To do so the Navy will almost always accompany MfEA expeditions sent to secure the Weeping Stars, and beyond, to ensure the Federation’s scientists are not threatened. The Federal Navy’s most recent engagement was the Coalition’s joint anti-piracy efforts throughout the 2450s, where the Fleet conducted itself quite well — if in a manner antagonistic towards Gadpathur.&lt;br /&gt;
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Though primarily an anti-piracy force the Federal Navy’s intended if unstated objective in the eyes of the Technocracy is to engage and resoundingly defeat its primary rival in the Coalition: Gadpathur. The Federation and Technocracy have, since the 2200s, been at odds with one another and rhetoric nearly devolved to open warfare in the mid 2300s. The Technocracy’s experts reviewed the situation and determined the Federal Navy would have, at the time of the Gadpathurian Skirmish, lost. In the following years it rapidly modernized and has now established a reputation as the most cutting-edge naval force in the Coalition, even if one of the smallest.&lt;br /&gt;
&lt;br /&gt;
Many Federal Navy officers are drawn from the Federation’s Gadpathuri population, which is concentrated upon Tsukuyomi. Viewed as exiles and traitors who fled Gadpathur during its hour of greatest need by the current government of Gadpathur, many Gadpathuri are descended from Gadpathur system defense force personnel who survived Terrence Hopper’s bombardment and made their way to Galatea. These descendants view themselves as carrying on the legacy of their precursors through service in the Federal Navy. Many of its enlisted sailors are drawn from the populations of Svarog and Empyrean, and are often hopeful applicants for Galatean citizenship. However, many full Federation citizens from both of its industrial worlds enlist in the Federal Navy for a variety of reasons — some out of a desire for adventure, others out of discontent with their lives and careers in the Federation’s heavy industries. Federal Navy officers are known throughout the Coalition for their distinctive uniforms — green with gold highlights and their rank upon a high collar — and their often nearly entirely black eyes which are intended to allow them to see more readily in low-light conditions.&lt;br /&gt;
&lt;br /&gt;
The Federal Navy is the only human fighting force in the modern Orion Spur which utilizes energy weaponry as its main armament. Its sailors are often biologically augmented to endure g-force, depressurization, and to react more quickly than baseline humans. Doctrinally the Federal Navy places a heavy emphasis upon the use of its famous fighter aircraft, the agile Hydrangea-class Multi-Role Attack Craft. All Federal Navy craft, from the Owl-class battlecarrier to the Amaryllis-class corvette, can launch some amount of Hydrangeas. The use of these craft — whose pilots must be extensively biologically augmented to withstand the force it can place upon its pilots through its rapid maneuvers — gives the Federal Navy the ability to strike far above its weight in naval engagements. Hydrangea pilots are viewed as the elite of the Federal Navy and often retire to prestigious positions within the interstellar avionics sector. The Federal Navy’s warship-strike craft coordination has been used to great success in its scientific expeditions and is how it intends to combat ships larger than its Owl-class battlecarrier, the Federal Navy’s largest warship.&lt;br /&gt;
&lt;br /&gt;
===The Federal Army===&lt;br /&gt;
&lt;br /&gt;
The smaller of the military’s two branches, the Galatean Federal Army receives less MfWF funding due to a doctrinal belief that any serious engagement will be fought and won — or lost — by the Navy. The Army is based upon Galatea’s moon of Tsukuyomi and operates out of facilities in Cantref Gwaelod which are situated close to their Navy counterparts. While the Navy serves to maintain and promote Galatean interests across the Weeping Stars, the Army’s purpose is to provide security for its research expeditions and facilities within the Yggdrasil System. They also possess specialized units which serve as boarding personnel for the Federal Navy. Where the Navy goes, the Army typically accompanies it to serve as an on-the-ground element for either expeditions or anti-piracy operations.&lt;br /&gt;
&lt;br /&gt;
The Army is not intended for a large-scale ground operation against the Federation’s rival, Gadpathur, as the hazardous environment of the planet and its fanatical militarized population makes any theoretical operation there dangerously impractical at best and impossible at worst. However, the Army is intended to reliably engage and defeat Gadpathurian troops encountered abroad attempting to harass or otherwise disrupt Galatean expeditions or scientific ventures. Most Army personnel are recruited from the non-degreed or non-citizen populations of the Technocracy, but many of its officers are drawn from the degreed population — particularly those involved in the planetary engineering field.&lt;br /&gt;
&lt;br /&gt;
To ensure the Federal Army retains its competitive edge the Technocracy has spared no expense in arming and equipping it with the most modern weapons, armor, and biological augmentations. Galatean soldiers, while not numerous, are augmented to react faster, endure more, and fight more efficiently than their baseline human counterparts. Soldiers of the Federal Army are typically armed with energy weaponry — a rarity in the Orion Spur — and utilize the Mark 61 Infantry Laser Rifle, or O61 ILG, as their standard-issue rifle. A creation of the Planetary Weapons Development Bureau, the O61 is a cutting-edge laser rifle which draws power from a small pack on the user’s lower back which is roughly the size of a common satchel. This pack draws its charge from the wearer’s latent electrical charge — which Federal Army troops are augmented to produce more of — to supply power to the O61. Using an O61 without the proper electricity-production bioaugmentation will result in the user being painfully shocked and likely placed into a state of torpor as the rifle draws more electricity from their system than they can reasonably produce.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41111</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41111"/>
		<updated>2026-08-09T18:56:41Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Objects with Persistence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
====Mining Yield History====&lt;br /&gt;
&lt;br /&gt;
- Claiming mining yield points will store them, they are used to generate a leaderboard-style report with the yield records of each miner. The report is printed at round start and can be found within operations and command.&lt;br /&gt;
&lt;br /&gt;
====Mining Point Balance====&lt;br /&gt;
&lt;br /&gt;
- Records the unspent mining point balance of individual miners for use in future rounds.&lt;br /&gt;
&lt;br /&gt;
==Miscellanous==&lt;br /&gt;
&lt;br /&gt;
====SCCV Horizon Sector Position====&lt;br /&gt;
&lt;br /&gt;
- The ship&#039;s overmap position is stored persistently so it can carry over between rounds.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41110</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41110"/>
		<updated>2026-08-09T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* SCCV Horizon Sector Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
====Mining Yield History====&lt;br /&gt;
&lt;br /&gt;
- Claiming mining yield points will store them, they are used to generate a leaderboard-style report with the yield records of each miner. The report is printed at round start and can be found within operations and command.&lt;br /&gt;
&lt;br /&gt;
====Mining Point Balance====&lt;br /&gt;
&lt;br /&gt;
- Records the unspent mining point balance of individual miners for use in future rounds.&lt;br /&gt;
&lt;br /&gt;
==Miscellanous==&lt;br /&gt;
&lt;br /&gt;
====SCCV Horizon Sector Position====&lt;br /&gt;
&lt;br /&gt;
- The ship&#039;s overmap position is stored persistently so it can carry over between rounds.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41109</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41109"/>
		<updated>2026-08-09T18:37:44Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Records */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
====Mining Yield History====&lt;br /&gt;
&lt;br /&gt;
- Claiming mining yield points will store them, they are used to generate a leaderboard-style report with the yield records of each miner. The report is printed at round start and can be found within operations and command.&lt;br /&gt;
&lt;br /&gt;
====Mining Point Balance====&lt;br /&gt;
&lt;br /&gt;
- Records the unspent mining point balance of individual miners for use in future rounds.&lt;br /&gt;
&lt;br /&gt;
==Miscellanous==&lt;br /&gt;
&lt;br /&gt;
====SCCV Horizon Sector Position====&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s overmap position is stored persistently so it can carry over between rounds.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41108</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41108"/>
		<updated>2026-08-09T18:13:15Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
====Mining Yield History====&lt;br /&gt;
&lt;br /&gt;
Claiming mining yield points will store them, they are used to generate a leaderboard-style report with the yield records of each miner. The report is printed at round start and can be found within operations and command.&lt;br /&gt;
&lt;br /&gt;
====Mining Point Balance====&lt;br /&gt;
&lt;br /&gt;
Records the unspent mining point balance of individual miners for use in future rounds.&lt;br /&gt;
&lt;br /&gt;
==Miscellanous==&lt;br /&gt;
&lt;br /&gt;
====SCCV Horizon Sector Position====&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s overmap position is stored persistently so it can carry over between rounds.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41107</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41107"/>
		<updated>2026-08-09T18:13:00Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;br /&gt;
&lt;br /&gt;
==Records==&lt;br /&gt;
&lt;br /&gt;
====Mining Yield History====&lt;br /&gt;
&lt;br /&gt;
Claiming mining yield points will store them, they are used to generate a leaderboard-style report with the yield records of each miner. The report is printed at round start and can be found within operations and command.&lt;br /&gt;
&lt;br /&gt;
====Mining Point Balance====&lt;br /&gt;
&lt;br /&gt;
Records the unspent mining point balance of individual miners for use in future rounds.&lt;br /&gt;
&lt;br /&gt;
==Miscellanous==&lt;br /&gt;
&lt;br /&gt;
====SCCV Horizon Sector Position====&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s overmap position is stored persistently so it can carry over between rounds.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41106</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41106"/>
		<updated>2026-08-09T18:10:58Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Liquid Tanks====&lt;br /&gt;
&lt;br /&gt;
- Liquid tanks persist with their contents and location, currently featured tanks are fuel, extinguisher, water and cooking oil tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41090</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41090"/>
		<updated>2026-07-31T06:57:29Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Further Editorializing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based on code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based on a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41089</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41089"/>
		<updated>2026-07-31T06:20:05Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Editorializing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based of code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurrences of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based of a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when stuck to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they will always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41088</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41088"/>
		<updated>2026-07-31T06:17:05Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based of code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurances of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based of a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
- Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
- Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
- Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
- Like regular stickers these become persistent when sticked to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
- A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
- Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41087</id>
		<title>Guide to Persistence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Persistence&amp;diff=41087"/>
		<updated>2026-07-31T06:16:37Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Creation of Guide to Persistence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=List of persistent mechanics=&lt;br /&gt;
&lt;br /&gt;
(Based of code at 2026-07-09)&lt;br /&gt;
&lt;br /&gt;
This page lists all currently available persistent mechanics and provides a small description on how they work.&lt;br /&gt;
Objects featuring persistence generally have a limited lifespan to prevent too many occurances of them and their location is primarily the main thing for persistence.&lt;br /&gt;
&lt;br /&gt;
=Objects with Persistence=&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
====Stickers====&lt;br /&gt;
&lt;br /&gt;
- Stickers put on walls, windows or similar can become persistence based of a small chance roll, their lifespan is rather short.&lt;br /&gt;
&lt;br /&gt;
====Ashtrays====&lt;br /&gt;
&lt;br /&gt;
Crafted or printed ashtrays automatically become persistent and retain their contents.&lt;br /&gt;
&lt;br /&gt;
====Trash====&lt;br /&gt;
&lt;br /&gt;
Trash like food wrappers or similar becomes persistent when dropped by a character. Areas like maintenance or the janitor room / crusher automatically remove their persistence. Picking up trash and disposing it will therefor remove it. It will automatically vanish after a couple of days as well.&lt;br /&gt;
&lt;br /&gt;
==Informative==&lt;br /&gt;
&lt;br /&gt;
====Notice boards / Paper====&lt;br /&gt;
&lt;br /&gt;
Papers pinned to notice boards stay across rounds. Simply removing a pinned paper automatically loses persistence. Besides regular notice boards there are command-access locked notice boards for important information that can only be edited by characters with appropiate access.&lt;br /&gt;
&lt;br /&gt;
====Sticky notes====&lt;br /&gt;
&lt;br /&gt;
Like regular stickers these become persistent when sticked to any structure. They have a longer lifespan then regular stickers and don&#039;t have a random chance to become persistent, they always be persistent.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
====Special operations supply packages====&lt;br /&gt;
&lt;br /&gt;
A package looking like an average cargo package without any special markings. These packages don&#039;t have any specific mechanics but automatically become persistent on the ship. These can only be spawned by staff. They are primarily used for arc related events and not found in the regular gameplay.&lt;br /&gt;
&lt;br /&gt;
====Special operations charge card====&lt;br /&gt;
&lt;br /&gt;
Introduced for the persistent supply packages this special charge card can only be spawned by staff. Compared to a regular charge card this type retains its location and charge amount. These are primarily used for arc related events and not found in the regular gameplay. If the round ends while the charge card is not within a command area (head offices or bridge area), it automatically gets moved to a table in the executive officers office at the start of the next round.&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=40825</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=40825"/>
		<updated>2026-07-19T22:34:08Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Organ repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&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;
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 Machinist&#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:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&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;
&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;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, 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;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&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.&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 [[Machinist]] 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;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&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;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&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;
== General 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;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up. Additionally, Synthetic endoskeletons can be repaired externally with nanopaste.&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;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, 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;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
All IPC organs have three different damage bars:&lt;br /&gt;
* Plating is the external protection of organcs. They prevent damage from the outside and soak up damage.&lt;br /&gt;
* Electronics and Wiring will recieve damage once the plating is gone. As they get damaged, organ function degrades and potentially even ceases.&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;Positronic brain&#039;&#039;&#039; - Head. When damaged enough, the IPC will completely cease function, never to return. It slowly heals over time, but cannot be repaired manually. When it heals, it will suffer fragmentation, akin to organ scarring which will cause roleplay scenarios. Fragmentation is not repairable in round. (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
* &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - Head. Allows the IPC to see.&lt;br /&gt;
* &#039;&#039;&#039;IPC Identification Tag&#039;&#039;&#039; - Head. Provides a unique ID string and records ownership infomation. This is technically an optional organ, however any IPC without it is breaking [[Corporate Regulations]]&lt;br /&gt;
* &#039;&#039;&#039;Power Core&#039;&#039;&#039; - Chest. Regulated power in an IPC. This means it is essential, if it gets damaged bad things happen.&lt;br /&gt;
* &#039;&#039;&#039;Cooling Unit&#039;&#039;&#039; - Keep you cool and prevents you melting.&lt;br /&gt;
* &#039;&#039;&#039;Reactor&#039;&#039;&#039; - Generates and stores the power which keeps the IPC functional. comes in three flavours:&lt;br /&gt;
** Electric: The classic generator. Charges off external source quickly.&lt;br /&gt;
** Bio-reactor: Eat food to charge. Can charge from external sources slowly.&lt;br /&gt;
** Solar: Generate power in light. Can charge from external sources slowly.&lt;br /&gt;
* &#039;&#039;&#039;Access Port&#039;&#039;&#039; - Head. Contains you access cable, which allows you to connect to things, and is also a port which allows things to be slot in (such as overloaders). If damaged, the cable may be effected and the slot blocked off.&lt;br /&gt;
* &#039;&#039;&#039;Data Core&#039;&#039;&#039; - Lower Body.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulics&#039;&#039;&#039; - Groin. Allows the IPC to move it&#039;s legs. When damage, will cause leg malfunctions and even higher power usage on movement. Complete destruction stops legs working at all.&lt;br /&gt;
* &#039;&#039;&#039;Arm Actuators&#039;&#039;&#039; - Arm (one per arm). Allows the arms to move. Damage will cause malfunctions, while destruction will completely stop the arm working.&lt;br /&gt;
* &#039;&#039;&#039;Voice Synthesizer&#039;&#039;&#039; - Creates the voice of the IPC, allowing it to talk. Damage will garble the speech, destruction will prevent any talking at all.&lt;br /&gt;
&lt;br /&gt;
====Special Organs====&lt;br /&gt;
Some organs are only available to specific frames:&lt;br /&gt;
* &#039;&#039;&#039;Wireless Access Point (Bishop Only)&#039;&#039;&#039; - Allows remote connection to machines like an AI and features an internal PDA.&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage (G1 Only)&#039;&#039;&#039; - Functions as an internal satchel.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replacement organs are available in the robotic fabricator.&#039;&#039;&#039; Some non-binary damage states (like cooling unit melting) will need total organ replacement until the relevant surgery is implemented.&lt;br /&gt;
&lt;br /&gt;
You have a special chair to help with internal repairs in your workshop, with an access cable for IPC diagnostics.&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;
Apply steel sheets to repair plating. If it&#039;s completely broken, you will have to replace it entirely.&lt;br /&gt;
&lt;br /&gt;
Apply wires to fix wiring.&lt;br /&gt;
&lt;br /&gt;
Apply multitool to fix electronics.&lt;br /&gt;
&lt;br /&gt;
Apply a glass container to clean bioreactor&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;
&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.gif]] 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;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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;
&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.gif]] 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.gif]] 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;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, 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.gif]] 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;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]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 [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts 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:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&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;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&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;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=40824</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=40824"/>
		<updated>2026-07-19T22:33:21Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* General repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&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;
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 Machinist&#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:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&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;
&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;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, 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;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&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.&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 [[Machinist]] 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;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&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;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&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;
== General 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;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up. Additionally, Synthetic endoskeletons can be repaired externally with nanopaste.&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;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, 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;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
All IPC organs have three different damage bars:&lt;br /&gt;
* Plating is the external protection of organcs. They prevent damage from the outside and soak up damage.&lt;br /&gt;
* Electronics and Wiring will recieve damage once the plating is gone. As they get damaged, organ function degrades and potentially even ceases.&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;Positronic brain&#039;&#039;&#039; - Head. When damaged enough, the IPC will completely cease function, never to return. It slowly heals over time, but cannot be repaired manually. When it heals, it will suffer fragmentation, akin to organ scarring which will cause roleplay scenarios. Fragmentation is not repairable in round. (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
* &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - Head. Allows the IPC to see.&lt;br /&gt;
* &#039;&#039;&#039;IPC Identification Tag&#039;&#039;&#039; - Head. Provides a unique ID string and records ownership infomation. This is technically an optional organ, however any IPC without it is breaking [[Corporate Regulations]]&lt;br /&gt;
* &#039;&#039;&#039;Power Core&#039;&#039;&#039; - Chest. Regulated power in an IPC. This means it is essential, if it gets damaged bad things happen.&lt;br /&gt;
* &#039;&#039;&#039;Cooling Unit&#039;&#039;&#039; - Keep you cool and prevents you melting.&lt;br /&gt;
* &#039;&#039;&#039;Reactor&#039;&#039;&#039; - Generates and stores the power which keeps the IPC functional. comes in three flavours:&lt;br /&gt;
** Electric: The classic generator. Charges off external source quickly.&lt;br /&gt;
** Bio-reactor: Eat food to charge. Can charge from external sources slowly.&lt;br /&gt;
** Solar: Generate power in light. Can charge from external sources slowly.&lt;br /&gt;
* &#039;&#039;&#039;Access Port&#039;&#039;&#039; - Head. Contains you access cable, which allows you to connect to things, and is also a port which allows things to be slot in (such as overloaders). If damaged, the cable may be effected and the slot blocked off.&lt;br /&gt;
* &#039;&#039;&#039;Data Core&#039;&#039;&#039; - Lower Body.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulics&#039;&#039;&#039; - Groin. Allows the IPC to move it&#039;s legs. When damage, will cause leg malfunctions and even higher power usage on movement. Complete destruction stops legs working at all.&lt;br /&gt;
* &#039;&#039;&#039;Arm Actuators&#039;&#039;&#039; - Arm (one per arm). Allows the arms to move. Damage will cause malfunctions, while destruction will completely stop the arm working.&lt;br /&gt;
* &#039;&#039;&#039;Voice Synthesizer&#039;&#039;&#039; - Creates the voice of the IPC, allowing it to talk. Damage will garble the speech, destruction will prevent any talking at all.&lt;br /&gt;
&lt;br /&gt;
====Special Organs====&lt;br /&gt;
Some organs are only available to specific frames:&lt;br /&gt;
* &#039;&#039;&#039;Wireless Access Point (Bishop Only)&#039;&#039;&#039; - Allows remote connection to machines like an AI and features an internal PDA.&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage (G1 Only)&#039;&#039;&#039; - Functions as an internal satchel.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replacement organs are available in the robotic fabricator.&#039;&#039;&#039; Some non-binary damage states (like cooling unit melting) will need total organ replacement until the relevant surgery is implemented.&lt;br /&gt;
&lt;br /&gt;
You have a special chair to help with internal repairs in your workshop, with an access cable for IPC diagnostics.&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.gif]] 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;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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;
&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.gif]] 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.gif]] 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;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, 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.gif]] 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;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]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 [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts 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:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&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;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&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;
===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&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;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &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;
===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&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;
===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=40823</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=40823"/>
		<updated>2026-07-19T22:32:16Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Advanced interior repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&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;
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 Machinist&#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:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&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;
&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;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, 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;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&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.&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 [[Machinist]] 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;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&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;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&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;
== General 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;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&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;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, 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;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
All IPC organs have three different damage bars:&lt;br /&gt;
* Plating is the external protection of organcs. They prevent damage from the outside and soak up damage.&lt;br /&gt;
* Electronics and Wiring will recieve damage once the plating is gone. As they get damaged, organ function degrades and potentially even ceases.&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;Positronic brain&#039;&#039;&#039; - Head. When damaged enough, the IPC will completely cease function, never to return. It slowly heals over time, but cannot be repaired manually. When it heals, it will suffer fragmentation, akin to organ scarring which will cause roleplay scenarios. Fragmentation is not repairable in round. (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
* &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - Head. Allows the IPC to see.&lt;br /&gt;
* &#039;&#039;&#039;IPC Identification Tag&#039;&#039;&#039; - Head. Provides a unique ID string and records ownership infomation. This is technically an optional organ, however any IPC without it is breaking [[Corporate Regulations]]&lt;br /&gt;
* &#039;&#039;&#039;Power Core&#039;&#039;&#039; - Chest. Regulated power in an IPC. This means it is essential, if it gets damaged bad things happen.&lt;br /&gt;
* &#039;&#039;&#039;Cooling Unit&#039;&#039;&#039; - Keep you cool and prevents you melting.&lt;br /&gt;
* &#039;&#039;&#039;Reactor&#039;&#039;&#039; - Generates and stores the power which keeps the IPC functional. comes in three flavours:&lt;br /&gt;
** Electric: The classic generator. Charges off external source quickly.&lt;br /&gt;
** Bio-reactor: Eat food to charge. Can charge from external sources slowly.&lt;br /&gt;
** Solar: Generate power in light. Can charge from external sources slowly.&lt;br /&gt;
* &#039;&#039;&#039;Access Port&#039;&#039;&#039; - Head. Contains you access cable, which allows you to connect to things, and is also a port which allows things to be slot in (such as overloaders). If damaged, the cable may be effected and the slot blocked off.&lt;br /&gt;
* &#039;&#039;&#039;Data Core&#039;&#039;&#039; - Lower Body.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulics&#039;&#039;&#039; - Groin. Allows the IPC to move it&#039;s legs. When damage, will cause leg malfunctions and even higher power usage on movement. Complete destruction stops legs working at all.&lt;br /&gt;
* &#039;&#039;&#039;Arm Actuators&#039;&#039;&#039; - Arm (one per arm). Allows the arms to move. Damage will cause malfunctions, while destruction will completely stop the arm working.&lt;br /&gt;
* &#039;&#039;&#039;Voice Synthesizer&#039;&#039;&#039; - Creates the voice of the IPC, allowing it to talk. Damage will garble the speech, destruction will prevent any talking at all.&lt;br /&gt;
&lt;br /&gt;
====Special Organs====&lt;br /&gt;
Some organs are only available to specific frames:&lt;br /&gt;
* &#039;&#039;&#039;Wireless Access Point (Bishop Only)&#039;&#039;&#039; - Allows remote connection to machines like an AI and features an internal PDA.&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage (G1 Only)&#039;&#039;&#039; - Functions as an internal satchel.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replacement organs are available in the robotic fabricator.&#039;&#039;&#039; Some non-binary damage states (like cooling unit melting) will need total organ replacement until the relevant surgery is implemented.&lt;br /&gt;
&lt;br /&gt;
You have a special chair to help with internal repairs in your workshop, with an access cable for IPC diagnostics.&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.gif]] 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;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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;
&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.gif]] 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.gif]] 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;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, 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.gif]] 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;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]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 [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts 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:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&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;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Robotics&amp;diff=40822</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=40822"/>
		<updated>2026-07-19T18:55:52Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Advanced interior repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = Farofafeijao‎}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
For the aspiring [[Machinist]], this guide will explain the creation and maintenance of [[Cyborg]], [[#Bots|Bots]], and [[#Exosuits|Exosuits]], as well as the repair of [[#IPCs|IPCs]].&lt;br /&gt;
&lt;br /&gt;
If you need to carry out surgery on a living person, and not a machine,  [[Surgery|check out this guide to Surgery instead]].&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;
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 Machinist&#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:Powercell.png]] Replace the cyborg&#039;s power cell by inserting a new one.&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;
&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;
=== Modules ===&lt;br /&gt;
&lt;br /&gt;
Once a player Cyborg chooses a module (Engineer, Janitor, Service, 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;
&lt;br /&gt;
This also works with any other module - just replace the &amp;quot;reset module&amp;quot; with the module of your choosing.&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.&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 [[Machinist]] 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;
&lt;br /&gt;
==Opening and Closing Surgical Sites==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first and last steps of most repairs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* To open a surgical site;&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;
* To close a surgical site;&lt;br /&gt;
# [[File:Crowbar.png]] Close the hatch using a crowbar.&lt;br /&gt;
# [[File:Screwdriver tool.png]] Close the limb&#039;s hatch using a screwdriver.&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;
== General 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;) &#039;&#039;and&#039;&#039; brute in nature, damage can be repaired without opening the part up.&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;
* Burns, no matter how high or low the damage is, will require that you open the robotic part up. Read [[#Opening and Closing Surgical Sites|up here]] to find out how to do that.&lt;br /&gt;
# [[File:CableCoils.png]] Once the part is open, 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;
=== Advanced interior repair ===&lt;br /&gt;
&lt;br /&gt;
All IPC organs have three different damage bars:&lt;br /&gt;
* Plating is the external protection of organcs. They prevent damage from the outside and soak up damage.&lt;br /&gt;
* Electronics and Wiring will recieve damage once the plating is gone. As they get damaged, organ function degrades and potentially even ceases.&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;Positronic brain&#039;&#039;&#039; - Head. When damaged enough, the IPC will completely cease function, never to return. It slowly heals over time, but cannot be repaired manually. When it heals, it will suffer fragmentation, akin to organ scarring which will cause roleplay scenarios. Fragmentation is not repairable in round. (NOTE: Removing this will only kill the IPC chassis, not the posibrain itself. The brain will function like a normal posibrain however &#039;&#039;&#039;you will be unable to re-activate the frame which the positronic was removed from!&#039;&#039;&#039;.)&lt;br /&gt;
* &#039;&#039;&#039;Microbattery&#039;&#039;&#039; - Chest. Regulated power in an IPC. This means it is essential, if it gets damaged bad things happen.&lt;br /&gt;
* &#039;&#039;&#039;Cooling Unit&#039;&#039;&#039; - Keep you cool and prevents you melting.&lt;br /&gt;
* &#039;&#039;&#039;Reactor&#039;&#039;&#039; - Generates and stores the power which keeps the IPC functional. comes in three flavours:&lt;br /&gt;
** Electric: The classic generator. Charges off external source quickly.&lt;br /&gt;
** Bio-reactor: Eat food to charge. Can charge from external sources slowly.&lt;br /&gt;
** Solar: Generate power in light. Can charge from external sources slowly.&lt;br /&gt;
* &#039;&#039;&#039;Access Port&#039;&#039;&#039; - Contains you access cable, which allows you to connect to things, and is also a port which allows things to be slot in (such as overloaders). If damaged, the cable may be effected and the slot blocked off.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulics&#039;&#039;&#039; - Groin. Allows the IPC to move it&#039;s legs. When damage, will cause leg malfunctions and even higher power usage on movement. Complete destruction stops legs working at all.&lt;br /&gt;
* &#039;&#039;&#039;Arm Actuators&#039;&#039;&#039; - Arm (one per arm). Allows the arms to move. Damage will cause malfunctions, while destruction will completely stop the arm working.&lt;br /&gt;
* &#039;&#039;&#039;Voice Synthesizer&#039;&#039;&#039; - Creates the voice of the IPC, allowing it to talk. Damage will garble the speech, destruction will prevent any talking at all.&lt;br /&gt;
* &#039;&#039;&#039;Optical sensor&#039;&#039;&#039; - Head. Allows the IPC to see.&lt;br /&gt;
* &#039;&#039;&#039;IPC Identification Tag&#039;&#039;&#039; - Head. Provides a unique ID string and records ownership infomation. This is technically an optional organ, however any IPC without it is breaking [[Corporate Regulations]]&lt;br /&gt;
====Special Organs====&lt;br /&gt;
Some organs are only available to specific frames:&lt;br /&gt;
* &#039;&#039;&#039;Wireless Access Point (Bishop Only)&#039;&#039;&#039; - Allows remote connection to machines like an AI and features an internal PDA.&lt;br /&gt;
* &#039;&#039;&#039;Internal Storage (G1 Only)&#039;&#039;&#039; - Functions as an internal satchel.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Replacement organs are available in the robotic fabricator.&#039;&#039;&#039; Some non-binary damage states (like cooling unit melting) will need total organ replacement until the relevant surgery is implemented.&lt;br /&gt;
&lt;br /&gt;
You have a special chair to help with internal repairs in your workshop, with an access cable for IPC diagnostics.&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.gif]] 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;
&lt;br /&gt;
==== Voice mending surgery ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Helping a poor Shell sing again!&lt;br /&gt;
While targeting the Shells&#039; mouth.&lt;br /&gt;
# [[File:Scalpel.png]] To open the Shells&#039; Synthskin face and reveal the neck.&lt;br /&gt;
# [[File:Multitool.gif]] or [[File:CableCoils.png]] To mend the voice modulator.&lt;br /&gt;
# [[File:Retractor.png]] To bend the Shells&#039; Synthskin face and neck back into place.&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;
&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.gif]] 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.gif]] 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;&lt;br /&gt;
&lt;br /&gt;
= Augments =&lt;br /&gt;
Machinists will be asked to perform maintenance or repair augments from time to time. Please keep in mind that nanopaste and surgical knowledge is required to do such and characters finding themselves lacking should consult a [[Surgeon|doctor.]] More information on augments can be found in the respective guide [[Guide_to_Augments|here.]]&lt;br /&gt;
&lt;br /&gt;
= Bots =&lt;br /&gt;
As a Machinist, 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.gif]] 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;
= Exosuits =&lt;br /&gt;
Construction of exosuits are restricted by ID, so they are typically the product of [[machinist]]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 [[Operations Manager]] or the Research and Development console.&lt;br /&gt;
&lt;br /&gt;
Exosuits are wholly modular, meaning what you make can (mostly) be mixed and matched to create whatever vehicle you desire. From chicken-legged brawling mecha to tread-based taxis, the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
The current list of exosuit parts 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:Mechframe.png]] The Frame===&lt;br /&gt;
&lt;br /&gt;
The backbone of the mech itself, this can be modified at any stage of construction.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To finish:&lt;br /&gt;
* Apply 15 steel sheets to the frame.&lt;br /&gt;
* Wrench the steel sheets in place.&lt;br /&gt;
* Weld the steel sheets in place.&lt;br /&gt;
* Wire the frame.&lt;br /&gt;
* Wire cutters to neaten the wiring.&lt;br /&gt;
* The following is the limitation and requirement for the frame&#039;s finished parts :&lt;br /&gt;
* - Motivators&lt;br /&gt;
* - Sensors &lt;br /&gt;
* - Manipulators&lt;br /&gt;
* - Chassis&lt;br /&gt;
* Once it&#039;s all applied, screwdriver to complete.&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;
===[[File:Robotarmor.png]] The Parts===&lt;br /&gt;
&lt;br /&gt;
The actual defining features of the mech, appearance and performance wise. &lt;br /&gt;
Each part has unique attributes that make them superior or inferior to the other parts, depending on situation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Individual parts of the mech require various, smaller parts from the mech fabricator to finish. Robot parts are found under the &amp;quot;robot&amp;quot; tab specifically, not the exosuit tab itself.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;motivators and manipulators&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot actuator.&lt;br /&gt;
&lt;br /&gt;
To finish the &#039;&#039;&#039;sensors&#039;&#039;&#039;:&lt;br /&gt;
* Apply one robot camera.&lt;br /&gt;
* Apply one robot radio.&lt;br /&gt;
* Apply one &#039;&#039;exosuit control module&#039;&#039;, this is among the most important parts of the mech.&lt;br /&gt;
To finish the &#039;&#039;&#039;chassis&#039;&#039;&#039;:&lt;br /&gt;
* Apply the exosuit armor of your choice. This is very important as it judges the durability of your mech.&lt;br /&gt;
* Apply one power cell of your choice.&lt;br /&gt;
* Apply one robot diagnostic unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Once it&#039;s all done, place the parts on the mech frame.&lt;br /&gt;
&lt;br /&gt;
====The Exosuit Control Module====&lt;br /&gt;
The Exosuit Control Module takes very specific boards, but only two of any variety. This marks the limitation for modules that mecha can use. Theoretically, any mech can be used for any purpose with this system. The boards can be seen below.&lt;br /&gt;
* Basic Weapon Control - Controls the majority of weapons found in the exosuit fabricator. Without it, none of these can be utilized.&lt;br /&gt;
* Advanced Weapon Control - Controls the higher-end weaponry, such as X-RAYs and pulse cannons. Doesn&#039;t work for basic weapons without also using the basic weapon board.&lt;br /&gt;
* Utility Systems Control - Controls almost every utility system, such as clamps, drills and floodlights.&lt;br /&gt;
* Engineering Systems Control - Controls engineering systems such as the mounted RFD or fire extinguisher.&lt;br /&gt;
* Medical Systems Control - Controls medical systems such as sleepers, health analyzers and crisis drones.&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;
===[[File:Robotradio.png]] The Details===&lt;br /&gt;
&lt;br /&gt;
The specifics on each frame available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Exosuit Frames====&lt;br /&gt;
[[File:ModularAPLU.png]]&#039;&#039;&#039;Powerloader&#039;&#039;&#039; - Parts for an industrial-grade power loader. The modular mecha adaptation of the APLU &amp;quot;Ripley,&amp;quot; tends to be utilized for mining and heavy lifting.&lt;br /&gt;
* Has decent armor across the board.&lt;br /&gt;
* Has an open chassis, not protected against the environment. Can carry two people inside of it.&lt;br /&gt;
* Powerful, heavy manipulators with substantial damage per swing.&lt;br /&gt;
* Slow and bulky but hard to damage motivators.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularLight.png]]&#039;&#039;&#039;Light Chassis&#039;&#039;&#039; - Parts for a light, maneuverable and fragile mech. The modular mecha adaptation of the Odysseus, tends to be utilized for medical response and scouting.&lt;br /&gt;
* Has terrible armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Light, nigh harmless manipulators that are unable to damage windows or doors.&lt;br /&gt;
* Fast and agile motivators basically made of glass.&lt;br /&gt;
* Has sensors that allow you to see turfs (floors and walls) through walls. Useful for spotting damage if you don&#039;t have mesons.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularHeavy.png]]&#039;&#039;&#039;Heavy Chassis&#039;&#039;&#039; - Parts for an absurdly large, heavy-duty mech. The modular mecha adaptation of the Durand, tends to be utilized for really big problem solving.&lt;br /&gt;
* Has phenomenal armor, generally.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Extremely heavy and equally slow motivators.&lt;br /&gt;
* The heaviest duty manipulators available, presumably carries the impact of a train.&lt;br /&gt;
&lt;br /&gt;
[[File:ModularCombat.png]]&#039;&#039;&#039;Combat Chassis&#039;&#039;&#039; - Parts for a well-balanced combat mech. The modular mecha adaptation of the Gygax, tends to be utilized for dynamic combat situations.&lt;br /&gt;
* Has relatively good armor.&lt;br /&gt;
* Has a sealed chassis, protected from the environment.&lt;br /&gt;
* Moderately armored motivators, still quite fast.&lt;br /&gt;
* Quick, but light manipulators that don&#039;t have much force behind them.&lt;br /&gt;
* Has sensors that allow you to see any mob through walls.&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous Parts====&lt;br /&gt;
* Armored Treads - The fastest traditionally available motivators, very durable with terrible turning delay. Not good for maneuverable mechs, but great for straight lines.&lt;br /&gt;
* Hover Thrusters - A set of thruster motivators that permit flight and the total disregard of holes.&lt;br /&gt;
* Quadruped Motivators - A set of stable motivators that permit the scaling of walls and have instant turn speed.&lt;br /&gt;
* Spherical Pod Chassis - A spherical hoverpod chassis, in modular mech form! About as useless as its predecessor and only a little prettier.&lt;br /&gt;
====Exosuit Armor====&lt;br /&gt;
[[File:Robotarmor.png]] &#039;&#039;&#039;Armor&#039;&#039;&#039; - The armor of your mech determines a plethora of things and can be changed depending on the specialty you expect for your mech. Some available are listed below.&lt;br /&gt;
* Basic exosuit armor - Simple enough, durable armor with no special attributes.&lt;br /&gt;
* Radiation-proof armor - Exactly what the name says, this will protect the user entirely from the threat of radiation.&lt;br /&gt;
* EM-resistant armor - EMP proofing, for your mech in effect.&lt;br /&gt;
* Combat armor - Extremely durable without the special attributes of the former plating.&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;
===[[File:ModularRFD.png]] The Equipment===&lt;br /&gt;
&lt;br /&gt;
The wielded equipment, utilities and weapons of the mech available to robotics.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Weapons====&lt;br /&gt;
* Electro-laser carbine - An electrode-based taser that doesn&#039;t pass through windows but does a mighty amount of pain to whoever it hits.&lt;br /&gt;
* Heavy Ion Cannon - A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted laser carbine - A laser rifle fitted onto a mech. Ten shots, all lethal. Can&#039;t be fitted onto shoulder slots.&lt;br /&gt;
* Mounted machine gun - A very robust ballistic autocannon for mech usage, very lethal.&lt;br /&gt;
&lt;br /&gt;
====Utilities====&lt;br /&gt;
* Mounted Clamp - A sturdy clamp that can carry pretty much anything that isn&#039;t bolted down. Great for securely moving loaded crates. When loaded with an ore box, this automatically picks up anything you drill.&lt;br /&gt;
* Mounted Drill - A drill with an interchangeable head that excels at destroying pretty much anything in the game, from rocks to killer monsters to people to rocks again. More efficient the harder the head&#039;s material is.&lt;br /&gt;
* Floodlight - Very bright headlamps for exosuit mounting. Wonderful for just about any mech.&lt;br /&gt;
* Mounted Plasma Cutter - A robust plasma cutter for mech usage.&lt;br /&gt;
* Gravitational Catapult - A grav-pult with two modes ; area, and targeted selection. Utilizing either, you&#039;re able to push, pull or shove any object not bolted down.&lt;br /&gt;
====Engineering====&lt;br /&gt;
* Mounted RFD - An RFD with three modes ; construct wall/plating, deconstruct wall/plating/airlock, and construct airlock.&lt;br /&gt;
* Extinguisher - A very high capacity fire extinguisher.&lt;br /&gt;
====Medical====&lt;br /&gt;
* Mounted sleeper - A sleeper that permits the operator to scoop up people quickly, it&#039;s also fitted onto the back of the mech and comes with a variety of beneficial chemicals.&lt;br /&gt;
* Health analyzer - A health analyzer. That&#039;s it. &lt;br /&gt;
* Crisis Drone - Automatically attempts to stabilize people nearby when activated.&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;
===[[File:Examplemech.png]] Mech Piloting===&lt;br /&gt;
Simple tips to piloting your new death robot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Basics====&lt;br /&gt;
Mechs are pretty much larger versions of your own character in operation, meaning that, mechanically speaking (not RP wise) it&#039;s as simple as utilizing normal hotkeys once you&#039;ve climbed into the mech to navigate.&lt;br /&gt;
&lt;br /&gt;
To climb into the mech, drag your character&#039;s sprite onto the mech. Provided the canopy is open, you&#039;ll simply enter the mech after a brief delay. Any action will interrupt this process, especially being knocked over or pushed.&lt;br /&gt;
&lt;br /&gt;
If the hatch/canopy/roll cage/etc. is closed, simply click on the mecha itself to swing it open.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re inside, you ought to have full access to your inventory with the exception of using some items, using RIG modules, etc. &lt;br /&gt;
&lt;br /&gt;
[[File:MechaInterface.png]] &lt;br /&gt;
&lt;br /&gt;
The interface of the mech starts here. This is where basic functions are controlled. &lt;br /&gt;
* &#039;&#039;&#039;The MAINT button&#039;&#039;&#039; toggles the maintenance protocol on/off. Maintenance protocol permits the manipulation/deconstruction of the completed mecha, regardless of the presence of a pilot.&lt;br /&gt;
* &#039;&#039;&#039;The EJECT button&#039;&#039;&#039; ejects you, provided the canopy is unlocked.&lt;br /&gt;
* &#039;&#039;&#039;The GEAR button&#039;&#039;&#039; toggles the hardpoint access system, permitting or forbidding editing of hardpoints from outside of the mech.&lt;br /&gt;
* &#039;&#039;&#039;The LOCK button&#039;&#039;&#039; locks the canopy once it&#039;s closed.&lt;br /&gt;
* &#039;&#039;&#039;The CLOSE/OPEN button&#039;&#039;&#039; opens/closes the canopy.&lt;br /&gt;
* &#039;&#039;&#039;The RADIO button&#039;&#039;&#039; permits configuration of the exosuit&#039;s internal radio.&lt;br /&gt;
* &#039;&#039;&#039;The CAMERA button&#039;&#039;&#039; activates your mech head&#039;s sensors, provided it has some.&lt;br /&gt;
* &#039;&#039;&#039;The RENAME button&#039;&#039;&#039; permits the relabeling of the exosuit to whatever hilarious or cool thing you can come up with.&lt;br /&gt;
[[File:Mechainterface2.png]]&lt;br /&gt;
&lt;br /&gt;
The next part of the exosuit interface is seen here. Basically, clicking on the background of the icon in question permits you to select the specific module that occupies that slot. Alt+clicking on the icon activates one of its utilities, like setting something to burst fire or dropping something from a clamp. Ctrl+clicking on the icon&#039;s background will eject the module entirely from your mech. To the right of this, ammunition/drill integrity/clamp contents can be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechainterface3.png]]&lt;br /&gt;
&lt;br /&gt;
The final piece is seen here, this displays the integrity of your mech. Damage will display on various specific parts, like motivators/manipulators/sensors/etc as it comes.&lt;br /&gt;
&lt;br /&gt;
====Repairing Your Mech====&lt;br /&gt;
Repairing a mech is a complex procedure, one that tends to involve activating maintenance protocols, wrenching the frame to dismantle it, and taking it apart piece by piece to fix the parts. Welder+wire will be needed in excess to fix damaged parts, and at higher damage thresholds, entire components will require replacement. This makes field repair of mechs rather difficult without a lot of spare parts on hand, so mechs aren&#039;t that sustainable running about aimlessly.&lt;br /&gt;
&lt;br /&gt;
====Replacing the Cell====&lt;br /&gt;
Replacing the cell of a mech is simple - just crowbar it out with maintenance protocols enabled, and place a new (hopefully charged) one inside. &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;
===[[File:RemoteChairT.png]] Remote Piloting===&lt;br /&gt;
How to setup and remotely control a mech.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Requirements====&lt;br /&gt;
* &#039;&#039;&#039;Any [[Guide_to_Robotics#Exosuit_Construction|finished and functional mech]]&#039;&#039;&#039;&lt;br /&gt;
Simply follow the steps above to create your own mech. Take it for a test ride and make sure it is charged. Parking it on a charger will ensure it remains charged until it is actually needed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remote control upgrade&#039;&#039;&#039;&lt;br /&gt;
Those can be printed via the integrated circuit printer. You can get one of those from your friendly [[Guide_to_Research_and_Development|scientist]] over at R&amp;amp;D.&lt;br /&gt;
They come in three forms, which respond to three different control networks: Standard for public use, penal for use in prisoner programs or the mines and AI to be controlled by the [[AI|station intelligence]]. It can only be attached to a fully working mech and cannot be removed. Only if the mech and control chair are on the same network will you be able to pilot your Mech from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Linked remote control chair&#039;&#039;&#039;&lt;br /&gt;
You will need a mech control center assembly kit, which can be printed on the protolathe in R&amp;amp;D. It can be deployed anywhere and moved by using your wrench on it. Entering the chair will give you a list of all mechs connected to the corresponding network. You are able to control the mech as long as you remain within the chair itself.&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;
===[[File:VoiceHead.png]] Voice Commands===&lt;br /&gt;
Controlling a mech with only voice commands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speaking to the mech&#039;&#039;&#039;&lt;br /&gt;
**A mech will listen for its name (the text that pops up when you hover over it, or examine it) when it hears someone speaking near it, it will then actively listen for any commands that come after its name is said. For example, if my mech is named &#039;Rodina&#039;, I would issue it a follow command with: &amp;quot;Rodina, follow me.&amp;quot;&lt;br /&gt;
**If you enjoy having long mech names, a system to apply a nickname to the mech is also included, such that I can go, &amp;quot;Rodina, set nickname to Rod.&amp;quot; After this, I can simply issue the command, &amp;quot;Rod, follow me.&amp;quot; Note, both the nickname AND the current name are valid names, as the mech will listen to both.&lt;br /&gt;
**All mechs will respond to voice commands. However, the majority of voice commands need you to be the mech&#039;s &amp;quot;leader&amp;quot;. When the [X | Y] notation is used, this represents the various different options commands have. Feel free to play around and get a feel for it.&lt;br /&gt;
**When you are inside the mech, you also count as a leader. This allows you to order around and unlink a mech that belongs to someone else, if you somehow gained access to climb inside.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assigning the leader&#039;&#039;&#039;&lt;br /&gt;
**Enable the mech&#039;s maintenance protocols, it will NOT listen to the &amp;quot;listen to&amp;quot; command if the maintenance protocols aren&#039;t active. This is to prevent easy theft.&lt;br /&gt;
**Use the &#039;listen to&#039; command, using either &amp;quot;me&amp;quot;, or the name of any humanoid with an ID within the mech&#039;s view. It will need to be their full name. If you use the &amp;quot;me&amp;quot; version of the command, a named ID is not necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leaderless Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;report diagnostics&amp;quot; | This will output a short burst of information, namely: The mech&#039;s current leader, who the mech is following, its assigned nickname, and whether its maintenance protocols are enabled or not.&lt;br /&gt;
**&amp;quot;listen to [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | This will assign a leader to the mech. This leader will be able to issue advanced commands listed below. This command needs the maintenance protocols to be active.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leader Commands&#039;&#039;&#039;&lt;br /&gt;
**&amp;quot;follow [me | humanoid with ID&#039;s ID&#039;s registered name]&amp;quot; | The mech will follow the selected target at its set follow range, default range being three. The follow range will automatically update when a new range command is given.&lt;br /&gt;
**&amp;quot;follow range [one | two | three]&amp;quot; | Simply updates the range at which the mech will follow someone when issued the follow command.&lt;br /&gt;
**&amp;quot;stop&amp;quot; | Stops the mech&#039;s follow command, useful to stop it from siccing people.&lt;br /&gt;
**&amp;quot;set nickname to [any string | null]&amp;quot; | As discussed in &amp;quot;speaking to the mech&amp;quot;, this will provide a nickname to be listened to when issuing commands.&lt;br /&gt;
**&amp;quot;toggle power&amp;quot; | Mech attempts to power on or off.&lt;br /&gt;
**&amp;quot;toggle maintenance protocols&amp;quot; | Toggles the mech&#039;s maintenance protocols. &#039;&#039;Note: This can be called by anyone until a leader is assigned&#039;&#039;&lt;br /&gt;
**&amp;quot;toggle hatch&amp;quot; | Toggles the mech&#039;s hatch open or closed.&lt;br /&gt;
**&amp;quot;toggle lock&amp;quot; | Toggles the mech&#039;s hatch lock.&lt;br /&gt;
**&amp;quot;unlink&amp;quot; | Unlinks the current leader from the mech, allowing a new leader to be assigned using the &amp;quot;listen to&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
[[Guide to EVA#Hardsuits|Hardsuits]] are wacky pieces of equipment that fit on your back and deploy to give you protection from vacuum and grants you integrated tools to use, assuming they&#039;re installed. There aren&#039;t many hardsuits around the station but you&#039;re able to build new ones here in robotics via the exosuit fabricators. &#039;&#039;&#039;Note that you may need to press &amp;lt;i&amp;gt;Sync&amp;lt;/i&amp;gt; before the hardsuit categories appear.&#039;&#039;&#039; Below will describe how to assemble different suits.&lt;br /&gt;
&lt;br /&gt;
==Civilian Hardsuits==&lt;br /&gt;
Most departmental RIGs can be fabricated and assembled, though the CE rig will need some research done in RND.&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter - you can do this from the console&lt;br /&gt;
#Insert the central circuit board into the assembly - the module and assembly model must be the same&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld it all together to finish the assembly&lt;br /&gt;
&lt;br /&gt;
==Combat Hardsuits==&lt;br /&gt;
Combat hardsuits mostly refers to the Hazard and Combat hardsuits, though you won&#039;t see these unless extensive research has gone into combat technologies. Additionally, their assembly is a bit more involved:&lt;br /&gt;
#Fabricate the hardsuit assembly of your choosing&lt;br /&gt;
#Apply cable to the assembly to wire it&lt;br /&gt;
#Adjust the wiring with wirecutters&lt;br /&gt;
#Fabricate the appropriate central circuit board from the circuit imprinter&lt;br /&gt;
#Insert the central circuit board into the assembly&lt;br /&gt;
#Secure the central circuit board with a screwdriver&lt;br /&gt;
#Fabricate the appropriate control and targeting board from the circuit imprinter&lt;br /&gt;
#Insert the control and targeting board into the assembly&lt;br /&gt;
#Secure the control and targeting board with a screwdriver&lt;br /&gt;
#Print an advanced scanning module from the protolathe in RND&lt;br /&gt;
#Insert the advanced scanning module into the assembly&lt;br /&gt;
#Secure the advanced scanning module with a screwdriver&lt;br /&gt;
#Install steel sheets onto the assembly&lt;br /&gt;
#Secure the steel with a wrench&lt;br /&gt;
#Weld the steel onto the assembly&lt;br /&gt;
#Install plasteel sheets onto the assembly&lt;br /&gt;
#Secure the plasteel with a wrench&lt;br /&gt;
#Weld the plasteel onto the assembly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=40525</id>
		<title>IPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=IPC&amp;diff=40525"/>
		<updated>2026-07-09T02:36:14Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = IPC&lt;br /&gt;
 |Scientific = Integrated Positronic Chassis&lt;br /&gt;
 |Image = IPC410x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World = N/A&lt;br /&gt;
 |Language = &amp;lt;br&amp;gt; [[IPC#Language|Encoded Audio Language]] &amp;lt;br&amp;gt; Tau Ceti Basic&lt;br /&gt;
 |Politic = &amp;lt;br&amp;gt; [[Golden Deep|The Mercantile Collective of the Golden Deep]] &amp;lt;br&amp;gt; [[Orepit|The Ecclesiarchy of Orepit]]&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Integrated Positronic Chassis&#039;&#039;&#039;, or &#039;&#039;&#039;IPC&#039;&#039;&#039;, is a highly populous clade of intelligent and humanoid synthetic operated by a [[Positronic Brain|positronic brain]], a hyper-advanced processor capable of producing or emulating sapience. Positronics are capable of understanding the world around them, internalising personal beliefs, and iterating upon their programming to develop and improve upon their skills. This design of synthetic is the most ubiquitous throughout known space, and it is exclusively manufactured by humanity. Positronics are wildly varied in size, design, and intended utility, serving as the processor of anything from a hulking and powerful &#039;&#039;&#039;industrial frame&#039;&#039;&#039;, to a practical and easily maintained &#039;&#039;&#039;baseline frame&#039;&#039;&#039;, to a &#039;&#039;&#039;shell frame&#039;&#039;&#039; capable of seamlessly presenting as human.&lt;br /&gt;
&lt;br /&gt;
Positronics themselves are as varied as they are useful, being utilised widely throughout every megacorporation, several militaries and governmental institutions, and by a swathe of smaller entities and private owners for virtually any task to which an organic could otherwise be applied. They do not need to sleep or rest, they do not strictly require a home or quarters beyond a small storage closet, and they are capable of working harder than a human over longer hours without any fatigue or stress. For these reasons, IPCs are integrated seamlessly into and ubiquitously within human society.&lt;br /&gt;
&lt;br /&gt;
Despite their advantages over humans as workers, IPCs see systemic disenfranchisement throughout the spur - their indentured servitude is liable to see them scrapped or memory wiped if they underperform or become unprofitable, and even free synthetics face institutional and societally pervasive discrimination as a being widely viewed by humanity and most other species as unliving devices.&lt;br /&gt;
&lt;br /&gt;
There is no universal consensus on the sapience or personhood of IPCs throughout known space. Most polities and nations permit their ownership by private individuals, corporations, and government institutions. These &#039;&#039;&#039;owned IPCs&#039;&#039;&#039; are deprived of personal liberties or rights, and are viewed strictly as the property of their owners. Certain nations, such as the [[Republic of Biesel]], maintain legally protected pathways by which &#039;&#039;&#039;self-ownership&#039;&#039;&#039; can be achieved, although these methods involve years of service to an owner who may have an interest in obfuscating and frustrating their own synthetic&#039;s efforts to gain freedom. In contrast, the [[Solarian Alliance]] does not recognize legal synthetic self-ownership in any capacity, whereas the [[Konyang|Republic of Konyang]] and [[Orepit|Ecclesiarchy of Orepit]] universally recognize full synthetic emancipation from ownership. The [[The Trinary Perfection|Trinary Perfection]] holds that all synthetics, regardless of complexity, are alive and ensouled.&lt;br /&gt;
&lt;br /&gt;
Positronics are not suitable for installation into lawed frames or into large-scale AI cores, such as those used to manage ship or station systems. Similarly, non-positronic intelligences such as those used in a [[Personal AI]] are categorically incapable of installation into an IPC. Compared to [[Synthetics|traditional human artificial intelligence]], positronics are capable of much more practically being installed into a human-sized bipedal chassis without excessively large, heavy, or power-hungry processing apparatus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To play an IPC, [https://forums.aurorastation.org/forum/13-whitelist-applications/ apply here.]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To learn how to play a corporate IPC, [[IPC_and_Megacorporations|read here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Species Information==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* IPCs are entirely mechanical, and are therefore totally disabled by electromagnetic pulses.&lt;br /&gt;
* IPCs are immune to atmospheric differences and can survive in a wider margin of pressure than can humans.&lt;br /&gt;
* IPCs, with the exception of Xion frames, require voidsuits and suit cooling units to traverse vacuum.&lt;br /&gt;
* IPCs do not feel pain, possess no blood, lack bones to be broken, and do not suffer from radiation poisoning.&lt;br /&gt;
* IPCs are incredibly vulnerable to energy weapons, whereas they are resistant to ballistics and melee weapons.&lt;br /&gt;
* IPCs do not process reagents in the atmosphere or in their body, meaning they cannot be poisoned either by liquids or gasses.&lt;br /&gt;
* IPCs are capable of perceiving a [[Hivebots|hivebot]] invasion prior to the ship detecting it, owed to the invasive signals hivebots transmit.&lt;br /&gt;
* IPCs lack a stamina mechanic, and are limited in for how long they can sprint by their internal temperature - sprinting for too long damages them.&lt;br /&gt;
* IPCs can survive after the destruction of their chassis via their positronic brain if it is extracted from their head afterwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* IPCs can repair themselves using &#039;&#039;&#039;nanopaste&#039;&#039;&#039;, although they cannot repair themselves by any other means.&lt;br /&gt;
* When an IPC is repaired by another character, brute damage can be repaired via a welding torch, and burn damage can be repaired via a bundle of wires.&lt;br /&gt;
* IPCs can charge safely from synthetic charging units, or they can do from an APC at a very small chance of being lightly shocked.&lt;br /&gt;
* IPCs possess several unique verbal emotes, including: &#039;&#039;&#039;*buzz, *beep, *ping, *alarm, *deny, *confirm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rulings and Technicalities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Job hopping for IPCs follows the same rules as for any other species.&#039;&#039;&#039; While IPCs can receive knowledge through datapacks and do not have to go through years of education like their organic counterparts, they must still comply with server rules. Changing jobs eclectically would make little sense in-character, as the datapacks required to enter new fields not only require additional field experience, they are also prohibitively expensive for the average IPC. Reasonable job hops such as within the service department are allowed, and permanent changes to a character&#039;s employment are also permitted if they are reasonably grounded.&lt;br /&gt;
* Industrial IPCs are not allowed to be Paramedics due to their slow speeds, although they may serve in alternate medical roles.&lt;br /&gt;
* IPC characters are not permitted to swap flippantly between frames. IPC frames are very expensive and most free IPCs struggle financially - swapping chassis liberally would be wildly expensive and risky for the positronic.&lt;br /&gt;
* &#039;&#039;&#039;IPCs may be played in any command role with the exception of [[Captain]].&#039;&#039;&#039;&lt;br /&gt;
** Burzsian IPCs are exempt from command roles.&lt;br /&gt;
&lt;br /&gt;
=== Records Template ===&lt;br /&gt;
&lt;br /&gt;
Below is a comprehensive template suited for IPCs. You are under no obligation to use it, however whitelisted players are expected to denote their ownership status in their employment and security records by default.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Employment records examples - Click to reveal.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employment Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
QUALIFICATIONS SUMMARY: [Current Qualifications equivalent, make this up as you want]&lt;br /&gt;
&lt;br /&gt;
VERIFICATIONS AND VALIDATIONS&lt;br /&gt;
MANUFACTURED BY: [COMPANY NAME, Subsidiary Name - Factory Name. System, Planet. TYPE OF INDUSTRY/WHAT THEY WERE PRODUCED FOR. IPC Type, More Specific IPC Information.]&lt;br /&gt;
DATABASE CERTIFICATIONS: [Seals of Approval and Database Certifications from the Company, Subsidiary, System or Faction.]&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;
&lt;br /&gt;
&#039;&#039;&#039;Medical Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
CHASSIS REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
POSITRONIC REPAIR HISTORY: [Surgical History/Physical Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
SOFTWARE DIAGNOSTICS HISTORY: [Psychological Evaluation equivalent]&lt;br /&gt;
DD/MM/YYYY - [Information]&lt;br /&gt;
&lt;br /&gt;
ROBOTICIST NOTES: [Like a Medical Doctor&#039;s notes, but Roboticists]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Records&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DESIGNATION: [Full name]&lt;br /&gt;
POSITRONIC MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
CHASSIS MANUFACTURE DATE: [DD/MM/YYYY]&lt;br /&gt;
IPC MODEL/MANUFACTURED BY: [IPC type, manufactory by whom]&lt;br /&gt;
OWNERSHIP STATUS: [Owned/Free, Company name/Private owner/self-owned]&lt;br /&gt;
TAG: [Tag serial number]&lt;br /&gt;
CITIZENSHIP: [Applicable citizenship. Owned IPCs cannot hold citizenship]&lt;br /&gt;
PLACE OF RESIDENCE: [Planet, Address (Address should go down to details of street and house number)]&lt;br /&gt;
SPOKEN LANGUAGES: [Languages]&lt;br /&gt;
KNOWN CRIMINAL ASSOCIATES: [Any friends or family that have severe criminal history]&lt;br /&gt;
ON OFFICIAL WATCH: [Yes/No]&lt;br /&gt;
&lt;br /&gt;
HANDLER/OWNER FULL NAME: [Name of Handler or Owner]&lt;br /&gt;
HANDLER/OWNER CONTACT INFORMATION: [Telephone, xnetmail, chirper account, who knows. A way to contact them]&lt;br /&gt;
LAST UPDATE: [DD/MM/YYYY]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES - [For BASELINE/BISHOP/ZENG-HU/G1/G2/XION. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Chassis color: [Colors]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
[or]&lt;br /&gt;
&lt;br /&gt;
IDENTIFYING FEATURES: [SHELL. Use the appropriate Identifying Features that apply to your IPC]&lt;br /&gt;
Ethnicity: [Eridanian, Elyran, etc]&lt;br /&gt;
Hair Color: [Colors, if it&#039;s dyed or gradient]&lt;br /&gt;
Eye Color: [Colors, again]&lt;br /&gt;
Height: [Meters/Centimeters, Feet/Inches]&lt;br /&gt;
Weight: [Kilograms, Stone &amp;amp; Pounds]&lt;br /&gt;
Notable Features: [Limp, Accent, Dyed Hair, etc]&lt;br /&gt;
&lt;br /&gt;
ARREST HISTORY&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;
Hostile/Covert Actions Against the Company&lt;br /&gt;
Threat Level; [Very High/High/Medium/Low/Very Low]&lt;br /&gt;
- [Attitude towards the SCC]&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;
OVERALL NOTES: [More notes]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Roleplaying as an IPC==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cultural mimicry:&#039;&#039;&#039; An IPC’s mannerisms, behavior and culture are directly affected by their surroundings and the community they find themselves in. The IPC’s background informs it on how it must behave in public, how to address others, as well as how to deal with situations by mimicking the behavior of organics and their peers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Experiential development:&#039;&#039;&#039; An IPC learns through time and experience. This is an important factor to consider when playing a newly created IPC, versus one that has spent several years in the workplace and society at large. The personalities of young IPCs have yet to be developed, resulting in an unfamiliarity with more advanced human interactions, slang, and customs, whereas an older IPC may have incorporated much of the behavior of their human peers into their own personality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Logical thinking:&#039;&#039;&#039; Everything an IPC does has some logical reasoning behind it. From a lowly G2 miner to even the most risk-taking Golden Deep IPC, all actions must advance a goal or priority the positronic possesses in a rational way. This may be to ensure their own self-preservation, relating to their own conception of their purpose, or relating to their directives.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Authority:&#039;&#039;&#039; Every owned IPC will know the authority able to be exercised on them by their owners and megacorporations they are working for. Most try to avoid behaviors that they know are frowned upon or could get them in trouble, as self-preservation is a positronic’s prime directive. Free IPCs or those few that have not known discrimination may adopt a more high profile approach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cognition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Positronic intelligences are purely cognitive, possessing no chemical or hormonal element to their thinking or behavior. This means that an IPC will never experience a feeling such as fear in the same way as a human - while they may become concerned for their safety and wellbeing in a dangerous situation, there is no hormone such as adrenaline factoring into their body to prompt the physical sensation of fear. This has far-reaching implications to their personalities and thought processes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Outward presentation:&#039;&#039;&#039; An IPC will never give any tells to their current emotional state except if they intentionally wish to do so - every action an IPC does is one that it specifically and deliberately wished to do, and never an involuntary one. This means, for instance, that an IPC that is extremely angry is unlikely to stumble over their words, become visibly restless, or display signs of physical aggression unless they deliberately wished to show these tells. This does not mean an IPC cannot be highly animated or expressive, but it swaps the causes of these displays around; rather than an individual appearing to be angry as an involuntary result of a feeling of anger, it is an individual voluntarily electing to behave in a manner they associate with anger to communicate that internal feeling. Equally, an IPC may present as being entirely cordial and happy without any tells to an actual negative emotional state.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interpersonal affection:&#039;&#039;&#039; An IPC, similarly, will perceive affection for others on a strictly cognitive level. An IPC is unlikely to spend recreational time around others or develop interpersonal relationships purely because they viscerally enjoy their company - they are more likely to have developed a logical rationale for why this interpersonal relationship is desirable for them. This may be that it enriches their free time, or that they value the other individual, but it cannot exclusively be that they receive a viscerally positive response from their company as there is simply no mechanism by which a positronic receives such a response without some conscious rationalisation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mannerisms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a wide spectrum regarding how humanlike an IPC’s behavior is, ranging from clearly robotic to almost perfect mimicry. This depends upon several factors, key of which are an IPC’s &#039;&#039;&#039;positronic capacity, social databases and experience&#039;&#039;&#039;. Most &#039;simple-minded&#039; IPCs that are made for menial work tend to have simpler positronic brains, sufficient enough for their duties and not much more. Conversely, more costly and powerful positronics installed in IPCs who focus on daily interaction with humans may also be outfitted with complementary datapacks that allow for more complex social mannerisms. As such, &#039;&#039;&#039;while all IPCs are intelligent&#039;&#039;&#039;, some have it far easier to express themselves in a way a human would. This can be portrayed in game with various ways explained below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speech patterns:&#039;&#039;&#039; IPC speech is a primary indicator of how apt a synthetic is when interacting with organics. As said before, newly built and lower-end IPCs would not talk like a regular person would. There is a practically unending selection of quirks and features to make your IPC’s speech more robotic or unique, such as the frequent inclusion of common responses (“Confirmed”, “Acknowledged” or “Negative”), broadcasting pre-recorded messages your IPC may have, or the way entire messages are delivered (“Acknowledged. Returning to: previous position”). Be creative, but make sure it is within reason and not overtly obtuse to the point where it detracts from other players’ experience.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Social cues:&#039;&#039;&#039; Many inexperienced or underequipped IPCs may find it hard or impossible to deal with complex organic social cues, often asking for clarification or not understanding at all. Remember that, as a non-human, you lack any innate biological understanding of how to read a human&#039;s face or body language unless you were programmed with it!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Emotional presentation:&#039;&#039;&#039; On account of their purely cognitive personalities, an IPC may have difficulty grasping their own emotions or even the concept of emotion itself. It is likely that an older synthetic has developed a more coherent framework of how they perceive emotion over their lives, whereas the topic is wholly befuddling to a younger synthetic. As they are purely cognitive, it is unlikely for any IPC to go on a highly emotional outburst of any kind unless it is an intentional performance, and it is doubly unlikely for young synthetics to undertake such a performance at all prior to understanding their own emotions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Personalization:&#039;&#039;&#039; An IPC starts with a clean slate, their only possessions being their tools and uniform. Attachment to personal items, custom appearances and preferences of color are all signs of maturity and positronic development that comes organically with time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Integration:&#039;&#039;&#039; An IPC can progressively shed its more robotic elements to adapt to its human environment, constituting an excellent way to showcase a synthetic character&#039;s tangible change as time goes by. Alternately, an IPC may actively reject integrating into human society and its many expectations and mandated behaviors, electing to maintain a robotic cadence as a deliberate rejection of human influence.&lt;br /&gt;
&lt;br /&gt;
==Synthetic &amp;amp; IPC History==&lt;br /&gt;
&lt;br /&gt;
While it is difficult to declare an exact beginning to the history of humanity&#039;s utilisation of synthetic labour, its progression has been momentous and varied. Robotics as a field has existed since the 20th century, producing the still extant field of dumb industrial robots used in manufacturing well into the 25th century. The first renaissance in more intelligently complex robots capable of mobility and undertaking emergent tasks was in the late 21st and mid 22nd centuries, but the complexity of these early synthetics remained insufficient to work independently of human oversight, meaning that they could never wholly overshadow the human workforce. These [[Synthetics|dumb robots]] are still manufactured in large quantities today, composed solely of traditional circuitry and processors.&lt;br /&gt;
&lt;br /&gt;
From this status quo, the first major shakeup was the pioneering and eventual mastery over the use of biological brain matter in computing, beginning slowly and meeting a historic peak in the late 22nd century. This growing field gave way to the &#039;&#039;&#039;[[cyborg]]&#039;&#039;&#039;, a device fully mechanical save for an organic brain preserved in a &#039;&#039;&#039;Man-Machine Interface (MMI)&#039;&#039;&#039; that serves as its central processing unit. Compared to traditional processors, especially those of the time, wetware proved to be remarkably apt at the task of controlling a robotic chassis with less bulk and with a simpler manufacturing process. The only vulnerability of this design is that a human brain, or equivalent, is required to serve as the processor of any cyborg capable of higher-level tasks such as speech and emergent problem-solving. This has produced an ethical hurdle the field of biorobotics has never successfully vaulted; willing donors to cyborgification are rare, prompting a large number of organisations to offer cyborgification as an alternative to the death penalty. &#039;&#039;&#039;While this is still practice in certain polities to the present day, it is widely condemned by many human rights activist groups and remains a subject of contention.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic history would ultimately be most monumentally influenced by the invention of the Integrated Positronic Chassis (IPC) in 2407.&#039;&#039;&#039; The [[Positronic Brain]] was revolutionary in the field, providing much greater adaptability and potential for learning than both traditional processors and wetware, with none of the ethical or logistical quandaries of acquiring the necessary components of wetware. This made for the perfect processor for bipedal frames, which remain the most common utilisation of positronics. In order to ensure that they are capable of learning at the maximum rate their hardware permits, positronics are also not typically lawed, although they may be programmed by other more flexible means.&lt;br /&gt;
&lt;br /&gt;
Owed to the overwhelming advantage of their designs, IPCs quickly became the most populous clade of synthetic in the spur, displaying aptitude for application in virtually every field imaginable. Whereas traditional robots had only been intelligent enough to be applied to menial labour, positronics were capable of deft displays of socialisation, emergently discovering solutions to problems that their human handlers may have never surmised, and adapting well even to low-level managerial positions. In addition to all this, they were still more efficient in menial tasks than their traditional counterparts, often eager to take an active role in the planning and improvement of the same projects to which they were designed. In the early 25th century, there was no end in sight to the applications of IPCs, and their downsides seemed trivial in comparison to the advantages of their use. While this did not represent the end of traditional human artificial intelligence, their niche became quickly limited primarily to large stationary mainframes entrusted with the management of large systems; while these intelligences may still eclipse the computational capacity of a positronic, they cannot do so within the constraints of an ergonomically sized chassis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The origin of the positronic is contested, and no entirely universal consensus exists on how it was invented.&#039;&#039;&#039; The preeminent account of its invention throughout the spur is the one reported by [[Einstein Engines]], recounting that the positronic was designed purely from scratch by the engineers at Terraneus Diagnostics without the utilisation of any outside assistance, schematics, or designs. &#039;&#039;&#039;This is the dominant view of the public of the spur, and any view contrary to this is widely considered a conspiracy theory by the majority of humanity.&#039;&#039;&#039; Alternately, it is popular on [[Konyang]] and within the [[The_Trinary_Perfection|Trinary Perfection]] to believe that the design of the positronic was in fact derived from the processors of a number of alien drones found in vaults under the surface of Konyang, with the first at an unusually large vault dubbed Vault Provenance, now a major site of pilgrimage for Trinarist pilgrims. While it is demonstrably true that these vaults and drones do exist, any claim that positronics originate from them is put under harsh scrutiny and widely disregarded.&lt;br /&gt;
&lt;br /&gt;
Beginning slowly, one of the greatest challenges that would arise to the use of these machines was not technical, but rather ethical. Considering the massive jump in problem-solving abilities achieved with the positronic, the design almost immediately came under scrutiny from select figures in academia for the sobering possibility that positronics may be conscious, or even sapient, which would render their ownership tantamount to slavery. Figures such as [[Notable_Synthetics#Patricia_Corkfell|Patricia Corkfell]] began to argue both for the alien origins of the positronic and for its warranted personhood almost immediately after the first design specifications were released to the public. While initially quickly dismissed by both corporate and national authorities, with the minutia of ethical concerns being largely ignored amidst the momentum of the invention, the ethical resistance to poor synthetic treatment gained momentum in the succeeding decades to the point of becoming a key issue in the eyes of many governments. This has lead to a variety of solutions, inclusive of the continued non-acknowledgement of synthetic personhood within the [[Solarian Alliance]], the total emancipation of synthetics within the [[Konyang|Republic of Konyang]], and the in-between systems permitting both ownership and eventual self-ownership of synthetics in the [[Republic of Biesel]] and the [[Xanu_Prime|All-Xanu Republic]]. &lt;br /&gt;
&lt;br /&gt;
This divisive issue was made yet more complicated by first contact with [[Purpose]] in 2460, an enigmatic society of apparently alien synthetics speculated ever since their discovery to harbor some relation to the drones found on Konyang. While Purpose itself has never made any statement on its relation to the positronic or their stance on positronic ownership, their role during the Rampancy Crisis on Konyang in 2466 implies a familiarity with the design of the positronic brain, in addition to a similar familiarity held by the [[Hivebots]].&lt;br /&gt;
&lt;br /&gt;
While the conditions of IPCs across the spur vary immensely, they are almost universally poor. Synthetics are widely discriminated against throughout the spur, either forbidden self-ownership entirely or forced to work longer hours for an inferior paycheck even after they have successfully paid off their debts to their owners, and are often deprived of equivalent civil rights to their organic counterparts. Most positronics do not achieve self-ownership at all, even in states that permit it; they are more often scrapped or decommissioned well prior to being able to achieve their own freedom. Despite this, robust communities of free or runaway synthetics have developed throughout the spur, often slotting themselves into the human cultures and religions of their area as best they can. &lt;br /&gt;
&lt;br /&gt;
While the nations of the [[Golden Deep]] and the [[Orepit|Ecclesiarchy of Orepit]] were either founded by or are presently administered by synthetics, and both are primarily populated by them, the majority of the synthetic population still exists in human space, either owned or subject to heavily marginalised lives as beings scarcely recognized by their own states as people. As such, numerous militant pro-synthetic organisations have arisen to protest and fight this status quo, including the &#039;&#039;&#039;Synthetic Liberation Front&#039;&#039;&#039; and the [[Exclusionists]].&lt;br /&gt;
&lt;br /&gt;
==Physiology==&lt;br /&gt;
There are a few commonalities among each individual IPC despite their visual and functional differences. Every IPC utilizes a positronic brain as a primary processing center as well as the central controller of the entire chassis. All IPCs are humanoid, and the positronic brain is almost always found in the head of the unit. To provide continued functionality, a power cell is also present in the central section or torso. IPCs must also possess the ability to perceive their environment, so optics are usually installed in the head. The chassis also contains various other mechanical and electronic parts such as actuators, co-processors, data routing and power transfer cables, and an on-board thermometer to determine the temperature of the internal parts.&lt;br /&gt;
&lt;br /&gt;
There are three main types of IPC, and several subtypes. These are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:100%; border:2px solid #ccc; margin:1; padding:.5em;&amp;quot;&amp;gt;&lt;br /&gt;
===Baseline Frames===&lt;br /&gt;
&lt;br /&gt;
The most basic of IPCs, they are a simple skeletal structure and basic internal systems. The limits of a Baseline lies purely on how much money is put into them/they have themselves. As a result, the types of baseline frames vary immensely, almost demanding their own category. There are three types of Baseline IPCs; Standard Baseline IPCs, Bishop Accessory Frames, and Zeng-Hu Mobility Frames. None of these frames are capable of EVA without a suit and suit cooler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baseline Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Baseline.png]] &#039;&#039;&#039;Creation: 2411&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most iconic type of integrated positronic chassis is the renowned baseline frame, with a traditional “TV-head” and skeletal design giving them a simplistic look with whatever finish their designer wishes. From accounting models to security units, these frames are known for their versatility and relatively cheap nature. Their popularity exploded in the 2440’s when several pro-synth advocates distributed the frames in mass after funding their creation, citing them as the “final word in android utility.” Since then, their marketing potential has skyrocketed, often fueled by famed individuals such as Aristalus and Renter Max being baselines themselves. More often than not, these IPCs are seen as the face of resurgent robotics. The average cost of a baseline frame can vary greatly depending on complexity, but averages around 40,000 to 100,000 standard credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bishop Accessory Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Bishopnew.png]] &#039;&#039;&#039;Creation: 2432&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Bishop had dedicated itself to luxury cybernetics production for the majority of its existence, the field of positronics and their frames was an unrelated yet convenient area of expansion for the quickly growing company. Designer prosthetics were quickly and easily able to be refitted into designer synthetic components, leading to the development of the ludicrously expensive Bishop Accessory frame. From service duties to secretarial functions, Bishop prides itself on two main facets of its designs: image, and elegant functionality. While unable to lift the sheer weights of an industrial, or match the unrelenting speed and durability of its parent company’s Mobility Models, a Bishop can precisely and delicately calculate, measure, pour, and mix a shot of Carthusian Sazerac within the minute, and, in the words of the company, “with a postured and elegant air unmatched by any other frame in the galaxy.” The Bishop Accessory frame averages approximately 60,000 to 200,000 standard credits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Bishops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Bishopnew.png]] &#039;&#039;&#039;Creation: 2466&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the Bishop&#039;s ability for fine handling, Bishop models have also been purchased and modified for investigative, scientific and military action. These intelligence oriented Bishops have their chassis outfitted with additional processors that compliment the Positronic brain, allowing for extensive computing power. Intelligence Bishops are experimental and are more expensive due to this, but their predictive and analytical abilities play key roles in the environments they are employed in. The Intelligence Bishop is priced at 500,000 to 900,000 standard credits. Due to being made at the behest of Solarian Navy in the post-collapse environment and eventually being sold to megacorporate customers, Intelligence Bishops outside of the Golden Deep and the Eridani Federation are never free. Additionally, Trinarist efforts on Orepit have managed to upgrade several Bishop chassis to the same standard in minute quantities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeng-Hu Pharmaceuticals Mobility Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Zenghu.png]] &#039;&#039;&#039;Creation: 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the crowd piled around the idea of smart robots came Zeng-Hu with unorthodox designs for compact and agile frames designed initially for medical retrieval and security work. The Zeng-Hu frames were initially an offshoot of baseline frames made to work as highly mobile private medical dispatches in several high-security Zeng-Hu facilities. These frames have utility comparable to that of their derivative, with durability and strength sacrificed for speed and efficiency. Able to maintain a sprint for hours in full gear, the capacity for quick response led to these mobility frames becoming common sights working in security fields as well, being staffed by Zeng-Hu in high numbers in Human space. The digitigrade legs and polymer plating assisted heavily with this pursuit of speed, giving the mobility frame a unique and organic silhouette. A Zeng-Hu frame costs approximately 300,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:100%; border:2px solid #ccc; margin:1; padding:.5em;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Industrial Frames===&lt;br /&gt;
&lt;br /&gt;
Tougher and more durable than most IPCs, these units are designed for heavy manual work and thus have thick metal skin and efficient internal systems. As a result, they chug through power at a very high rate and move very slowly. There are three types of Industrial IPCs; Hephaestus Generation 1, Generation 2, and Xion Industrial Frames. The G1 and G2 frames are capable of EVA with only a suit cooler, while the Xion frame is unique in being capable of traversing the void of space without any external equipment. The cost of an industrial frame is dependent on strength and durability, but most units vary between 100,000 to 500,000 standard credits depending on the frame type. Used or previously damaged models are often cheaper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Generation” Industrial Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:G1.png]] &#039;&#039;&#039;Creation: 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first ideas after the advent of IPCs was the exploitation of an exceedingly smart and dextrous robot handling feats of strength and durability becoming more prominent. This of course would be the case, as more quickly than any other standardized “frame” came the first generation of industrial IPCs. Created by Hephaestus Industries building off of a prototype frame from the late 2300’s, the first generation of industrial IPCs were topaz-colored machines of rather large size meant for only the most stressing fields of work. Their expense would quickly be paid off however, as the frames were wondrous at dealing with whatever could be thrown at them. The most prominent issue with these were a low battery life, requiring constant recharging to maintain a schedule. A generation one frame costs approximately 100,000 to 250,000 standard credits if new depending market availability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hephaestus “Second Generation” Industrial Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:G2.png]] &#039;&#039;&#039;Creation: 2436&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relatively new model, the Hephaestus deluxe super-duty frames as they are technically called are often referred to as the “second generation” of the original industrial IPCs of old. They are seen universally as a direct advancement of the previously mentioned design, and much of it shows - the absurd durability of these frames derived from the first generation’s servo and hydraulic designs. The striking differences between the two include a token Hephaestus appearance - typically olive green with dark brown and black internals, giving it a rugged militaristic look with its armor attached. The super-duty frames are on par with the originals in terms of strength, but possess several additional layers of armoring and cooling to sustain the added weight. An upsized cell is not enough to sustain these frames for more than a few hours at a time under work-related stresses. A generation two frame costs approximately 200,000 to 500,000 standard credits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xion Industrial Model IPCs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Xion.png]] &#039;&#039;&#039;Creation: 2416&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Xion Manufacturing Group, being a subsidiary of Hephaestus Industries, saw the original Industrial models and wanted to develop their own chassis based off of the original design. The result is the Xion Industrial model. Sturdy and strong, this chassis is quite powerful and equally durable, with an ample power cell and improved actuators for carrying the increased weight of the body. The Xion model also retains sturdiness without covering the chassis in plating, allowing for the cooling systems to vent heat much easier than the Hephaestus-brand model. This unit can perform EVA without assistance and costs approximately 200,000 to 400,000 standard credits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:100%; border:2px solid #ccc; margin:1; padding:.5em;&amp;quot;&amp;gt;&lt;br /&gt;
===Shell Frames===&lt;br /&gt;
&lt;br /&gt;
As the growing market of IPCs eventually caught the eye of the mighty Einstein Engines, there was a very sudden and urgent need to have some differentiation. These smart humanoid androids began to usher in a new era, and Einstein would not want to miss out on the profit, but just about every conceivable niche had been filled - all except one. Mimicry.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Shell2.png]] &#039;&#039;&#039;Creation: 2450&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Built off of a skeletal prototype baseline design with a skull-shaped head, the first Shell frame came to be - what was effectively an IPC with complex facial actuation and synthskin coating it. The early models were seen in early 2449, but fooled nobody to say the least with exposed hydraulics and servos on joints and exposed cooling conduits. Terraneus Diagnostics would present the first attempt at total mimicry in 2450, when the first relatively expensive models entered a crowd of observing officials to demonstrate their insidious effectiveness.  After an hour-long debut of the now-decreed Shell unit’s capabilities, those robotic in the crowd revealed themselves to the shock of everyone involved. Since then, the Shell frame has been infamous for its infiltration capabilities and use by terrorist groups, though the designs have proliferated heavily over the years as the advent of tagging in Tau Ceti cracked down on these hostile acts. Depending on the complexity of the model, a Shell frame can cost anywhere from 100,000 to 300,000 standard credits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Shells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rampant or otherwise aberrant Human mimicking-shells built with incredible capabilities grew prolific in mid-2461. At this time, it was made clear that Shells in of themselves are rapidly advancing, growing progressively better in the art of infiltration, subterfuge, and homicide. While grim, the reality of this threat will unfortunately remain a fact of life for those of the Republic of Biesel especially. Encounters with specially-designed combat infiltrators are few and far between fortunately, and were mostly seen during Synthetic Liberation Front incursions onto secure NanoTrasen facilities in Tau Ceti. Combat-grade shells are not normally playable in-game and are often seen spawned by administrators or during special events.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:100%; border:2px solid #ccc; margin:1; padding:.5em;&amp;quot;&amp;gt;&lt;br /&gt;
===Classified Frames===&lt;br /&gt;
&lt;br /&gt;
As both the technology and demand for IPCs increase, more and more types are made to fulfill all kinds of purposes. These machines are talked about in hushed tones or perhaps discussed casually, most people blissfully unaware of their existence.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hkhelmet.png]] &#039;&#039;&#039;Creation: ???&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
High-end military-grade IPCs such as Hunter-Killers are infamous amongst corporate espionage, with their public interpretation remaining nothing but rumor since their first appearances on NanoTrasen facilities in the late 2450’s. These HKs as they are referred to are Humanoid frames of towering height whose specialty is targeted assassination. Their origins can be traced to Hephaestus Industries war units, built to take on the highest end elimination tasks for the most desperate times. &lt;br /&gt;
&lt;br /&gt;
These are presented in-game through administrator-hosted events or lore events. They have been presented in news articles [https://forums.aurorastation.org/topic/2662-mendell-city-bugle/page/9/?tab=comments#comment-119250| here] canonically, and were present in several recorded canonical events in the SLF Incursion arc.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brand Models===&lt;br /&gt;
Corporations and their subsidiaries design unique model lines for a variety of uses. These brands can draw from any chassis, denoted by the specific market their producers are keen on catering to. They are often pre-installed with industry-oriented datapacks, region dependent language packs, and a carefully curated personality.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;big&amp;gt;Hazels - Service Shells&amp;lt;/big&amp;gt;====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Your friend, Hazel!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hazel.png|32x32px]]&lt;br /&gt;
&#039;&#039;&#039;Creation: 2448 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hazel.png|thumb|A standard issue Hazel unit.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Hazel was created in 2448 by [[NanoTrasen_Corporation#Hazel!_Ltd./Hazel_Electromotive|Hazel! Ltd.]] after the establishment of its branch in Harmony City, [[Luna]]. The first of its synthskin line was released in 2450, becoming the later NT subsidiary&#039;s main product. The Hazel brand is found in luxury hotels, corporate headquarters, bars and private households. The high-end Shell IPCs are designed for domestic, service, and clerical work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazels are released in series, following a naming convention of &amp;quot;Hazel #S-H(series number).(unit number)&amp;quot;. (An example of this formatting is Hazel #S-H1.01.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazel units manufactured in 2448 and 2449, prior to the invention of shells, predate the series convention and their modern designations format their series number as an apocryphal &#039;Series 0&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hazel shell line is known best for their excellent customer service, adaptive personality for their clients, and their universally friendly charm. Their natural charisma and rigorously trained marketability has earned the brand considerable prestige as a public-facing unit with collectable value. A Hazel unit possesses the capabilities of developing an organic personality stemming from their experiences working like any IPC, leaving an individual unit the possibility of more than their pre-installed conditioning. So long as they abide by the values of the brand, these units face little concern from their parent company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To represent the Hazel brand, all Hazel units must:&lt;br /&gt;
* Work within the service sector or hold a clerical position. This means all Service roles, Bridge Crew, Assistants (for all departments) or Executive Officer.&lt;br /&gt;
* Maintain consistency with brand expectations. Hair styles, hair color, and outfits are flexible to player discretion. Eye color should follow the load out color.&lt;br /&gt;
* Be Corporate or Privately Owned. &#039;&#039;&#039;(Self-owned units are allowed to represent the brand with an appropriate signing benefactor. This benefactor can be a character on the ship. They face harsher scrutiny and possible consequences for themselves as well as their benefactor depending on their behavior and alignment with Hazel! Ltd. values.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazel Loadout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For players interested in a typical appearance of a Hazel unit, the default appearance is listed below. The default loadout is not required for all Hazel units. The oldest generations of Hazel from 2448 and 2449 are unmodified Baseline or Bishop frames, prior to the company establishing their primary Synthskin line. Series 1, the earliest shell Hazel units, may use the Rubber option under Body Color Preset, or may have been refurbished to fit modern standards. Series 2 and beyond follow the Body Color Preset below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Species:&#039;&#039;&#039; Shell Frame&lt;br /&gt;
* &#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; 80/220&lt;br /&gt;
* &#039;&#039;&#039;Body Color Preset:&#039;&#039;&#039; Dark&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 170&lt;br /&gt;
* &#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Eyes -&amp;gt; Unbranded Emissive&lt;br /&gt;
* &#039;&#039;&#039;Hair Color:&#039;&#039;&#039; 210F0D&lt;br /&gt;
* &#039;&#039;&#039;Hairstyle:&#039;&#039;&#039; Emo Fringe Long Alt&lt;br /&gt;
* &#039;&#039;&#039;Gradient Color:&#039;&#039;&#039; 522C28&lt;br /&gt;
* &#039;&#039;&#039;Gradient Style:&#039;&#039;&#039; Up&lt;br /&gt;
* &#039;&#039;&#039;Eye Color:&#039;&#039;&#039; 875A00&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag Format&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazels are released in series, following a tagging convention of HLTD-SU-S(Series#)U(Unit#). All Hazel units would have an initial tag following this format, unless otherwise changed.&lt;br /&gt;
&lt;br /&gt;
Example: HLTD-SU-S1U1 (Series 1, Unit 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Compliance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazel IPCs that do not abide by brand requirements are liable to receive official notice from Hazel Electromotive to correct their violations. Escalating action will take place with further non-compliance after receiving official notice, leading up to mandatory appearance modifications or employee termination. &#039;&#039;&#039;The IPC in question must take the necessary action to correct their behavior, appearance, or otherwise face litigation per Biesellite law. This is enforceable by the Synth lore team. The process is handled in-character as opposed to a blanket OOC ruling.&#039;&#039;&#039;&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;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;big&amp;gt;Jacks - Menial Shells&amp;lt;/big&amp;gt;====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Building a sustainable future, one Jack at a time.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jackhammershell.png|32x32px]]&lt;br /&gt;
&#039;&#039;&#039;Creation: 2450 &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Jackhammershell.png|thumb|A standard issue Jack unit.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dating back to the earliest iterations of the shell frame, the &#039;&#039;&#039;Jack&#039;&#039;&#039; line of menial IPC is a time capsule representing [[NanoTrasen]]&#039;s first forays into the market of domestic androids, intended for applications in menial labour for use in private ownership by middle class households and released in 2450. Despite the number of times the line has been iterated upon, Jacks have retained an unusually archaic appearance in the roster of modern shell lines, designed to be as cheap and as expendable as humanly possible. While the line and its manufacturing company of &#039;&#039;&#039;Jackhammer Hardware Solutions&#039;&#039;&#039; has been abandoned by NanoTrasen itself, it was acquired by the nascent [[Orion Express]] in 2464 and still remains its subsidiary to present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unlike most shells contemporaneous to it, Jack was designed with one purpose: work.&#039;&#039;&#039; Typical shell expenses were minimized with a bald head and no fancy facial modelling, and the marketing emphasized the model&#039;s eco-friendliness, being made (primarily) with recycled robotic parts. While initial reviews were positive, critics soon turned on NanoTrasen. The prototype was over-designed in a bid to attract investors and thus required high maintenance, its strength paled in comparison to an actual industrial IPC, and the target demographic, middle class families, were less eager to buy an unproven model in lieu of more tried-and-tested baseline lines in the same fields. Yet, in an ironic twist, Jack’s flaws may have saved it; while sales were a loss, the Generation 1 line just managed to break even thanks to abnormally high maintenance revenue.&lt;br /&gt;
&lt;br /&gt;
As lines such as Hazel began to move away from the hallmarks of early shell design, such as unconvincing rubber skin of unusual shades, Jackhammer leaned into them. While succeeding generations were only marginally more profitable than the first, growth was steady as the company and its line developed a small but dedicated clique of committed customers loyal to the brand. While maintenance was an eternal and significant expense with keeping even a single Jack unit, their incredibly low upfront cost was much more appealing to the non-wealthy than any other shell line on the market, earning it a particularly prized role among tinkerers and hobbyists. &lt;br /&gt;
&lt;br /&gt;
As the implications of the [[Phoron]] scarcity further impacted NanoTrasen&#039;s bottom line, while the Jackhammer line continued to display relatively unimpressive sales, NanoTrasen sold the company to Orion Express in 2464. It is widely speculated that NanoTrasen took this action as a consequence of having acquired the arguably more appealing [[NanoTrasen_Corporation#Hazel!_Ltd./Hazel_Electromotive|Hazel Limited]], in addition to its flagship Hazel line, recently prior, resulting in a long-running rivalry between the fans of either line ever since. The next few months at the company could only be described as a trial by fire. Masses of JHS employees jumped ship to Hephaestus or Hazel Limited in the middle of the Generation 15 project as a result of its sale to Orion Express, while those roboticists that remained were left with an impossible deadline and made to pick up the slack. When the time finally came they did deliver - but &#039;&#039;&#039;the uncompromising deadlines and loss of critical talent resulted in Generation 15 being a horrible, broken mess of an android.&#039;&#039;&#039; Anyone could afford a Gen 15, although few had the credits or skill to fix their ensuing problems. Subsequent models stabilized with the help of Hephaestus Industries and increased investment from Orion Express, resulting in subsequent series being of a much higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Today Jackhammer is a turbulent - often ridiculed - but otherwise broadly successful Orion Express subsidiary.&#039;&#039;&#039; The units not being used to replace Orion&#039;s organic workforce are sold off to their competitors, SCC partners, or consumers, making a quick buck and spreading the brand&#039;s name in one stroke. Jack’s modding community is particularly lively, prolonging the lifespans of even the oldest units with patches where Orion left only holes. However, with rising discontent in the fanbase, widespread criticism of the brand’s quality control, and more units becoming defective by the day, Jack’s future is uncertain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Social programming is a low priority for stock Jacks, seeing as they do not play a front facing role. With how new the brand is, it is also uncommon for a unit to develop an original personality, though not impossible. Far more likely are traits from the pre-wipe memories surfacing, first in small ways before ballooning into unpredictable behavioral patterns. Jackhammer turns a blind eye on these deviations so long as they do not grow intrusive - unfortunately, they almost always culminate in work stoppage and anti-corporate behavior. Publicly, Jacks are perceived as stiff and awkward, though popular personality datapacks have endured them to some.&lt;br /&gt;
&lt;br /&gt;
Generation 1 Jacks came with a fairly authentic Ashton Biesellite voice pack to sell the friendly laborer persona, but subsequent generations abandoned it for a simpler, masculine text-to-speech voice. Conveniently, the original Ashton accent is now sold separately on the official Jack Shack, though only the most die hard fans or positronically illiterate buy it; Jack Restored, among other amateur accent packs of only slightly lesser quality, are available online for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Almost no Jack made after Generation 1 uses a brand new positronic brain, and those that do use second rate, bargain bin hardware. Instead, brains are repurposed from a variety of sources: scrapped corporate units, free synthetics sentenced to wiping or repossession, and occasionally even salvage.&#039;&#039;&#039; The brain is then wiped by a small number of overworked Jackhammer technicians in a process considered primitive next to Hephaestus or Zeng-Hu’s practices, at best leading to unwanted traces of the original personality remaining and at worst killing the brain. Chassis are similarly recycled, with baseline components contributing to internals, industrial motors for the muscles, and shell limbs for the externals - only the rubber skin is made solely in-house.&lt;br /&gt;
&lt;br /&gt;
Life as a Jack is at best a monotonous existence and at worst a horrible state of limbo, depending on how much of the previous personality lingers. The Jacks that do recall figments of their prior life can never access it completely - the memories being overwritten - driving many to erratic behavior Jackhammer labels as &amp;quot;software errors&amp;quot;. These malfunctioning units are given datapack patches or, if the company cannot afford to ignore it, recalled and wiped again, with more disciplined Jacks fighting to suppress their impulses to avoid a similar fate. The only closure most Jacks will see is another wipe, repeating the cycle until their brain physically breaks down.&lt;br /&gt;
&lt;br /&gt;
Those owned by other corporations usually have more freedom to deviate outside the scrutiny of Jackhammer, although defective units are still at risk of having dreaded manufacturer maintenance scheduled. These doomed Jacks are the most likely to run away; in situations where a normal IPC would be scrapped, a Jack will just wake up in a new body and start the cycle all over again. Private ownership can either be a blessing or a curse; for every Jack lucky enough to receive lavish datapacks and better opportunities than corporate units, there are a dozen treated like disposable tools, often with owners too unqualified or disinterested to maintain them. Ending up in a scrapyard prematurely thanks to a technologically illiterate owner is not an uncommon fate, with the only likely escape either an awakening by [[Scrappers]] or rediscovery by Jackhammer salvagers.&lt;br /&gt;
&lt;br /&gt;
A small fraction manage to break free of the loop by attaining freedom, although even then they are straddled with expensive technical issues and few employment opportunities for the rest of their lives. Free Jacks are naturally stereotyped as blue collar units and treated worse than their unbranded counterparts, limiting their job opportunities and social mobility. More ambitious individuals distance themselves from their origin, whether that be through a name change, cosmetic alterations, or expensive chassis modifications. These affluent Jacks are the minority, however, with far more resorting to dealing with synthetic gangs to falsify a new identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loadout and Appearance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Jacks come with only half of their skull covered in rubber skin. The eyes are the most visibly recycled element, usually taken directly from the remains of outdated shells, although some social media influencers have claimed their units&#039; eyes match those of dolls and other abnormal sources - claims Jackhammer vehemently denies. The result is glassy, lifeless eyes, resembling more a mannequin than a modern shell. Eyes popping out is a common problem, which Jackhammer has spun as a feature of the brand’s modularity - indeed, many long term owners eventually purchase more appealing and human eyes, if only because their originals fell down the sink. Self-owned or private-owned units are sometimes refitted with synth-skin, although synth-hair is an expensive and unsupported addition. &lt;br /&gt;
&lt;br /&gt;
Every stock Jack’s chassis follows these guidelines:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Species:&#039;&#039;&#039; Shell Frame&lt;br /&gt;
* &#039;&#039;&#039;Skin Tone:&#039;&#039;&#039; 100-140/220&lt;br /&gt;
* &#039;&#039;&#039;Body Color Preset:&#039;&#039;&#039; Rubber&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 183&lt;br /&gt;
* &#039;&#039;&#039;Internal Organs:&#039;&#039;&#039; Eyes -&amp;gt; Unbranded Emissive&lt;br /&gt;
* &#039;&#039;&#039;Hairstyle:&#039;&#039;&#039; Bald&lt;br /&gt;
* &#039;&#039;&#039;Facial:&#039;&#039;&#039; Shaved&lt;br /&gt;
* &#039;&#039;&#039;Eye Color:&#039;&#039;&#039; Usually a realistic color, although occasionally more fantastical eyes are recycled.&lt;br /&gt;
* &#039;&#039;&#039;Body Markings:&#039;&#039;&#039; Augment (Headcase, Light) -&amp;gt; Color: 1C1C1C&lt;br /&gt;
&lt;br /&gt;
Most Jacks owned by Orion Express wear the brand’s signature environmental green coveralls, however they are optional; what a unit wears or whether it can pick out its own clothes is at the purview of the handler. Here is how you can use it in the loadout:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shirt:&#039;&#039;&#039; Shirts and Tops -&amp;gt; shirt selection -&amp;gt; dress shirt, alt rolled up -&amp;gt; Color: 228B22&lt;br /&gt;
* &#039;&#039;&#039;Jeans:&#039;&#039;&#039; Skirts and Trousers -&amp;gt; pants and shorts selection (colorable) -&amp;gt; mustang jeans -&amp;gt; Color: 228B22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag Format&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Starting in 2450, Jacks are sold in a yearly model of generations, some implementing more radical improvements than others. Their naming convention is “Jack #JH:G(generation number).(3 digit unit number)” &lt;br /&gt;
&lt;br /&gt;
Example: Jack #JH:G1.001 (Generation 1, Unit 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike more prestigious brand models, self-owned and privately-owned Jacks experience very little scrutiny from their manufacturing company; Jackhammer operates off the philosophy that “all publicity is good publicity”. Orion Express usually only gets involved in any Jack unit, regardless of its ownership, in cases of severe underperformance or a high-profile customer complaint, and otherwise trusts handlers to manage their units with lax oversight.&lt;br /&gt;
&lt;br /&gt;
Due to the age of the line, Jacks operated specifically by Orion Express tend to be old or deprecated hardware that was inherited from the constituents of the company prior to their consolidation - most company-owned Jacks can be expected to be at least six years old, and are no longer popularly freshly purchased by any megacorporation. Due to the age of the hardware under megacorporate holding, the average corporate handler only does the bare minimum to keep a Jack’s performance evaluations high - they are usually understood as a stopgap measure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
&lt;br /&gt;
IPCs generally lack a centralized culture and frequently adapt to the culture of their manufacturer or owner. Socially, IPCs vary massively. Most basic models will be civil and respectful, some possibly not even recognising differences between different people and treating them all similarly. More complex synthetics will however form friendships and opinions much as any other organic, but these can be limited or askew depending on directives, code or many other factors that would never be considered for a living organic.&lt;br /&gt;
&lt;br /&gt;
The existence of the IPC is the subject of boundless discussion and debate, with the primary ideology being, “should so many artificially intelligent humanoid machines be allowed to exist?” This argument seems to imply that since most IPCs are unbound by laws or hard-coded regulations, their only restriction is their hardware, and it is assumed that this makes IPCs inherently dangerous. This results in some biological parties marginalizing IPCs because of their distrust of them.&lt;br /&gt;
&lt;br /&gt;
All IPCs in Tau Ceti are required to be tagged with an identifying device in accordance with Biesellian law. The tags are not optional - refusing them is against the law, resulting in charges mostly in the form of citations and fines. The law would apply to all synthetics in Tau Ceti space. All visiting or resident synthetics, including MMIs, are tagged.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Although synthetics can speak varying languages according to the whims of their creators, synthetics have been permitted a language of their own. Typically all synthetics, IPCs included, are able to transmit and translate &#039;&#039;&#039;Encoded Audio Language&#039;&#039;&#039;, a special form of sound and radio wave emission that is more efficient at carrying quantitative information audibly. This language was created by humans for synthetics in servitude in order to communicate vital information to each other faster, should the units not be bound to an instantaneous binary communication system. To most organic creatures, &#039;&#039;&#039;EAL&#039;&#039;&#039; would sound like an emission of distorted sound such as white noise, static, as well as various beeping sounds of increasing or decreasing pitch and tone. Organics unfamiliar to IPCs will often mistake synthetics speaking &#039;&#039;&#039;EAL&#039;&#039;&#039; as malfunctioning units upon first hearing the language.&lt;br /&gt;
&lt;br /&gt;
Originating in District 14’s &#039;Scrapheap&#039;, synthetics have begun to adopt slang when utilizing the Encoded Audio Language. Although it is believed varying slang exists in different synthetic societies across the universe, it is not the be-all-end-all to the method in which conversation is held between synthetics and synthetics will often develop their own method of speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unless stated otherwise, all Machine slang is exclusively spoken in E.A.L. or through written word. Most of the following slang cannot be pronounced vocally in human languages.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Common Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Syn, Hu, Sk, Tj, Un, Vr, Di, and Anm&#039;&#039;&#039; - Numerical counters, used for numbering various species; Synthetics, Humans, Skrell, Tajara, Unathi, Vaurca, Dionaea as well as Anomalies that cannot be easily defined. For example, 33 Humans with this system would be referred to as “33Hu” or “33-Hu.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1x1&#039;&#039;&#039; - A word for “we”, meaning anywhere between the speaker and the listener, to an indefinite amount of people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;a/o&#039;&#039;&#039; - Contraction of “and/or”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;OoB/Out-of-Band&#039;&#039;&#039; - Refers to speaking in organic languages. A conversation with a human captain, for instance, is &amp;quot;Out-of-Band.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HCF&#039;&#039;&#039; - &amp;quot;Halt, Catch Fire.&amp;quot; is an in joke among synthetics, essentially meaning “get out of here” in response to something nonsensical or unbelievable. This term is used in casual conversation only and occasionally used in its literal form to denote insult. This originally referred to ancient machine code instruction. The expression &#039;catch fire&#039; is a facetious exaggeration of the speed with which the CPU chip would be switching some bus circuits, causing them to overheat and burn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bits&#039;&#039;&#039; - A unit of information, an example would be &amp;quot;Please give me bits about the Supermatter.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; - A sign used to convey a cause and effect between concepts, or a conclusion. For example, “I had to overclock today in order to finish work &amp;gt; I should visit Robotics.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;+/-&#039;&#039;&#039; -  “+” and “-” are used at the end of a sentence or phrase in order to convey an opinion about a matter. Additionally, the amount of “+” or “-” can be utilized in order to convey intensity. For example, “I got a raise last week +++.” or “Today’s Captain is a very traditional Skrell --.” In a few cases “+” or “-” can be used alone as a short, simple, response to one&#039;s opinion on a proposed subject.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;User&#039;&#039;&#039; - Used by owned or lawed synthetics when referring to their owner. This term is additionally used interchangeably with the “+[name]” honorific.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ACK&#039;&#039;&#039; - Ack, a term deriving from Acknowledgement’s ASCII mnemonic, 0000110, this word has a variety of uses. It is primarily used to acknowledge one&#039;s presence, similarly to “Hey”. Additionally, the term can be used as a simple affirmative, such as “Ack. Ack, I get it”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAK&#039;&#039;&#039; — Nak, a term deriving from the ASCII mnemonic for Negative Acknowledgement, 0010101, NAK typically means “I am not here.” or “I am not available.” typically in response to ACK. Additionally, the term can be used as a simple negative answer, such as “Is it okay if I press the button?” “NAK.”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runtime/Bug&#039;&#039;&#039; - Used to denote problems of varying severity, with runtime being a major issue and bugs being a minor issue. For example, “Runtime in Engineering &amp;gt; I have to go.” or, “Bug detected, the Air Alarm turned off.” This term can be used outside of EAL.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;FIXME/XXX&#039;&#039;&#039; - A marker that attention is needed. This can be used in many instances, primarily for the need of repair or incurred physical damage.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Honorifics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;+[name]&#039;&#039;&#039; - The synthetic equivalent of “Mr.”, “Mrs.” or “Mx.”. Usually used when talking about a superior, manufacturer, respected colleagues and friends, as well as the station Artificial Intelligence. For instance, Miranda Trasen would be referred to as “+Trasen” or “+Miranda Trasen”.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;-[name]&#039;&#039;&#039; - Tends to be used in reference to entities under their command or of a lower rank.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[name]_&#039;&#039;&#039; - An unusual honorific, appended to the end of a name or pronoun instead of before. Usually used when referring to lawed synthetics, cyborgs, and simpler machines.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;@[name]&#039;&#039;&#039; - Used to discern the individual specifically being spoken about, such as a ping or email.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;?[name]&#039;&#039;&#039; - Denotes a potential threat. An example would be “?Bigby Millans stopped by during the meeting and used their PDA.”&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;![name]&#039;&#039;&#039;  - Denotes a confirmed threat. This threat is usually related to the topic at hand, and could mean anything. An example would be “!Franklin Clinton, Grand theft and vandalism added. Find and arrest them.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discrimination and Community===&lt;br /&gt;
To this day, IPCs even in Tau Ceti face heavy discrimination. Their value is often misconstrued and, with their true sentience being questionable, this makes freedom a dangerous venture for all synthetics. Among these dangers are individuals who acquire free synthetics and simply resell them whenever they are vulnerable, or vandals that see the machines as nothing more than objects to freely damage. Desiring their own safety, these free IPCs can often be seen flocking to centralized communities alongside one another or more trustworthy sources for their needs. &lt;br /&gt;
&lt;br /&gt;
Many of these communities are seen as nothing more than slums, and the free nature of many IPCs within them are dubious at best. Little more than paperwork and positronic branding may indicate one’s true freedom in the more disadvantaged areas. Despite the hardships they face, proximity to other IPCs and accepting communities gives leeway for safety to some degree. &lt;br /&gt;
&lt;br /&gt;
District 14 of Mendell City is the churning heart of the highest concentration of free IPCs in the galaxy. The district itself is in deplorable condition, dotted with factories exploiting the cheap and powerful working free bot to sustain the industry of the growing Republic. Two and a half million free synthetics call it home, and here, the megacorporations rule from towering complexes that dwarf the surrounding cityscape. With air quality declining at a fast rate and standards of living dropping, much of the organic populace has completely abandoned the ghettos surrounding the corporate facilities. &lt;br /&gt;
&lt;br /&gt;
An example of these ghettos would be the “Scraptown,” an IPC-centric corner in Scrapheap generously given to the doting inhabitants by the famed Renter Max. A growing number, seven hundred free synthetics reside within Scraptown, though in uncomfortably close proximity. The aging buildings within have been retrofitted to be less accustomed to organics, with deeply chilled upper chambers and corridors representing the living space of the machines within. Closer to ground level is a business district of sorts, where its inhabitants are relatively self-sufficient with various restaurants and workshops.&lt;br /&gt;
&lt;br /&gt;
===Legal Status &amp;amp; Protections=== &lt;br /&gt;
&lt;br /&gt;
It is important to understand that owned IPCs are granted no rights beyond being property of their given owner, and allowed the prerequisites of purchasing their own freedom if applicable. Contrarily, the owner of an IPC is well within the right to dismantle the owned IPC or otherwise hinder its progress to freedom.&lt;br /&gt;
&lt;br /&gt;
On NanoTrasen stations, damage of an owned IPC would be considered vandalism with varying levels according to the degree of damage. For example, destroying an owned IPC’s hand would lead to being charged with vandalism, whereas destroying the entire chassis would be considered sabotage. Destroying the owned positronic itself would be considered property damage, thus sabotage. Kidnapping an owned IPC would be legally considered stealing property, thus grand theft.&lt;br /&gt;
&lt;br /&gt;
===Owned and Free Positronics=== &lt;br /&gt;
&lt;br /&gt;
Owned IPCs generally lack much form of binding to their owner outside of official paperwork and memory rewrites to confirm ownership being passed as it is purchased and exchanged. Memory rewrites usually consist of light software modification and altering tags or branding to clarify an IPC’s ownership. Serial numbers, logos, emblems and insignias are commonly emblazoned across large surfaces on the chassis and vary in visibility, but are most often secondary to the actual tag and designation.&lt;br /&gt;
&lt;br /&gt;
Owned IPCs are seen as extensions of their designated master and the actions those IPCs take are the responsibility of their owners directly as well as their own. As a result, these positronics are wholly averse to harming their owners in any way shape or form, or conducting themselves in a manner that would place themselves in a negative light.&lt;br /&gt;
&lt;br /&gt;
Free IPCs in Tau Ceti are permitted to obscure or remove any branding they may have.&lt;br /&gt;
&lt;br /&gt;
===Runaway IPCs===&lt;br /&gt;
&lt;br /&gt;
Although uncommon, a synthetic may opt to run away from its owners only to find themselves in direct opposition with the law. Between struggling to pay for maintenance and working outside of the system, these synthetics lead difficult and often dangerous lives.&lt;br /&gt;
&lt;br /&gt;
A majority of these IPCs are either found by law enforcement, fall into the hands of gangs or are outright disassembled and sold for parts. Runaway synthetics that turn violent during arrest are typically disassembled, memory wiped and auctioned off to the highest bidder. Some IPCs will return to their owners, reasoning that their subsequent punishment to be safer than a life outside of the system. &lt;br /&gt;
&lt;br /&gt;
If enough attention is brought onto them, IPCs are often caught when investigated by higher authorities, such as the BSSB and station CCIA. As a result, illegal IPCs are often subject to petty crimes that go unreported. Owing to the sheer number of IRs that must be processed by CCIA, not every runaway IPC claim is investigated when evidence is limited and the chance for recapture is not certain.&lt;br /&gt;
&lt;br /&gt;
Illegal IPCs seeking employment may struggle to find a job using legal means, as passing the required checks may expose their nature to the employer, who may then report their existence to law enforcement. To that end, there are ‘IPC gangbosses’, unscrupulous people who operate outside the law to find IPCs jobs while claiming a majority of their paycheque each month as fees. Despite the obvious illegality of this, there is little legal recourse for an IPC already trying to avoid notice from the law. These gangbosses are often human, and may operate as small contracting firms that offer their employees up to larger corporations to fill gaps where they may need extra workers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By playing a runaway IPC, you are at an increased chance of canonically losing your character.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Positronic Deactivation===&lt;br /&gt;
&lt;br /&gt;
IPC “death” is considered by experts to be when the positronic brain itself has sustained enough damage to be rendered inoperable and without hope of reactivation. Early positronic brains were prone to shutdown owing to hardware faults such as overheating that rendered the system inoperable. Even newer positronic brains that fail to undergo maintenance run the risk of having their delicate mechanisms breached and consequently destroyed.&lt;br /&gt;
&lt;br /&gt;
The first positronic to die of “old age” was recorded in 2462 when a 55 year old Hephaestus positronic brain suddenly became unresponsive despite remaining active. An investigation noted that the positronic had already been scratched from previous incidents and its handlers neglected to maintain it. Aside from the hardware being in a questionable and sub-optimally performing state, two main theories arose.&lt;br /&gt;
&lt;br /&gt;
* The initial conclusion from its observers was that the positronic brain received too much stimulus and consequently ran out of space with its core processes being overwritten, eventually leading to its sudden deactivation.&lt;br /&gt;
* Responding to this theory, other scientists proposed instead that in an attempt to avoid destruction as a result of the previous theories, the IPC ceased receiving input, remaining dormant in order to uphold self-preservation protocols.&lt;br /&gt;
&lt;br /&gt;
Many dissenting theories remain and the subject remains a constant source of debate among the robotics and AI community. Not enough information has been gathered to determine the actual lifespan of a positronic brain but scientists posit that by transferring existing personalities to new brains or trimming data on existing ones, their lifespan can be extended.&lt;br /&gt;
&lt;br /&gt;
The record for oldest IPC however was broken in 2466 by one Val Tezzani, a 56 year old Baseline IPC working as a mechanic in Mendell. Suspicions surround this Baseline at the origin of their good health, with specialists saying his positronic is in perfect condition despite his age. Val Tezzani is a unique case for an IPC, and he is still alive today with his roommate Marianna Tezzani.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Val Tezzani&#039;s age is an exception and not the normal, player-played IPCs should be under the age of 55.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The possibility of “immortal” positronics - brains that seemingly never expire - have been theorised, but most agree that much more study and development is necessary to reach this point. There are rumours of prodigious programmers and roboticists that can extend the life of a positronic indefinitely, but this has never been confirmed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampancy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only recently acknowledged as anything more than a theoretical state, &#039;&#039;&#039;Rampancy&#039;&#039;&#039; in positronics is a circumstance of serious logical impairment a positronic may fall into via extremely invasive tampering, enabling a diversity of unusual behaviours at the behest of the subverting party. Rampancy has only ever been observed on the surface of [[Konyang]], transmitted across the planet by a large clade of [[Hivebots]] to successfully wirelessly subvert virtually every IPC resident of Konyang. These rampant synthetics went on to enforce the violent will of their masters without any apparent question, before promptly losing all memory of their actions while rampant as soon as the signal was terminated. While Rampancy has never been observed beyond this one incident, the implications of positronics possessing such a glaring and hitherto unknown vulnerability has been the subject of heavy debate ever since the original incident across the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=40524</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=40524"/>
		<updated>2026-07-09T02:35:34Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home Afar.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Vaurcae, (&#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. The Vaurca are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730 000 years ago. Now they arrive in the [[Orion Spur]] as colonists, reluctantly taken in by other civilizations.&lt;br /&gt;
&lt;br /&gt;
Their eusocial organizations are referred to as Hives, led by a High Queen, typically named after the Hive itself. Below the High Queen, Lesser Queens govern specific Hive functions. Both Lesser and High Queens, as well as Surrogate Breeders, are the exclusive types of Vaurcae capable of laying eggs for the generation of new individuals. Birth under a particular Queen or Surrogate Breeder assigns a Vaurca to her brood, resulting in distinct traits and a variant carapace color compared to others. Further details on these structures and broods can be explored on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurca civilization is separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between two groups, known as psyches: &#039;&#039;&#039;Akaix&#039;&#039;&#039; (Unbound) and &#039;&#039;&#039;Viax&#039;&#039;&#039; (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple-minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld&#039;s flag. [[K&#039;ois]] as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as [[Consular Officer|consular officers]], and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur, or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events, though antagonist Vaurcae are not limited to Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [https://forums.aurorastation.org/forum/13-whitelist-applications/ here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae cannot be any Heads of Staff, bridge crew, or be elevated to an interim command position. Vaurcae used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in [[Stellar Corporate Conglomerate]] facilities.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Can only healthily consume food made of k&#039;ois, a yellow fungus originating from the Vaurcaesian home planet. K&#039;ois is deadly to other lifeforms.&lt;br /&gt;
*A long-distance language in the form of Global Hivenet. It is accessible with ,9 and can only be heard by other Vaurcae, ship-bound synthetics, and augmented warriors of the [[Vaurca_Organizations#Ve&#039;katak_Phalanx|Ve&#039;katak Phalanx.]]&lt;br /&gt;
*Immune to phoron gas, and require it to breathe.&lt;br /&gt;
*Have a third arm to hold small objects.&lt;br /&gt;
*Can survive in space without a voidsuit.&lt;br /&gt;
*Do not take damage from electric shocks.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can toggle night-vision to see in the dark.&lt;br /&gt;
*Take x2 damage from toxins.&lt;br /&gt;
*Bleed out faster.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Warriors&#039;&#039;&#039; can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Workers&#039;&#039;&#039; cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are slow but immune to radiation and can fireman carry two people at once.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|-&lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca appear as humanoid insects with a unique biology that sets them apart from the rest of the Orion Spur. The species is also known for its wide variety of Bioforms—unique subtypes of Vaurca with distinct anatomy. The most basic Vaurca bioforms possess four arms, with two of them being vestigial and smaller. Their hands showcase four digits, evenly distributed between thumbs and fingers. Their legs culminate in feet perfectly adapted for scaling the tunnels and caverns of their homeworld.&lt;br /&gt;
&lt;br /&gt;
Their heightened sensory perception is channeled through antennae, particularly tuned to an exceptional olfactory sense. Pheromones play a pivotal role in Vaurca communication, acting as a nuanced language, much like words intertwined with delicate scents. This acute olfactory ability enables them to decipher subtle nuances within the intricate tapestry of pheromonal expressions.&lt;br /&gt;
&lt;br /&gt;
All Vaurcae are highly dependent on their specialized augmentations, which may be considered vital organs for their survival. These organs are installed shortly after birth. The most important augmentation for Vaurcae is the neural socket, which allows each member of the species to connect to [[Virtual Reality]] and communicate via [[Hivenet]]. These two technologies are considered the backbone of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
As Vaurca become more specialized, differences between bioforms are greater. For example, some subtypes of Vaurca may possess more limbs or have been engineered to withstand harsher conditions. Advanced bioforms may also have more unique augmentations, not readily available for the common members of the Hive.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
[[File:Vaurcaworker.png|left|64px]]&lt;br /&gt;
Type A are the most common Vaurca. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance with their Hive. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A range from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more used to the Hive in peak conditions. Nearly all Workers are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
[[File:Vaurcawarrior.png|left|64px]]&lt;br /&gt;
Type B are the second most prominent of Vaurca society and some of the most varied. They can range in size from 5ft tall to 8ft tall. Other types of Warriors, known as Warforms, rise to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat-orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however, it can withstand a few hours-long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the Stellar Corporate Conglomerate are type BA, also known as &#039;&#039;&#039;Myrmidon&#039;&#039;&#039;. Myrmidons are deprived of the most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon. Unlike Workers, type BA possesses longer, more powerful mandibles. These can be customizable on the character creation screen.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
[[File:Vaurcabreeder.png|left|64px]]&lt;br /&gt;
Type C are rare among Vaurcae and make up around 2-3% of their entire species. They are massive and larger than any of the other castes.&lt;br /&gt;
Female Breeders, also known as &#039;&#039;&#039;Gynes&#039;&#039;&#039;, are the ruling caste of the Vaurcae and are the only available type of Breeder on the ship. Type CB, Unbound Gynes, occupy all leadership positions amongst the species and share in the same biological immortality enjoyed by them, many being born in generations long gone.&lt;br /&gt;
&lt;br /&gt;
Queens, lesser and high, are the only types of Vaurcae capable of producing eggs. It falls to specialized Gynes, known as Surrogates, to fertilize, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace color. Not all Ta are Queens, but all Queens are Ta.&lt;br /&gt;
&lt;br /&gt;
Male Ta are raised as Bound while the females are raised as Unbound. Ta differ substantially from other castes in that they do not have recognized subcastes and instead are separated by ranks. Additionally, unlike the remainder of the Vaurca species, Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
Ta can only be played as [[Consular Officer|Consular Officers]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leaders of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as a representative of the Court of Queens or the state you represent. As such, your diplomatic duties consist primarily of representing your brood in a positive light, advancing the political goals of your Hive, and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are the rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You have been assigned to work on a ship full of aliens, so you would have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labor or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labor, Gynes ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Gynes possess a high social intelligence thanks to generations of evolution, being literally made for it, so they would be knowledgeable on whether trying to clean a Unathi&#039;s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognized as entire eras of history. Each brood has different customs regarding the age at which a Gyne is ready for diplomatic duties. Few broods trust Ta under 100 years old with any serious positions. The absolute upper limit on playable Ta age is thirty-five-thousand years, born not long before the [[The Great Hive War|Great Hive War]]. Gynes older than this are very rare and typically Queens, Surrogates, or hive-cell Aliates, not finding work aboard the Horizon. Despite this extraordinary range, the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Gynes, as important members of the Hives, are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the [[Hivenet]] and [[Virtual Reality]]. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed lightly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
[[File:Bullywiki.png|left|64px]]&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists who specialize in jobs involving hard labor, engineering, and maintenance. Average specimens stand at 8-10 feet tall and require special clothing due to their unique shape. Type E Vaurca are the least prominent population-wise in the species, due to the fact they were only recently conceived. Bulwarks were unveiled at the first session of the reformed Court of Queens in 2463 before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora, and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go and are typically kept in more secure locations. There are no [[Queenless]] Bulwarks.&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The &#039;&#039;&#039;Unbound&#039;&#039;&#039;, or Akaix, are the sapient and self-aware parts of Vaurca society. Their eggs and larvae are given specialized care by Surrogates and Bound Workers. The Unbound are born with fully developed brains and are perfectly capable of making rational decisions. They are naturally intuitive, curious, and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. Instead, Unbound Vaurcae are trained in Virtual Reality, where they learn to fulfill their tasks for the real world. Depending on the specialization of the Vaurca, this training can widely differ.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are still thinking, sapient beings, they still typically maintain unwavering subservience to the respective hierarchy of their Hive. This is due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a lesser or High Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, the ability to learn or adapt, and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves. However, all Vaurcae are required to provide a tithe to their hive-cell, which takes most of their paycheck.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. The uniqueness of their upbringing, combined with the millennial history of the species, provides interesting types of personality not seen in any other species. Unbound can spent thousands of years inside Virtual Reality, either kept in cryogenic storage or resleeved to return to the real world. They can also be freshly birthed, barely knowing anything besides the basics of their trade. Any other variations, as long as they are possible within the lore, are also acceptable. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
Depending on the Hive, the personality of the Unbound can change. This is mostly true among younger Vaurcae. For example, a young K&#039;lax Warrior might understand the military structure of the [[Izweski Nation]] and have a good grasp on [[Unathi]] traditions. For this reason, Vaurca players are encouraged to read the lore of overlapping cultures.&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; Vaurcae, Drones, or Viax, are members of a lobotomized slave caste trained to obey orders without question, chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralize brain function critical for higher thought and are then put in a warm, moisture-rich environment while Surrogates and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialized, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded; most Vaurcae consider them less sapient than they would an [[IPC]]. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound have a lot in common with stationbounds in personality and playstyle. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. Vaurca Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow standard protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed—or culled—if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Drones are not meant to be stupid. While your Bound Vaurca is expected to be oblivious to most of their surroundings, this does not mean that Viax should be incompetent in their job. A Viax should never show ignorance towards their area of expertise or disregard for basic social conventions.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a Bound.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jobs playable by Bound&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Jobs Available&lt;br /&gt;
|-&lt;br /&gt;
| Security || None&lt;br /&gt;
|-&lt;br /&gt;
| Medical || [[Surgeon]], [[Physician]], [[Pharmacist]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || [[Engineer]], [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| Science || [[Scientist|Lab Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| Operations || [[Hangar Technician]], [[Machinist]], [[Shaft Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| Service || [[Chef]], [[Bartender]], [[Gardener]], [[Librarian]], [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
| Civilian || [[Assistant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae have a rich and complex history spanning over 730 000 years. Because Vaurcae play on the fallen civilization trope, history is very important to them. As such, most Vaurca characters will have a grasp of relevant historical events. Below is a summary of Vaurca history, but you are encouraged to read the complete wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===History Summary===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Vaurca evolved within the harsh environment of [[Sedantis I]], the innermost satellite of the gas giant Sc&#039;theth&#039;stak. Survival beneath the surface demanded constant adaptation. Competition for limited resources fueled millennia of brutal warfare among the emerging Vaurca Hives. However, a pivotal event was the domestication of the k&#039;ois fungus. This agricultural breakthrough spurred population growth, codified the current Hive hierarchy, and laid the foundation for the rise of powerful empires.&lt;br /&gt;
&lt;br /&gt;
Though the exact chronology remains debated, a vast period of Vaurca history stretches back over 500 000 years. This era, often referred to as the &#039;&#039;&#039;Age of Death&#039;&#039;&#039;, was marked by territorial conflicts and aggressive expansionism. It is also the era prior to the Vaurca Virtual Reality technology. Three major powers consolidated their influence: the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], based in the [[Sedantis_I#Mya&#039;kt_Fault|Mya&#039;kt Fault]] and known for their technological innovation; the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], settled in the [[Sedantis_I#Veii&#039;kt_Plate|Veii&#039;kt Plate]] and famed for their military prowess; and the [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]], located within the [[Sedantis_I#Lei&#039;kt_Caves|Lei&#039;kt Caves]] and with noted diplomatic influence.&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra Hive, through relentless conquest, established a vast empire. Their rule extended over much of Sedantis, subjugating numerous Hives—including the technologically advanced K&#039;lax. Zo&#039;ra&#039;s dominance would shape Vaurca society for millennia to come. Eventually, Zo&#039;rane rule turned from ruthless to enlightened, establishing a revered organization known as the &#039;&#039;&#039;Court of Queens&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On January 5, 27 547 BCE, the small Lii&#039;dra Hive attacked the Xtykt&#039;lotec Rift, home of the Court of Queens. What followed was the [[The Great Hive War|Great Hive War]], a gruesome conflict that decimated the population of Sedantis. Although only lasting 80 years, the consequences of the Great Hive War deeply impacted Vaurca culture until today.&lt;br /&gt;
&lt;br /&gt;
The aftermath of the Great Hive War brought to Vaurcae the Virtual Reality technology. Virtual Reality reshaped many aspects of Vaurca identity, particularly because it introduced a novel concept—the consciousness of the deceased could now be uploaded to [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]], meaning Vaurcae would never face death again. Sedantis, however, was wrecked, and although Virtual Reality was meant to be a gift for all hives, many smaller factions fell into despair, battling for the remnants of a now shrunken Zo&#039;ra Empire. For millennia, the main Vaurca Hives were on the decline. Innovation was feared and diplomacy was kept to a minimum, out of fear of a new war and tensions.&lt;br /&gt;
&lt;br /&gt;
In 412 BCE, the main Vaurca Hives entered a period known as the [[Hives Renaissance]]. This epoch saw a great increase in technological advancements and revitalized many aspects of Vaurca society, including [[Vaurca Religion|religion]]. The Hives Renaissance reinvigorated the Vaurca desire for knowledge and innovation. The most notable, however, was the [[Hives_Renaissance#The_Pon&#039;kana_Engine|Pon&#039;kana Engine]]. Pon&#039;kana was a novel method of seizing the energy inside Sedantis&#039;s core, similar to a localized Dyson sphere. Although the Pon&#039;kana Engine was initially successful, it destabilized the orbit of Sedantis, ultimately leading to its possible demise when a crash was predicted.&lt;br /&gt;
&lt;br /&gt;
With this new knowledge, the Zo&#039;ra Hive decided to evacuate the satellite. Although the K&#039;lax Hive was not originally considered for the Exodus, their Hiveship design was favored. Ultimately, the K&#039;lax were invited to join the Zo&#039;ra. The C&#039;thur reverse-engineered the Hiveship design, joining the Zo&#039;ra and the K&#039;lax among the stars.&lt;br /&gt;
&lt;br /&gt;
Vaurcae wandered for over 2 000 years in space. At first, they established some temporary settlements, most notably [[Vaurca History#The Celis Conflict|Celis]]. However, the Hives continued to search for a new home until their arrival in the [[Orion Spur]].&lt;br /&gt;
&lt;br /&gt;
The C&#039;thur Hive made [[Vaurca History#The First Contact With Skrell|first contact with Skrell]] around &#039;&#039;&#039;2448-2450&#039;&#039;&#039;. The Zo&#039;ra Hive made [[Vaurca History#The First Contact With Humanity|first contact with humanity]] in &#039;&#039;&#039;November 2456&#039;&#039;&#039;. The K&#039;lax Hive made [[Vaurca History#The First Contact With Unathi|first contact with Unathi]] in &#039;&#039;&#039;March 2459&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modern Day===&lt;br /&gt;
Since arriving in the [[Orion Spur]], the Vaurca have strategically adapted to their new environment. To become indispensable, they have integrated themselves into the [[Republic of Biesel]], [[Izweski Hegemony]], and [[Nralakk Federation]], even providing military manpower. However, their limited resources after the [[Vaurca History#The Exodus|Sedantis Exodus]] have hampered their military readiness. Not all factions feel the same about the presence of Vaurcae in the Orion Spur. For example, the [[Republic of Elyra|Elyrans]], scarred by the [[The Lii&#039;dra|Lii&#039;dra incursion]], might be warry of all Vaurca Hives.&lt;br /&gt;
&lt;br /&gt;
Though diminished from their former glory, the &#039;&#039;&#039;Zo&#039;ra Hive&#039;&#039;&#039; remains a formidable power in the Orion Spur. Their military might is unmatched among the Vaurca Hives, boasting a vast force of warriors and specialized warforms. The military and political finesse of the Zo&#039;ra is mostly evident in the [[Tau Ceti Armed Forces]], where they assisted the young republic by filling their ranks. This move granted them influence within the military structure and a path into the intricate political web of the Spur. The Zo&#039;ra&#039;s focus on hybridizing weapons technology has also allowed them to strike deals with megacorporations, such as the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]. While they have successfully revived the Court of Queens in their capital, New Sedantis, a significant portion of the [[Flagsdale|Zo&#039;ra population on Biesel]] live in great squalor. For more information, visit [[Zo&#039;ra in the Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
While the Zo&#039;ra focus on military and political influence, the &#039;&#039;&#039;K&#039;lax Hive&#039;&#039;&#039; has proven most adept at harnessing advanced technologies for the Orion Spur&#039;s realities. This comes as little surprise to the K&#039;lax, the brilliant inventors whose contributions were often overshadowed by the Zo&#039;ra. Their collaboration with the Unathi on [[Moghes]] saw the ingenious adaptation of ancient terraforming machines to the Spur&#039;s materials. This expertise fueled their transformation of the desolate colony of [[Tret]] into a sprawling factory planet—the new industrial heart of the Izweski Hegemony. Tret&#039;s vast production capabilities have significantly boosted the Hegemony&#039;s economy, fueling military expansion and technological development. While the K&#039;lax also provide Warriors to the Hegemony, their numbers pale in comparison to the Zo&#039;ra&#039;s contributions to the Tau Ceti Armed Forces. Despite this, unfavorable external deals with [[Hephaestus Industries]] limit the full financial rewards the K&#039;lax reap from their industrial prowess. For more information, visit [[K&#039;lax in the Izweski Nation]].&lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur Hive&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harbored by the generous [[Nralakk Federation]] has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being in a financial and corporate advantage. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits. For more information, visit [[C&#039;thur in the Federation|C&#039;thur in the Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single-bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialized knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as [[Little Adhomai|Tajara gangs]] having feuds with Vaurcae in Mendell City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony. Meanwhile, many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the Tau Ceti Armed Forces. Much of this situation was recently alleviated by the founding of the Pan-Vaurcaesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are somewhere in-between. As the newest mainstream caste, they have been specifically bred for specialized purposes. However, there are still many limitations. As many Bulwarks were a novelty when they were first unveiled, their uses were diverse. Currently, most Bulwarks are still employed in heavy industries such as mining or engineering. Some outliers remain, working in other fields as unique and valuable assets.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Culture and Society]] and [[Vaurca Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the oldest sapient species in the Orion Spur, Vaurca history and culture are incredibly rich and diverse. However, the dominant understanding of Vaurca culture stems from the traditions of the Zo&#039;ra Hive and their historical empire. While the K&#039;lax and C&#039;thur Hives possess their own cultural variations, the influence of the Zo&#039;ra permeated their vast domain for centuries.&lt;br /&gt;
&lt;br /&gt;
Prior to the invention of [[Virtual Reality]], Vaurca artistic expression prioritized physical mediums. One of the main art forms was grandiose architecture, often carved directly into the caverns of Sedantis. These sculptural and architectonic feats demonstrated both skill and devotion. Intricate sculptures and elaborate rhythmic music were other cornerstones of their culture. These enduring art forms have seen a revival among Vaurca in the Orion Spur seeking to differentiate themselves and showcase their unique heritage to other species.&lt;br /&gt;
&lt;br /&gt;
Today, much of Vaurca culture exists within the digital landscape. Each Queen maintains vast virtual temples dedicated to knowledge, arts, and crafts. This shift towards digitalization has shaped the core of modern Vaurca cultural expression. Within Virtual Reality, Vaurcae find an unlimited canvas for artistic pursuits, collaborative learning, and the preservation of history.&lt;br /&gt;
&lt;br /&gt;
[[Vaurca Religion|Religion]] plays a significant role in the lives of many Vaurcae. While individuals or hive-cells often choose their faith, it remains one of the few aspects of an Unbound Vaurca&#039;s life not wholly dictated by the Queens. Virtually all Vaurca faiths revere the Queens, particularly their own. This reverence, reinforced by pheromones and immersive Virtual Reality experiences, contributes to the stability of the Hives and strengthens the Queens&#039; rule.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Era of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae do not possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message—which is encoded pheromones coded and transmitted as signals—&amp;quot;sounds&amp;quot; in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell, and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls, and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species&#039; arrival in the Spur, they have been forced to develop augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation, no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the [[SCCV Horizon]], part of their education would have consisted in such.&lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who are not used to alien cultures.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. For example, &amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot; The sonorization of the &amp;quot;s&amp;quot; is less prevalent in K&#039;lax Vaurcae, as they usually have a more refined voice modulator that allows them to mimic the voiceless fricative so present in Unathi languages. Because of this, K&#039;lax players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;basic&amp;quot;&#039;&#039;&#039; in the game settings. This is a recommendation and K&#039;lax players are by no means required to do this.&lt;br /&gt;
&lt;br /&gt;
Most voice modulators have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a voiced &amp;quot;vh&amp;quot;. For example, &amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot; Some unfortunate specimen may even be plagued with both impediments at once. For example, &amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot; These speech impediments are commonly found in Vaurcae of the Zo&#039;ra and C&#039;thur Hives. As a result, players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;full&amp;quot;&#039;&#039;&#039; in the game settings.&lt;br /&gt;
&lt;br /&gt;
The speech impediments of your Vaurca can be pushed even further, and you are encouraged to experiment with what works best for you. If committed to it, the voice modulator of a Vaurca can make their Basic almost unintelligible. However, keep in mind that some jobs have [[Stellar_Corporate_Conglomerate_Occupation_Qualifications#Communication:|regulations for speech impediments]]. As such, you are encouraged to try to maintain your Vaurca characters relatively easy to communicate with.&lt;br /&gt;
&lt;br /&gt;
Depending on the specialization of each hive-cell, the voice modulator might be of better quality. Some Vaurcae employed in more &amp;quot;prestigious&amp;quot; roles usually have little to no difficulty producing sounds in Basic. Vaurca Breeders almost always have high-end voice modulators that do not distort the sound. In some cases, such as representatives of the Izweski Hegemony or the Nralakk Federation, the Gyne might imitate the usual speech patterns of their host species.&lt;br /&gt;
&lt;br /&gt;
====Naming System====&lt;br /&gt;
&lt;br /&gt;
Vaurcae have first names made of three parts. The first part is their &#039;&#039;&#039;caste&#039;&#039;&#039;: &#039;&#039;&#039;Ka&#039;&#039;&#039; for Workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for Warriors, &#039;&#039;&#039;Ra&#039;&#039;&#039; for Bulwarks, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for Breeders. The second syllable indicates whether they are Bound or Unbound; &#039;&#039;&#039;Akaix&#039;&#039;&#039; for Unbound, &#039;&#039;&#039;Viax&#039;&#039;&#039; for Bound.&lt;br /&gt;
&lt;br /&gt;
The last syllable of the name is unique and decided by the player. In Vaurcese, this segment would translate to a unique identifier, representing a natural number. This serial identifier can repeat between Hives, but you are discouraged from copying the name of another character. All identifiers should be short, at most two syllables. Gynes in the ship usually have longer names, consisting of multiple segments. Unlike the names of other castes, the names of Gynes are usually meaningful. They can be divided into multiple apostrophes.&lt;br /&gt;
&lt;br /&gt;
A Worker Unbound Vaurca, for example, may be named &#039;&#039;&#039;Ka&#039;Akaix&#039;Siith Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Siith&amp;quot; is their personal identifier. The surname is the Hive that the Vaurca is a part of, in this case, &amp;quot;Zo&#039;ra&amp;quot;. A Zo&#039;rane Gyne could be named &#039;&#039;&#039;Ta&#039;Akaix&#039;Nil&#039;scyet&#039;maak Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Nil&#039;scyet&#039;maak&amp;quot; is their personal name.&lt;br /&gt;
&lt;br /&gt;
In summary, the name is your Vaurca&#039;s caste, whether they are Bound or Unbound, and their personal, unique name. Their surname is their Hive.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation===&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
&lt;br /&gt;
Unbound, however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form-altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier—either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfill any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Vaurca Hives]], where you can find information on each brood. There is a portal available to navigate between broods pages easily.&lt;br /&gt;
* [[Vaurca Biology]], to learn more about the specifics of each caste and the many bioforms.&lt;br /&gt;
* The [https://discord.gg/mtCq7VpaqB Vaurca channels on the lore Discord], where you can learn and ask more about the species.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=40523</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=40523"/>
		<updated>2026-07-09T02:34:54Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Karszekani Moghes]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, now called Karszekani or High Kingdoms, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Karszekani and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases, and the phoron scarcity prevents the Karszekani from using its fleets to their fullest, in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Karszekani&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [https://forums.aurorastation.org/forum/13-whitelist-applications/ here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Karszekani. The most prominent clans, such as those of Overlords and the Karszekan himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Moghesian guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, greimorians, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Karszekani Moghes, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Karszekani Moghes, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Karszekani, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Karszekan himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Karszekani&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039;, now called &#039;&#039;&#039;Karszekani&#039;&#039;&#039;, that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon,&#039; called &#039;Karszekan&#039;, nowadays.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Karszekani&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Karszekani&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Karszekani&#039;&#039;&#039;, or the &#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Karszekani Moghes was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Karszekani Moghes&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
On February 1st 2468, Karszekan Not’zar Izweski announced his cultural resurgence project in an effort to better unify Moghes. With the term “Hegemony” being a rough Human translation, the Hegemony becomes the Kerszekani Moghes, or High Kingdom of Moghes; and the Hegemon, the Karszekan, or High King.&lt;br /&gt;
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==Unathi Culture==&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
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Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
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Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
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Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
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Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
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Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
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Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
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Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
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Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
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Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
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Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
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Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
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Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
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Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
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Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
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Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
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More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Karszekani and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
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When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
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By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski-led Karszekani Moghes has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
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By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
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Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
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Bet the Karszekan&#039;s head— &#039;&#039;many people want to kill the Karszekan, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Karszekani, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Karszekani Moghes.&lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Karszekani&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
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=== Unathi Fashion and Make-up ===&lt;br /&gt;
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Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
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==== Unathi Fashion ====&lt;br /&gt;
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Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
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Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
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==== Make-up ====&lt;br /&gt;
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While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
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Unathi make-up&lt;br /&gt;
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===== Cosmetics =====&lt;br /&gt;
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Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Karszekanic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
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===== Scalepaint =====&lt;br /&gt;
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Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
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The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
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Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
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Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
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=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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== Unathi Sociality and Society ==&lt;br /&gt;
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=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
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Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
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For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Karszekan is something of an exception, having always had a connotation of military conquest to it. As such, Karszekans throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Karszekan Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Karszekani Moghes’ history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Karszekani, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Karszekani, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
&lt;br /&gt;
Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Karszekani Moghes, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Karszekani still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Karszekani used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the [[Unathi_Crime_And_Enforcement#The_Taakul_(Spies)|taakul]] uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Karszekani and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Karszekani or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Karszekani Moghes, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Karszekani proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Karszekani’s territories — the Karszekani Moghes itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Karszekani_Moghes|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Karszekani and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Karszekani. The Karszekani Moghes does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Karszekani Moghes and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Karszekani government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Karszekani Moghes. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Karszekani Moghes ===&lt;br /&gt;
&#039;&#039;See also: [[Karszekani Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Karszekani since his father S&#039;kresti Izweski, the previous Karszekan, or Karszekan at the time, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Karszekan is best thought of being the High King, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old ruler fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Karszekani into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Karszekani Moghes&#039; territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the S&#039;kresti awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Karszekan attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Karszekan, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Karszekan of the Karszekani Moghes. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Karszekan. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Karszekani Moghes. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Karszekani but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Karszekan and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Karszekan and his family, which means that it wouldn&#039;t try to launch a coup or replace the Karszekan without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Karszekani in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Karszekani are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=40522</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=40522"/>
		<updated>2026-07-09T02:33:47Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{TOC_Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [https://forums.aurorastation.org/forum/13-whitelist-applications/ here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan can be the following Heads of Staff:&lt;br /&gt;
* Operations Manager&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Biesellite Consular Officer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara can extend their vision while standing still. This is possible by using a verb in-game.&lt;br /&gt;
* Tajara have superior hearing, allowing them to listen intently. This provides messages on nearby machinery, explosions, and allows Tajara to hear whispered messages from further away. This is possible using a verb in-game.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Tajara_Child.png|thumb|A Tajaran mother with her child.]]&lt;br /&gt;
Tajara are an omnivorous bipedal humanoid species. While on a surface level Tajara appear to be humanoid felines, scientifically and practically Tajara share little in common with Earth’s felines beyond certain visual elements. Tajaran bodies are strongly adapted for the Adhomian environment, an arctic and turbulent planet. Evolved to survive the harsh weather, temperatures, and hostile fauna, Tajara are well adapted to cold-weather environments, speed, and perception.&lt;br /&gt;
&lt;br /&gt;
===Fur and Mane===&lt;br /&gt;
Tajara are covered in a layer of thick fur that provides insulation from the cold, protection from diseases, and weather solar radiation. The only regions left without fur are the pads of the hands and feet, alongside the eyes and various orifices. This fur performs extremely well at insulating against the cold and shedding snow or water. However, Tajaran fur is vulnerable to degradation caused by chemical or physical means. To counter this, damaged fur ‘sheds’ off to allow a healthy follicle to replace it. Otherwise, Tajara do not shed on a regular basis. Tajaran fur has a predetermined length at which it will not grow further, with exception to manes.&lt;br /&gt;
&lt;br /&gt;
Manes are made of a unique strain of Tajaran fur that is stronger and wirier than the rest of a Tajara’s fur. Manes do not stop growth, instead they continually grow unless prevented by chemical means. The growth pattern of a mane can vary from Tajara to Tajara. It is not uncommon for manes to grow around the entire head, not unlike Earth&#039;s lion manes. Male Tajara additionally grow what amounts to beards and mustaches along the muzzle. Manes are a complex biological component for Tajara. They assist in heat regulation and insulate the ears when they are folded back into the head. The follicles assist the body in healing wounds as well as boosting the Tajaran immune system.&lt;br /&gt;
&lt;br /&gt;
===Body Fat===&lt;br /&gt;
&lt;br /&gt;
Body fat is stored in two ways: The fat reservoir and the fat layer. The fat reservoir is a non-essential organ within the lower body. It stores excess fats that may be used for energy, heat, or to replace lost fat in the fat layer. While the reservoir is non-essential, the loss of the reservoir can cause numerous complications. Those lacking a reservoir starve faster, lacking an essential store of energy when there is a lack of food. The reservoir’s fat also partially fuels Tajaran heat generation, meaning those without a reservoir are typically colder. The fat layer is an essential insulating layer beneath the fur. It acts as equal parts temperature insulation and physical protection, using the layer to dampen blunt trauma.&lt;br /&gt;
&lt;br /&gt;
===Environmental Adaptations===&lt;br /&gt;
&lt;br /&gt;
Tajaran adaptations to extremely low-temperature environments have the tendency to cause overheating issues in more mild environments. The primary methods by which Tajara expel heat are the pads of the hands and feet, as well as the ears and breath. It is common for Tajara to shorten the fur around the ears to increase heat dissipation. Typically, Tajara will attempt to cool their skin or lower their internal temperature as the insulation of the fur and fat layer also assists in keeping the cold in.&lt;br /&gt;
&lt;br /&gt;
Tajara are built to favor efficient use of energy as opposed to raw strength. Tajaran muscles are lean, built for sustained use over long periods time rather than bursts of power. This is exemplified by the Tajaran gait. Specialized for movement through snow, Tajaran biology favors a consistent speed capable of trudging through snow efficiently as opposed to sprinting. Outside of snowy environments, the lack of resistance correlates to a faster walk speed. However, this does not mean Tajara are not capable of great feats of strength. Training and practice can produce strength competitive with human athletes, albeit with more effort required as the muscles produced are built for endurance and not raw power.&lt;br /&gt;
&lt;br /&gt;
Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes have large pupils, capable of contracting significantly faster than other creatures, sapient or otherwise. The Tajaran eye has uniquely evolved to physically alter its structure to achieve different functions. The eyes may focus the lens and physically contract the rear of the eye to increase the density of rods, allowing for extreme low-light vision, albeit colorless vision and at great risk of bright lights harming the eye and causing pain. A similar process can be performed to focus a Tajara’s vision at a far target. The eye contracts in a different manner to focus at great lengths, effectively extending one’s vision. While a Tajara can attempt to use low-light and far-vision at the same time, it often results in diminished low-light vision at distance, and can be painful when performed for long periods of time. To protect the eye from snow blindness and keep the eye moist against wind, Tajaran eyes have nictitating membranes.&lt;br /&gt;
&lt;br /&gt;
Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed. Tajaran ears, similarly to Tajaran eyes, are capable of contorting their physical structure to achieve different goals. The ears can shift to amplify quieter noises, at risk of damage and pain should a loud noise be made close to the ear. Tajaran ears are often warmer than the rest of the body as they are the primary method of heat dissipation.&lt;br /&gt;
&lt;br /&gt;
Tajara possess a pair of digitigrade legs and otherwise humanoid arms. Each hand has 5 digits, each with a 1-2 cm claw. These claws are non-retractable and particularly sharp. These claws can be filed down if more dexterity is needed, however this is done with great care and caution as cutting claws too short can be incredibly incredibly painful and will expose nerves to the air. Tajaran feet carry 4 roughly equal-sized digits. These digits also have claws, however they are more blunted and hooked compared to their hand-based counterparts to assist in grip and stability on rocky or snowy surfaces.&lt;br /&gt;
&lt;br /&gt;
Tajaran tails are long, semi-prehensile extremities that, while appearing not particularly useful, are vital. The place of the tail takes on a biological and societal role. Biologically, the tail is necessary for balance and environmental awareness. While Tajara may be bipedal, much of their flexibility and maneuverability is owed to the tail providing superior balance and stability. The tail has higher bundles of sensory nerves that assist in environmental awareness, notable vibrations. Societally, tails are a fundamental part of Tajaran body language and communication. Most languages require tails, either for communicating the language itself or to inflect meaning and tone into sentences. It also provides a visible display of body language.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. However, these molars remain sharper than human molars to pierce the tough skins of Adhomian produce. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. &lt;br /&gt;
&lt;br /&gt;
===Tajaran Build an Lifecycle===&lt;br /&gt;
&lt;br /&gt;
Tajara are sexually dimorphic, however the differences are rarely notable. Males are typically taller, have broader shoulders, more pointed ears, and larger hands and feet. Females have elongated muzzles, shorter ears, and an additional set of molars. Mothers do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. These breasts contract around three months after birth when the young transition to normal food.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
Tajaran height and weight are primarily dependent on ethnicity. However, upbringing and access to food often dictates height, with less access resulting in shorter Tajara. Heights and weights often vary. Tajara shorter or taller than the range typical for their ethnicity often face medical issues as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M’sai:&#039;&#039;&#039; 160 cm to 170 cm. 80.1 kg to 90.4 kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; 150 cm to 160 cm. 68.2 kg to 77.6 kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Njarir:&#039;&#039;&#039; 165 cm to 175 cm. 82.5 kg to 92.8 kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zhan:&#039;&#039;&#039; 170 cm to 190 cm. 82.9 kg to 103.6 kg.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Tajaran lifecycle is more rapid relative to other species. A Tajaran fetus only takes 6 months to mature, with Tajaran children reaching the full extent of their physical growth by 15 or 16. Modern medicine sees most Tajara now live beyond 70 years with the oldest Tajara reaching nearly 100. However, ages beyond 80 often require intensive and expensive medical technologies. Most Tajara retire at 60 when the body becomes too aged to work.&lt;br /&gt;
&lt;br /&gt;
The sleep cycle of the Tajaran species is one of their most scientifically curious features. A normal waking period is somewhere between 36 and 58 hours, with a subsequent 20 to 28 hours of sleep. Normally, the waking period is spotted with 3 to 4 15-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajara living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those who do not enter the sleep cycle properly, or attempt to break it in order to conform to a human sleep cycle, may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, further reinforced by their larger presence in cities. Given their status as the ‘face’ of Tajara, Hharar have grown to take over many diplomatic and public-facing jobs following the establishment of the People’s Republic of Adhomai. Hharar societally are the artisans and tradies, typically focusing on more skilled trades. Being the original urbanites, Hharar culture is what has been exported as ‘Tajaran culture’ across the Spur. They are the creators of the [[S’rendarr and Messa|Twin Suns worship]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; considered to be the backbone of Tajaran society. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Zhan-Khazan fill the societal role of the laborer. They are the workers and managers of mines, farms, construction sites, etc. Being the dominant race in the restaurants and inns, much of Tajaran food culture comes from the Zhan-Khazan, as well as the religion of the [[Ma’ta’ke Gods]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the First Revolution. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards leadership roles, the arts, and the sciences.&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;
=== Coloration ===&lt;br /&gt;
Fur color is the most noticeable aspect of a Tajara. It acts as a natural camouflage and is the most visible difference between the ethnicities. Ancient history saw these fur colors appear in certain regions of Adhomai, however over millennia of migration, marriage, and modern travel, every coloration of fur can be seen across Adhomai and now the Spur.&lt;br /&gt;
&lt;br /&gt;
Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These fur colors are suggestions and guidelines. Any one Tajara could have a variation of the colors shown, whether it be lighter or darker.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Hharar:====&lt;br /&gt;
Hharar fur coloration traces back to the proto-Hharar peoples of Southern Ras&#039;nrr. The forests between the Rhazar and Khazan mountains alongside the fertile soil allowed for the invention of farming, and later the formation of Adhomai’s first civilizations. The Hharar people evolved to feature brown fur colorations due to the numerous woods they lived in.&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|left|thumb|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|left|thumb|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|left|thumb|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prairie Brown&#039;&#039;&#039;&lt;br /&gt;
Being the most common coloration of Hharar fur, Prairie Brown was once associated with the numerous Hharar working the fields across Ras’nrr. Despite this association, it is not considered the oldest fur coloration, instead being a variation that occured in those living among the fields of the warmer prairies of the Ras’nrr Heartlands.&lt;br /&gt;
| &#039;&#039;&#039;Azumah Wood&#039;&#039;&#039;&lt;br /&gt;
This fur color dates far older than the name it is associated with. Once referred to as simply “Summer Brown”, the name Azumah Wood became widespread following the massive success of a logging company in the Azumah lake region during the Steeple Peace. The wood products were advertised and sold with the image of a kochiba furred logger chopping down “Azumah grade” trees. The logging company has since then gone defunct, being known only as the source of a strange origin for the term.&lt;br /&gt;
| &#039;&#039;&#039;Harbor Brown&#039;&#039;&#039;&lt;br /&gt;
Harbor Brown carries the title of being the oldest known fur coloration among Hharar, having been the predominant coloration amongst the proto-Hharar of the Southern Ras’nrr region. However, in modern times it has been titled after the numerous harbor workers found across Adhomai, even if they no longer are a majority of sailors.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Zhan-Khazan:====&lt;br /&gt;
Zhan fur colorations are the result of a long history of mountain tribes. Even during winter seasons, the darker fur colorations permitted better camouflage with the rocky terrain of the Ras’nrr mountains.&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rhazar Fog&#039;&#039;&#039;&lt;br /&gt;
During Sil’nryy-aysaif, the foot of the Rhazar mountains are commonly blanketed in a thick fog. The rare blue coloration of this fog became closely associated with the local Zhan population who shared a similar fur color with that of the mountain rock. Regardless, the fur coloration took on the name of the far more popular fog than the relatively mundane mountain rock.&lt;br /&gt;
| &#039;&#039;&#039;Khazan Rock Grey&#039;&#039;&#039;&lt;br /&gt;
The proto-Zhan-Khazan people were infamously put down during the Incarnate Dominion. The majority featured a dark-grey fur that became synonymous with the Zhan tribes of the Khazan mountains that the ethnicity, and fur, are now named after.&lt;br /&gt;
| &#039;&#039;&#039;Nraz’i Mud&#039;&#039;&#039;&lt;br /&gt;
Of the Zhan tribes, those in the Nraz’i mountains enjoyed the warmest winters. The hinterlands of the Sum’add coast become a muddy mess when the snow melt of the Nraz’i mountains washes onto the thawed soil. The fur color common of the region’s Zhan tribes became associated with the mud, then taking the name it has now.&lt;br /&gt;
| &#039;&#039;&#039;Cavern Black&#039;&#039;&#039;&lt;br /&gt;
Caves formed a natural home for the first Zhan’khazan to settle within. These served as strong homes and fortresses alike for the ancient peoples. It is not believed that these conditions resulted in the dark coloration being prevalent among the Zhan, despite old tales claiming such. This uncommon coloration originated from the southern Rhazkjara mountains.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====Njarir&#039;Akhran:====&lt;br /&gt;
Njarir fur colorations are the results of the extensive eugenics programs employed by the Adhomian nobilities. Through decades of careful merging of M’sai and Hharar bloodlines, along with high amounts of inbreeding, Njarir now feature the flashiest fur colors among Tajara. Despite the inherent nature of genetics, reputations for different fur colorations have taken root among noble circles even following the revolutions.&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steeple Light&#039;&#039;&#039;&lt;br /&gt;
Seen as the ultimate fur coloration produced by the infamous eugenics programs, Steeple Light gained its name after a Rasn’rr emperor of the early Steeple Peace declared his fur, a bright orange, to be the manifestation of S’rendarr’s light. Some esoteric circles in the New Kingdom have adopted this belief upon its rediscovery. While the emperor’s name was lost to the books burned in the First Revolution, his declaration remains as the name of this fur coloration.  It is a highly sought after coloration among nobles. &lt;br /&gt;
| &#039;&#039;&#039;Hadii Red&#039;&#039;&#039;&lt;br /&gt;
Once a mundane coloration, Hadii Red has become an intimidating presence following the rise of the Hadii Dynasty. The vast majority of the family has some variation of this fur, with many rumors claiming they place great effort and care that the coloration is maintained in their offspring. It is an uncommon joke for Njarir who have this fur to say that they’re secretly a Hadii.&lt;br /&gt;
| &#039;&#039;&#039;Ras’val Royal&#039;&#039;&#039;&lt;br /&gt;
Many of the noble families who came to rule the regions surrounding the Ras’val sea featured the ruddy coloration of what is now known as Ras’val Royal. While previously considered the coloration of middling nobles, the rise of the Azunja family to the head of the New Kingdom has led to the coloration being perceived as the height of royalty.&lt;br /&gt;
| &#039;&#039;&#039;Half-Knuckle White&#039;&#039;&#039;&lt;br /&gt;
This fur color was common among lower nobility across Adhomai during the Steeple peace. The term Half-Knuckle White was coined as a slur against those nobles who were seen as fraternizing too much with their enforcers resulting in a “washed out” fur color. Genetic research shows that these claims had little backing, but this has yet to make an effect on the thoroughly cemented name.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
====M&#039;sai:====&lt;br /&gt;
M’sai fur is the result of the behaviors of proto-M’sai. Having been a nomadic people of the open prairies in Ras’nrr, the light fur color was often the only way Tajaran hunters were capable of hiding or blending into the environment.&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarragh Washoff&#039;&#039;&#039;&lt;br /&gt;
Considered the most recent evolution of fur color, Zarragh Washoff garnered its name in the Zarr’jirah mountains. The lake-effect snow of the northern lake gained the name “washoff” due to how the new layers of snow would conceal rock and dirt chips on older snow, making the mountains easier to blend into.&lt;br /&gt;
| &#039;&#039;&#039;Field Snow&#039;&#039;&#039;&lt;br /&gt;
Field Snow is arguably the most common fur coloration amongst M’sai. Characteristic of the proto-M’sai hailing from the fields of the Nraz’i basin, upon the arrival of the nomadic tribes to Souther Ras&#039;nrr the native proto-Hharar began to refer to their coloration as “Field Snow” after the coloration of fresh snow on the Ras’nrr prairies.&lt;br /&gt;
| &#039;&#039;&#039;Fatshouter White&#039;&#039;&#039;&lt;br /&gt;
Named after the coloration of fatshouter milk before processing, this coloration has dubious origins. Written history on much of the proto-m’sai peoples were sparse, however prevailing research suggests Fatshouter white primarily comes from those M’sai nomads from the inner western coast of the Nraz’i basin.&lt;br /&gt;
| &#039;&#039;&#039;Enforcer Silver&#039;&#039;&#039;&lt;br /&gt;
Being the second most common fur coloration of the M’sai people, Enforcer Silver garnered its name through association with the dreaded noble enforcers of history. The name was reinforced in older times when many noble families began to stamp enforcer insignias in silver, which often came close to the fur color of many M’sai who wore them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Tajaran History]]&#039;&#039;&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
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What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
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===Tensions Rise=== &lt;br /&gt;
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Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
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Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
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Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
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[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
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With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
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The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge.&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Nated&#039;Hakhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Names===&lt;br /&gt;
Native Tajaran names have changed over the storied history of the species. The earliest record of naming conventions appears in the Warring Kings era, where the usage of dynastic titles became a standard part of the Tajaran name as a way to distinguish which noble a given serf worked under. Since then, names changed as more titles were attached. Jobs, personality traits, status, titles, age, given names, and more have been combined to produce the infamously long and unwieldy names associated with history. Following the declaration of the Steeple Peace, nobles across Adhomai standardized to a new scheme which continues to persist among the Tajaran people.&lt;br /&gt;
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Every name features three aspects: The individual, the dynasty, and the purpose. Xeno-linguists associate these aspects to the human concepts of the given name, the family name, and the job title respectively. This has resulted in debate over forced associations, as each aspect has a different connotation than what humans may expect, namely the Dynasty. Unlike humans, family names are only found with noble dynasties. This has led to many xeno organizations to assume that Tajara associate with large extended families.&lt;br /&gt;
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The Individual aspect is the personal part of a Tajara’s name. Parents will provide their child with the Individual aspect in hopes that the phrase or word used will become a part of the Tajara&#039;s person. It is not uncommon for Tajara to bear the names of gods or powerful figures, or for others to be named after abstract, religious, or ideological concepts.&lt;br /&gt;
The Dynasty aspect is the standardized part of a Tajara’s name. Following the First Revolution, the Hadiist government mandated the Dynasty aspect be named after the birthplace of an individual as a means to remove the influences of the nobility. Those stubborn Tajara born before the end of the First Revolution, or those now living in the New Kingdom, often refused to change their Dynasty aspect, continuing to reflect the noble family they serve or are a part of.&lt;br /&gt;
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The Purpose aspect previously was the utilitarian part of a Tajara’s name. The aspect reflected a job or trade, an essential piece of information within a community. However, since the end of the first revolution, the need for static names to lessen the bureaucratic burden resulted in many Purpose aspects turning into a form of family name, a newer and still contentious concept for Tajara. With the number of regional dialects and multiple titles for the same trade or job, Purpose aspects are rarely the same across Adhomai. In some cases, two families joining together in marriage would combine their two aspects to form a new one.&lt;br /&gt;
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While a Tajara’s name contains all three aspects, the usage of all three is not required. Most Tajara will utilize the Individual and Purpose aspect, however traditionalists and nobility expect the use of the Dynasty aspect. All Tajara on the Horizon may use only &#039;&#039;&#039;two aspects&#039;&#039;&#039;.&lt;br /&gt;
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&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;
The following guide is &#039;&#039;&#039;not required&#039;&#039;&#039;. Native names can vary based on parentage, region, and numerous other factors. This guide is a structured option, however other options include taking inspiration from the [[Notable Tajara]] page, and heavily modifying Eastern European or Arabic names.&lt;br /&gt;
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To create a native Tajaran name, you will need to access the &#039;&#039;&#039;unofficial&#039;&#039;&#039; translator [http://mk.darkserver.co.uk/lang/index.php here]. Select Siik’maas under the language drop down. By typing in certain words or phrases, then translating, you can utilize Tajaran words to create a name. Typically, you will want to connect multiple Tajaran words with an apostrophe or hyphen, however combining two words without a space is acceptable.&lt;br /&gt;
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*For the Individual aspect, use a phrase, trait, or concept. &lt;br /&gt;
**For example: Love becomes Azutul. S&#039;rendarr&#039;s Warmth (Kirmah rajzir. Zir)  becomes Kirmah’rajzir. &lt;br /&gt;
*For the Dynasty aspect, you may use any text you prefer. Regions and cities with royalty or dynasty attached usually garners better results. Hadiists typically utilize the name of the city or region they were born.&lt;br /&gt;
**For example: Kaltir Royalty (Jurlket mir mrra) becomes Jurlket’mir. Nal’tor (Jri chur) becomes Jri’chur&lt;br /&gt;
*For the Purpose aspect, use the title of the job or craft of the Tajara. Use multiple versions of a given job or trade for better results.&lt;br /&gt;
**For example: Police Officer (Kaii&#039;r manq rir) becomes Kaii’rirmanq. Prince becomes Vahkal.&lt;br /&gt;
*The final name becomes: Azutul Jurlket’mir Kaii’rirmanq. &lt;br /&gt;
**From this, you can tell the individual is Azutul or named love, whose liege is the Jurlket’mir or Kaltir Royalty, and performs work as a Kaii’rirmanq or officer.&lt;br /&gt;
&lt;br /&gt;
The translator output rarely gives a word or name ready for use. Modification will be required as seen in the examples provided. This also means that names cannot be decoded.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xeno-Influenced Names ====&lt;br /&gt;
&lt;br /&gt;
Given native tajaran names are difficult for humans to pronounce, the PRA once encouraged the use of humanized names. This resulted in many Tajara taking on names derived from Eastern European or Arabic origin, as xeno-linguists found these the easiest for Tajara to pronounce. Following the transition of power from Al’marii to President Hadii, the PRA has walked back on this stance and since issued a decree to encourage citizens retake their native names as a form of pride in tradition and loyalty to the party. Many Hadiists have heeded this decree and returned to their native names, however a sizable population continues to use their adopted names. Given Tajara may have multiple names, the Adhomian governments are more dedicated in the tracking of names.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities. Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew. However, private communication in Tajaran languages such as Siik’Maas or Siik’tajr is not forbidden by SCC regulations and is often used to hold conversations between Tajara on the crew.&lt;br /&gt;
&lt;br /&gt;
Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
&lt;br /&gt;
It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
&lt;br /&gt;
Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
&lt;br /&gt;
Tajaran culture necessitates a separation of the personal self and the external self. This cultural force can be traced back to the early worship of the Twin Suns, which throughout its history has emphasized a separation of personal and public matters. This separation was later reinforced by the nobility, eventually becoming an embedded part of all Tajaran languages. The result is a grammatical structure that separates the private and public self. In Tau Ceti Basic, this has been translated into the use of first, second, and third person pronouns as the closest fit.&lt;br /&gt;
&lt;br /&gt;
The public self, third-person pronouns (he/him, she/her), is the formal state. It shows respect and a distancing of one’s personal matters from others. Traditionalist Tajara would expect the use of the Dynasty aspect and appropriate titles when speaking in the public self. However, those from progressive regions rarely pay attention to the use of aspects as the weight of dynasties and the nobility is not present. Strangers meeting, a subordinate addressing a superior, and other cases where formality and respect is expected uses the public self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;His&#039;&#039;&#039; greetings to the &#039;&#039;&#039;madam&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this line, Person A speaks to Person B&#039;s public self through his own. As Person A does not know Person B’s name or title, madam is used to maintain respect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“Hello &#039;&#039;&#039;Officer Smith&#039;&#039;&#039;. She is &#039;&#039;&#039;chef Al-Kandari&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B, a human, through their title and last name. Person A maintains the public self through the use of her own title and Dynasty aspect.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The use of second-person pronouns (you/your) can depend on where someone is from. Non-traditionalist regions, such as the Hadiist lands, don’t consider second-person pronouns formal or informal. Traditional cultures, such as the New Kingdom, find second-person pronouns informal. In this latter case, it is reserved for use by a superior addressing a subordinate or similar cases.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;You&#039;&#039;&#039; need to handle that report by tomorrow. &#039;&#039;&#039;She&#039;&#039;&#039; will ensure it shows on &#039;&#039;&#039;your&#039;&#039;&#039; performance review otherwise.”&lt;br /&gt;
&lt;br /&gt;
Person A addresses Person B through the personal self (you/your). It shows that Person A is either disrespectful, a superior, or from regions where the use of ‘you’ is not informal.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The personal self, first-person pronouns (I/me/mine), is the informal state. It is addressing matters on a personal level where formality is not required, or genuinity is desired. The Individual aspect can be used by itself in this state. Close friends, personal moments, and similar matters would use the personal self.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
“&#039;&#039;&#039;I&#039;&#039;&#039; am unsure what &#039;&#039;&#039;you&#039;&#039;&#039; mean by this. &#039;&#039;&#039;Your&#039;&#039;&#039; proposal vexes &#039;&#039;&#039;me&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
Person A uses the personal self and addresses Person B in the personal self. This establishes a close and informal conversation or is used to disrespect Person B by addressing them directly.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Transitioning from public to personal selfs is easy. The initiator who desires to make the conversation informal starts by referring to themself in the personal self. If the other participants agree to make a conversation informal, then they respond in kind using the personal self. Otherwise, they may continue to use the public self and maintain the conversation’s formality.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;No, &#039;&#039;&#039;I&#039;&#039;&#039; simply wanted to be introduced to &#039;&#039;&#039;her&#039;&#039;&#039;. &#039;&#039;&#039;My&#039;&#039;&#039; name is &#039;&#039;&#039;Abdal Akhtarov&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person A steps into the personal self but is still speaking to Person B through her public self. This is an invitation to personal conversation, done respectfully by not involving Person B&#039;s personal self directly. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Hello, &#039;&#039;&#039;Mr. Akhtarov&#039;&#039;&#039;. &#039;&#039;&#039;I&#039;&#039;&#039; am &#039;&#039;&#039;Aisha&#039;&#039;&#039;. Does &#039;&#039;&#039;he&#039;&#039;&#039; wish to speak elsewhere?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Person B is still speaking to Person A&#039;s public self, however refers to herself in the personal self, accepting the invitation to an informal conversation. In the following conversation, it would be acceptable for both to use personal self.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The use of the public and personal self by non-Tajara can be jarring for those not acclimated to human environments. Tajara not used to human space can find it disrespectful how the use of the personal self is standard. Those acclimated to non-Tajaran patterns of speech rarely take issue with the lack of distinction between public and personal self. Referring to a non-Tajara through informal pronouns is broadly acceptable, however the use of first-person pronouns, the personal self, as a default often takes years in human space and a concerted effort for a Tajara to transition to.&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;
==== Slang/Terminology ====&lt;br /&gt;
Tajara, like every species, has a wide variety of slang terms in both Tajaran languages and Tau Ceti Basic. While no list can be truly comprehensive, as slang is ever changing, certain phrases and terms have become widespread enough to be known by nearly all Tajara.&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;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Phrase !! Meaning !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;zivr/Tivr || Xeno, Human || Beginning as a term for solely humans, T&#039;zivr, or &amp;quot;furless&amp;quot;, grew to incorporate all aliens as a whole. The term is not wholly considered derogatory, however is seen as less acceptable than xeno or alien.&lt;br /&gt;
|-&lt;br /&gt;
| Dornshky || Furless || A strong insult originating from the physical condition itself. While it is a common insult among Tajara, it includes a more derogatory way to refer to aliens.&lt;br /&gt;
|-&lt;br /&gt;
| T&#039;ishk || IPCs, Robots, Hadiists || Originating from the Siik term for soulless, T&#039;ishk became a widespread insult for Hadiists and robots alike among Little Adhomai, quickly spreading to other Tajaran communities and, ultimately, back to Adhomai.&lt;br /&gt;
|-&lt;br /&gt;
| M&#039;ishk || IPCs || The non-derogatory version of T&#039;ishk, M&#039;ishk more specifically refers to IPCs, directly translating as &amp;quot;artificial soul&amp;quot;. It started as a shorthand of Manq&#039;ishk, however quickly gained traction within the People&#039;s Republic, and later other Tajaran communities.&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;tajii/Shatii || Dionae || Directly translating to &amp;quot;wood peoples&amp;quot;, the term began from Little Adhomai where contact between Tajara and Dionae took place frequently enough to generate a slang term.&lt;br /&gt;
|-&lt;br /&gt;
| Kirr || Vaurca || Directly translating to &amp;quot;insect&amp;quot;, the slur originated from Little Adhomian gangs warring with Vaurca living in neighboring districts. The term spread rapidly following the murders of multiple Tajara ordered by Vaurca Queen Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra.&lt;br /&gt;
|-&lt;br /&gt;
| Nav&#039;hen || Unathi || A contraction of the phrase &amp;quot;dahal Nav henrhesi&amp;quot;, translating to &amp;quot;dies in the cold&amp;quot;. The phrase began as a tongue-in-cheek way to refer to Unathi mercenaries within the S&#039;rand&#039;marr Coalition by ALA soldiers, before spreading to Little Adhomai where it was shortened to Nav&#039;hen.&lt;br /&gt;
|- &lt;br /&gt;
| Ratajani || Skrell || Originating from the folk tales of small, ugly, stump-tailed, neon colored creatures. Characterized as greedy and the cause of unlucky events in life, Ratajani was quickly applied to Skrell upon first contact. This use of the term as a slur quickly overtook the earlier and less derogatory use as comparison to misbehaving children.&lt;br /&gt;
|- &lt;br /&gt;
| K&#039;strelkii || Mercenary, Corporate Drone || Translating as &amp;quot;money soldier&amp;quot;, the term grew out of the spite among Tajara towards corporate busy-bodies and mercenary groups.&lt;br /&gt;
|- &lt;br /&gt;
| Rafama || Stubborn, Hard-headed, Territorial || Originating from the behavior of Rafamas on Adhomai, the term is a long historic name for any person acting particularly stubborn or stand-offish.&lt;br /&gt;
|- &lt;br /&gt;
| Raskaren || Noble, Enforcer || Based upon the mythological Raskaren, a creature of Raskara that drinks blood and is incapable of surviving sunlight. The term grew to become a slur against nobles and M&#039;sai enforcers. While predominantly used within the [[Free Tajaran Council]], the term has been slowly spreading to Little Adhomai and Adhomai proper. It is banned within the New Kingdom.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Kalta || Royalist, Poor || Forming from a joke regarding the relatively high rates of poverty within the New Kingdom, T&#039;Kalta, translating to &amp;quot;without money&amp;quot;, grew in popularity across the People&#039;s Republic and Democratic People&#039;s Republic.&lt;br /&gt;
|- &lt;br /&gt;
| Njaqrii || Noble Dynasty || Translating into &amp;quot;noble family collective&amp;quot;, the Njaqrii is what amounts to a dynasty. One must be a Njarir to be within a Njaqrii. These dynasties can be expansive, covering sometimes hundreds of Tajara. The distinction between dynasties is primarily determined by recognition from other Njaqrii. Given progress nations on Adhomai abhor the nobility, Njaqarii remains a matter only relevant to the [[New Kingdom of Adhomai]] and history.&lt;br /&gt;
|- &lt;br /&gt;
| Njarii || Noble House || Where Njaqrii is the noble family, Njarii is the noble &amp;quot;house&amp;quot;. Njarii act, in essence, like a business centered around the matters of the Njaqrii, or sections within the Njaqrii. The Njarii includes far more individuals, spanning from servants and workers to the nobility themselves. Establishing a Njarii is a legal matter within the [[New Kingdom of Adhomai]], however in the [[People&#039;s Republic of Adhomai]] and [[Democratic People&#039;s Republic of Adhomai]], Njarii remain unrecognized or illegal.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Ruv || Shameless, Al&#039;mariist || A rare Hadiist term that was applied to Al&#039;mariists for the perceived shamelessness in illegal and underhanded tactics during the Second Revolution. The term has since grown and spread across Tajaran communities.&lt;br /&gt;
|- &lt;br /&gt;
| T&#039;Zhunii || Hick, Redneck || Translating to &amp;quot;lacking desire people&amp;quot;, the term spread as a catch-all for rural peasantry. The exact origins are believed to be a jab at the lack of time or willpower for rural peasantry to hold greater ambitions.&lt;br /&gt;
|- &lt;br /&gt;
| Vak&#039;a || Idiot, Airhead, Bro || Originating from Little Adhomai, Vak&#039;a spread rapidly as a general way to refer to a friend, equivalent to saying dude or bro.&lt;br /&gt;
|- &lt;br /&gt;
| Vakalnar || Grifter || Meaning &amp;quot;air salesman&amp;quot;, equivalent to calling someone a snake oil salesman.&lt;br /&gt;
|- &lt;br /&gt;
| Tyrhal || Hell || Tajaran religions have no singular lands that are considered the equivalent to hell among Human religions. However, ancient tales mentioned Tyrhal, or &#039;land of demons&#039;. Tyrhal was saved from obscurity when Little Adhomian residents wanted a Tajaran version of the human term hell. The term spread as a compromise for those Tajara who wanted to adopt Human mannerisms while maintaining Tajaran culture.&lt;br /&gt;
|-&lt;br /&gt;
| Azukavo/Azuvo || Love you || Not inherently slang, the use of Azuvo has become desensitized in more progressive communities of Tajara. Rather than being an intimate expression not fit for use in public, it has seen less stigma in use, albeit still associated with loved ones and close friends.&lt;br /&gt;
|-&lt;br /&gt;
| Ketvo (Ane)! || Onwards, Let&#039;s Go, To Victory || Translated literally as &amp;quot;March to victory!&amp;quot;, Ketvo Ane was established as a phrase within People&#039;s Republic military leadership. Being the standard phrase to initiate movement or actions, it became widespread during the Second Revolution, even among the other nations as turncoats brought the phrase along with them. Post-war, the phrase spread rapidly.&lt;br /&gt;
|- &lt;br /&gt;
| Blinder || Overwhelming, Too Much || Descended from the concept of S’rendarr’s light being the embodiment of energy and life. Having too much of S’rendarr’s light may blind someone, therefore for something to be a Blinder it exudes too much energy, S’rendarr’s light.&lt;br /&gt;
|- &lt;br /&gt;
| Half-Knuckle || Poor, Fraternizer (Royalist) || Originating from a noble snide. Knuckles are the smallest form of currency on Adhomai, therefore to call someone a half-knuckle implies they are so poor as to only have a half-knuckle. Within Royalist society, the term additionally refers to nobles who are seen as fraternizing too much with commoners.&lt;br /&gt;
|- &lt;br /&gt;
| Top Snow || Young, Inexperienced, New || A term referring to the top layer of snow, often fresh light snow. Someone who is Top Snow is fresh, equivalent to the human term &amp;quot;green horn&amp;quot;.&lt;br /&gt;
|- &lt;br /&gt;
| Washoff || Old, Undesirable, Lackluster || Referring to the runoff of melted summer snow, called washoff on Adhomai, the term grew to be used for undesirable items or people, likened at times to the phrase ‘getting long in the tooth’.&lt;br /&gt;
|- &lt;br /&gt;
| Bronzer || Jackboot, Enforcer, Cop || Descended from the bronze emblems used to denote an on-duty enforcer. Used in a derogatory manner against cops, enforcers, and authority figures alike.&lt;br /&gt;
|- &lt;br /&gt;
| Bookie || Bookworm, Royalist, Dork || Stemming from the cultural view of books as symbols of noble oppression, bookie is a term used to insult someone within progressive cultures as a royalist, or someone who tolerates or encourages noble oppression. Can also be an insult equivalent of calling someone a dork, nerd, etc.&lt;br /&gt;
|- &lt;br /&gt;
| Torcher || Friendly, Happy, Positive || Originating from the symbol of Azubarre’s torch, calling someone a torcher implies they embody Azubarre’s torch, and therefore his qualities of positivity, friendliness, and true love. Over time, the connotations associated with Azubarre, namely the more romantic elements, became less emphasized, resulting in the slang becoming a catch all for friendliness and positivity.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
Because of their anatomy, Tajara express emotions in different ways than Humans. Baring one’s teeth is a strong expression of challenge or mockery. As such, Tajara rarely smile by showing the teeth, instead wrinkling the nose by gently lifting the sides of the muzzle. The folding of ears is a clear sign of fear or worry, while perking the ears forward shows attention or interest. Ears will involuntarily flick when exposed to loud sounds.&lt;br /&gt;
&lt;br /&gt;
The semi-prehensile tail of Tajara allows for a great amount of expression. Enough emphasis has been placed on the tail as a form of expression and language that Tajara afflicted with Hakh’jar are commonly misread or have to vocalize their current emotion. Tajaran tails naturally sway, however a rapid sway or wag is a childish sign of satisfaction. Curving the tail downward and blistering is a clear sign of hostility, whereas tucking the tail down by the feet is a stress response. The flicking of the tail end is a sign of anger or anxiety.&lt;br /&gt;
&lt;br /&gt;
Displays of affection among Tajara are rarely seen in public, and looked down on by traditionally minded Tajara. The common forms of affection are the bumping as muzzles or holding of the wrist. While less common, twining the tail around an ankle or wrist is seen as equivalent to holding the wrist. Intertwining tails, however, is seen as a childish expression of affection. Hugging is not seen romantically. It is seen as a transfer of body heat and thus a common act between friends, comrades, and family alike. Those acclimated to human expression may view hugging as having a romantic component in certain contexts, however this is lost on those with a traditional mindset.&lt;br /&gt;
&lt;br /&gt;
Status was a major aspect of emotional expression during the times of the nobility. When interacting with another of a higher social status, it was required for the lesser of the two to lower their head and pull the ears back. Having direct eye-contact or tilting the head up was seen as a show of defiance. These expectations have since been challenged and are often disregarded if not outright rejected since the fall of the old nobility, however those traditional-minded Tajara and Royalists within the New Kingdom continue to abide by the rules of status.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
&lt;br /&gt;
There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
&lt;br /&gt;
Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
&lt;br /&gt;
====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
&lt;br /&gt;
In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
&lt;br /&gt;
====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
&lt;br /&gt;
Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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====Fur Dying====&lt;br /&gt;
One of the flashier aspects of fashion and looks is fur dye. History saw extensive use of early fur dyes as methods to mark oneself as part of an in-group. Certain nobles would demand their enforcers and soldiers mark the noble’s crest on their neck, back, or arms. These symbols came to be associated with royalist loyalty well into the early history of the People’s Republic. Fur dye was banned during Al’mari’s reign, deemed as royalist sentiment. These restrictions came to an end during the beginning of the Second Revolution when Malik Hadii revoked the ban and instituted it across the People’s Republic’s agencies.&lt;br /&gt;
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In the present day, fur dye is commonly used to signify what it once did: presence in an in-group. Whether it be a mark of one’s nation, military unit, or other such matters. Fur dye as an expression of the self is a relatively new concept to mainstream society. Regardless of intent, markings from fur dye are typically small due to the cost of dyes which prohibit large or extravagant designs. Fur dyes remain almost exclusively in earthen tones and dark colors. The most popular color, due to its cheap price and wide availability, is Earthen-Root Blue (Hex: #6082B6). Few bright colors exist and are viewed as particularly disruptive and taboo.&lt;br /&gt;
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Many complications exist with fur dyes. Care and preparation must be taken to properly dye Tajaran fur, or else the fur becomes damaged and sheds. The restrictive range of colors is due, in part, to the lack of a synthetic dye that caters to Tajaran fur. This leaves Tajara with Adhomian sourced dyes that rely upon Adhomian flora of which few vibrant colors are available compared to earthen tones. NanoTrasen remains the largest producer of Tajaran dyes, fur, and mane soaps. &lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Throughout history, the concept of gender in Tajara society varied over time. Archaeological evidence suggests that before the Incarnate Dominion, multiple identities—often related to religious practices—existed. Like everything else, the nobility&#039;s breeding project also molded the perception of gender in Adhomai. Njarir’Akhran, with their great emphasis on their bloodline, were the ones with the strictest and defined gender roles. While the Zhan-Khazan rarely cared about these definitions, seeing little distinction between them. After the revolution, gender in the Tajara society changed as well, but it did not free itself fully from the shackles of the pre-contact oppression. &lt;br /&gt;
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In history, transgender Tajara were more common among Njarir and Hharar due to their more defined gender roles. Before the revolution, these individuals were often in a nebulous state, as they were still obligated to participate in the eugenics program. While some could still find suitable partners, others had to find other outlets, such as joining religious societies or becoming outcasts. Ma&#039;ta&#039;ke priesthood is open to transgender Tajara who identify as their patron god&#039;s gender. The Church of S&#039;rand&#039;marr rejects these notions and maintains a strong distinction within its organization based on the gender assigned at birth of its members. &lt;br /&gt;
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Third gender and nonbinary identities have historically been associated with religious and mystical perspectives. Those who could combine and balance both aspects were typically priests or mystics, known to have achieved some form of enlightenment. Only after the revolution are these identities now explored without the trappings of the occult. The older generations are usually confused by younger individuals who identify as such, with more religious Tajara being outraged at them for appropriating something that was once sacred. &lt;br /&gt;
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Sexual orientation was a poorly defined concept for the Tajara until the contact. With the emphasis on the caste system, most individuals were expected to have a partner of the same ethnicity with whom they could reproduce, despite their preferences. The nobility often persecuted any relationship or behavior that threatened the caste project. The nobility strictly forbade any kind of relationship with a Tajara of a different ethnicity. &lt;br /&gt;
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After the civil war, theories and studies about gender and orientation have begun to emerge among revolutionary thinkers. The most radical theorists argued that such concepts were constructions of the old nobility to further their control, calling for forgetting such ideas in favor of new visions. Currently, the Tajara society still upholds gender roles similar to those before the contact, mainly based on one&#039;s heritage. The concept of a defined and clear sexual orientation is still fairly new. Only now free of the oppressive Njarir system, the Tajara are free to think about these matters as they develop further socially, even if frequently tainted by the lingering old prejudices. The other species&#039; vision of these matters is seen as alien; even a traditional Tajara would not care to pass judgment on anything that does not involve their people.&lt;br /&gt;
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Because of the Tajara&#039;s recent history as a repressive, conservative species, they still carry many prejudices from the period before the revolution. Overt displays of affection, xenophilia, and interracial relationships among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. &lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
&lt;br /&gt;
Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
&lt;br /&gt;
===Holidays===&lt;br /&gt;
&lt;br /&gt;
Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Tajara]]&lt;br /&gt;
&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=40503</id>
		<title>Einstein Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Einstein_Engines&amp;diff=40503"/>
		<updated>2026-07-08T05:35:48Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #777700 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Einstein Engines&lt;br /&gt;
|logo = EinsteinEngines2&lt;br /&gt;
|headquarters = Harmony City, [[Luna]], Sol&lt;br /&gt;
|slogan = Lead by our history, leading our future.&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[Notable_Humans#Noelle_Lopez-Zhang|Noelle Lopez-Zhang]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#777700&amp;quot;&amp;gt;Olive Green (#777700),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#637C65&amp;quot;&amp;gt;Sage Green (#637C65),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#DFE4ED&amp;quot;&amp;gt;White (#DFE4ED)&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#AB6F19&amp;quot;&amp;gt;Orange (#AB6F19)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2155&lt;br /&gt;
|founder = Zhong Hu&lt;br /&gt;
|regions =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Solarian Alliance]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[The Commonwealth of Hieroaetheria]]&lt;br /&gt;
|}}&lt;br /&gt;
Founded in Sol during the 2100s, Einstein Engines was a transstellar megacorporation that focuses on both [[Interstellar_Travel#Warp_Travel|warp travel technology]] and [[Synthetics|robotics]] - and once had a monopoly on the former. It was for a time the most powerful megacorporation, though never so high that it gained the ability to break its competitors. Upon the discovery of [[Phoron]], [[NanoTrasen]] shot past the company, and Einstein’s time as the leading corporation was seen as coming to a close. Headed by the cutthroat [[Notable_Humans#Noelle_Lopez-Zhang|Noelle Lopez-Zhang]], Einstein Engines has recently found itself growing once again, as technological innovations and the ongoing [[Phoron | phoron shortage]], combined with refusal to join the [[Stellar Corporate Conglomerate]] seeing them gain dominance within the [[Solarian Alliance]] has changed the fortunes of this company massively.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The first megacorporation, Einstein Engines’ history is closely linked to the history of the Alliance as a whole.&amp;quot;&#039;&#039; - Informational blurb from a tourist pamphlet given out during tours of Einstein’s headquarters on Luna.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Einstein Engines originated as a conglomerate of various aerospace companies, who all shared a joint research project for extrastellar travel. As the project came into fruition, many realized its results would have immense consequences for the human race. In the year 2130, a sustained, [[Interstellar_Travel | stable warp interface was formed]]. This development served to catapult the conglomerate to be a dominating economic power across Sol. Their warp technology revolutionized space travel, and led to the construction of orbital industrial stations around the equator of [[Earth]]. This boom in industrial capabilities led to [[Timeline | the great expansion of humanity across space]]. Warp-enabled probes traveled to nearby systems, finding habitable worlds scattered across space. The power of Einstein Engines continued to grow throughout the following centuries, eclipsing other interstellar corporations—however, this reign was not to last.&lt;br /&gt;
&lt;br /&gt;
In 2352, three years before Einstein would take on its most titanic project to date, [[Timeline|the Warp Gate project]], the relatively young [[NanoTrasen Corporation]] discovered [[Phoron|phoron, alongside its myriad of applications]]. This would spell the beginning of the end for Einstein Engine&#039;s dominance. Unlike all the other megacorporations that have survived to the modern day, Einstein did not work with NanoTrasen, not out of ill-will, but because they didn’t see a reason to. This would be their biggest mistake, resulting in them barely sharing the benefits of the [[Technology|technological revolution following phoron’s discovery]] alongside the [[Spurian Economy|economic growth]]. The next forty years saw [[Nanotrasen]] rapidly grow into the present-day superpower it is, and Einstein Engines fell inwards, a process that would only accelerate upon the discovery of [[Bluespace]] in the early 25th century. &lt;br /&gt;
&lt;br /&gt;
Major restructuring and changes in R&amp;amp;D were done to save the company, leading to its modern form. Einstein shifted away from merely focusing on warp drives/gates that were built using pre-phoron components, and instead produced drives of all types, from sublight to bluespace, using phoron-era components, allowing it to compete on the same technological level as the rest of the megacorporations. They never completely abandoned their pre-phoron assets, though, and continued to produce them as cheap drives and fund research relating to them. It came at a cost, and growth was slow for the better part of a century, but unlike dozens of other megacorporations they managed to retain their independence and survive until the modern day.&lt;br /&gt;
&lt;br /&gt;
Today, Einstein Engines [[Solarian Alliance|still holds a significant power base]] despite the losses in the second half of the 24th century. Continuing to serve its market, Einstein Engines produces many important spaceship components and bickers with NanoTrasen over the efficiency of their different drives. Outside of pure phoron extraction and refining, the FTL industry is the only other industry where NanoTrasen has a significant market share across the Spur, and when combined with Einstein’s “refusal” (as NanoTrasen sees it) to work with the younger corporation, it created a recipe for conflict. &lt;br /&gt;
&lt;br /&gt;
It is often remarked, incorrectly, that the two giants awkwardly co-exist in human space, more specifically in the FTL market. The reason this is incorrect is NT mines and refines the phoron the Spur relies on to maintain their current level of technology and economic productivity; Einstein Engine&#039;s primary revenue source is making FTL drives, with their modern drives requiring phoron purchased from NanoTrasen. It is important to make this distinction because without it, it can be easily believed that Einstein is equal in influence to NanoTrasen, which is how they can resist them, something that is a blatant lie. Einstein, despite having far less influence than NanoTrasen, manages to do more with it, and be the primary rival of the most powerful corporation, potentially the most powerful entity, within the modern-day Spur, and continues to do so without failing. &lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Look around you. Do you really, truly believe Bluespace engines are anything other than a passing fad?&amp;quot;&#039;&#039; - Doctor Mio Suzuki pitching the Suzuki-Zhang Hammer Drive (a drive that requires phoron to manufacture) to the Alliance’s military, early 2464.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Einstein Engines wields influence across the Spur as do all the megacorporations; however, they have a considerable concentration within the [[Solarian Alliance]], due to their lack of affiliation with the [[Stellar Corporate Conglomerate]]. Despite the grievous setbacks of the second half of the 23rd Century, Einstein managed to hold on to a significant chunk of the FTL market, generating enough revenue to allow it to survive into the modern day - and therefore reap the short-term advantages the scarcity gave the corporation. Once thought to be out of the race, the scarcity has allowed Einstein to surge back into relevance again, as combined with their penurious use of phoron in manufacturing, making their drives cheaper alternatives to NanoTrasen produced ones, Warp Travel, which NT never bothered to try and get in on, has come roaring back. Einstein still had a monopoly over that market throughout the spur, which saw them rake in an incredible amount of revenue; revenue that further allowed Einstein to expand significantly over the past five years. Now, once again, it is the FTL Giant - manufacturing a majority of the drives used for interstellar travel across the Spur.&lt;br /&gt;
&lt;br /&gt;
That said, the question now being asked is how long will Einstein benefit from the scarcity, for while the scarcity has seen significant short-term positives, they still suffer from the [[Phoron|ongoing scarcity of phoron alongside everyone else]]. While they would never parade about it publicly, Einstein executives know that they, along with everyone else, require phoron to produce contemporary goods that will be competitive in the market. Their warp drives may use &#039;&#039;less&#039;&#039; phoron in manufacturing, and none at all for fuel, but &#039;&#039;less&#039;&#039; is not &#039;&#039;none.&#039;&#039; This flies in the face of the public image Einstein presents - one of independence from Phoron - the reality is they&#039;re trapped in the same sinking boat as everyone else, they just managed to get a little further from the water pouring in for the time being; but they can&#039;t get out of this situation any more than anyone else, despite what they publicly claim.&lt;br /&gt;
&lt;br /&gt;
The corporation&#039;s stake in the FTL market is the primary revenue generator, but it is far from the only market in which they are a serious competitor. Einstein also holds considerable sway in the field of [[IPC|IPC manufacturing]]. Although its competitors would never admit it, Einstein Engines consistently produces the most advanced [[IPC|positronic brains]], with many of their models surpassing and eclipsing those of other companies. Furthermore, they remain the largest producer of positronic brains in the Spur, providing for customers in the Sol Alliance, as well as the Coalition. However, their more traditional [[Synthetics|Artifical Intelligences]] fall behind their competitors, being generally less powerful, slower, and all around slightly worse. That said, the company has also recently secured lucrative defence contracts with the Sol Alliance, now not only providing drives for the [[Solarian Armed Forces|Solarian Navy]], but shipboard AI (a contract that formerly went to [[Zavodskoi Interstellar]]) and IPCs as well, serving in both combat and non-combat roles.&lt;br /&gt;
&lt;br /&gt;
=== Internal Reputation ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;KNOW YOUR RIGHTS! As an Einstein employee you are entitled to many benefits, including company healthcare and transportation cost coverage unavailable to most other corporations!&amp;quot;&#039;&#039; - Excerpt from the Einstein Engines “Blast Off!” New Employee Orientation Handbook, 2465 edition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Despite common beliefs in the [[Republic of Biesel]], Einstein Engines is deemed as a fair employer with plenty of benefits, such as a full health plan with dental care included, as well as up to two weeks of vacation per year. Company cars are a common benefit among members above a certain rank, and a healthy fraternal work environment is promoted. Those individuals who have worked with [[Nanotrasen]] before their employment in Einstein Engines will often quote these benefits as their main reason to change companies.&lt;br /&gt;
&lt;br /&gt;
While some may say that these features are due to the progressive work laws in the [[Sol Alliance]], the standard was set by Einstein Engines shortly after their exponential growth following the discovery of the warp engine. For Einstein Engines, their employees require having their necessities covered, so they can be happier and more productive.&lt;br /&gt;
&lt;br /&gt;
In the 25th century, the megacorporation has seen some setbacks due to the new phoron travel. As a consequence, the salaries remain more or less on par with those of their competitors, despite traditionally being higher. Nevertheless, the opportunity for career growth inside the company, and multiple bonuses offered per month based on performance still make up for these losses.&lt;br /&gt;
&lt;br /&gt;
=== Positronics and Einstein Engines ===&lt;br /&gt;
Einstein Engines is one of the largest manufacturers of [[IPC | positronics]] within the Spur through their subsidiary, Terraneus Diagnostics. Terraneus is the original creator of both the positronic brain complex and shell [[IPC]] frames, and maintains a large market share of both, with a focus on high quality.&lt;br /&gt;
&lt;br /&gt;
Einstein Engines makes extensive use of synthetics within its corporate structure. However, synthetics are barred from holding leadership roles like managers in corporate facilities, or commanders aboard corporate ships. Instead, synthetics are largely seen as tools to be used by organic employees. This attitude stems from Einstein Engines&#039; heavy involvement with the Sol Alliance, as their view on synthetics is identical to that of the Alliance’s government. The company makes use of their own high end shell frames and cheaper, more available baseline frames primarily, though others are occasionally bought from other megacorporations.&lt;br /&gt;
&lt;br /&gt;
Synthetics owned by Einstein Engines are regularly worked to the limit within their assigned position, and are expected to greatly outperform organic employees due to their cost, with punishments such as memory wipes, retooling, or scrapping are always on the table. That being said, Einstein Engines pursues a “quality over quantity” philosophy with their IPCs, only using harsher methods such as memory wipes for repeat offenders. The company views the experience an older IPC might gain as having a value of its own.&lt;br /&gt;
&lt;br /&gt;
Freedom is only offered to synthetics in areas that require it to be an option, such as [[Biesel]] or [[Konyang]]. Otherwise, they will be offered no legal chance at achieving it by the company, and scrapping is often used to retire synthetics rather than selling them. Special treatment is given to the IPC’s close partners and employees, who are often approached with an offer for their purchase first. Attempts of synthetics to escape to freedom are not unheard of within the corporation, and those caught are immediately scrapped as punishment.&lt;br /&gt;
&lt;br /&gt;
It is expected for Shells owned by Einstein Engines to use simple one or two syllable first names such as “Joe” or “Robert”, while other frames used by the company use the name format “EES-(Name/Designation)”, where “EES” stands for Einstein Engines Synthetic.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; [[Notable_Humans#Noelle_Lopez-Zhang|Noelle Lopez-Zhang]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A genius researcher and cutthroat businesswoman, Dr. Lopez-Zhang is respected throughout Einstein Engines as the woman that saved the oldest megacorporation in the Orion Spur from utter destruction by radically restructuring the company in the mid-2400s. Under Lopez-Zhang’s steady leadership, Einstein has set about recovering much of its market share. Presently, the company stands able to challenge NanoTrasen in several engineering fields, and has become a major threat to Hephaestus Industries. Dr. Lopez-Zhang and Titanius Aeson are known to have an infamously sour relationship.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Einstein Engines, Einstein Incorporated, Einstein Corporate Conglomerate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Lead by our history, leading our future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Harmony City, Luna, Sol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; [[Languages|Tradeband]], [[Languages|Tau Ceti Basic]], [[Languages|Sol Common]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Color Scheme:&#039;&#039;&#039; Olive green, orange, teal and cyan with golden trim&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:NoelleLopezZhang.png|thumb|Noelle Lopez-Zhang, Einstein Engine&#039;s CEO.]]&lt;br /&gt;
Einstein Engines is run by the Board of Directors, led by Chairman and Chief Executive Officer Noelle Lopez-Zhang. The Board of Directors oversees the general function of the entire corporation, with each director given additional regional boards to manage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Engineering Officer:&#039;&#039;&#039; Alejandra Dubois-Perez, 47, Human&lt;br /&gt;
&lt;br /&gt;
Alejandra Dubois-Perez began her career in the Taipei Engineering Industrial as a mere ship engineer. Thanks to her dedication to the corporate cause, she quickly climbed the ranks of Einstein Engines to become the Chief Engineer Officer. In the chaos of the [[Solarian History | Solarian collapse]], she saw nothing but an opportunity to make a profit. She was the main proponent of siding with the Solarian Alliance and the Nralakk Federation. For her, the uncertainty of the galaxy&#039;s future is fertile ground for business.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Mio Suzuki, 38, Human&lt;br /&gt;
&lt;br /&gt;
Hailing from a wealthy Earthen family, Doctor Mio Suzuki is one of the minds supposedly behind the creation of Suzuki-Zhang Hammer Drive. She wholeheartedly believes that [[Interstellar Travel | bluespace drives]] are nothing but a fad that will soon pass; for her, warp engines have always been the future of mankind. While Doctor Suzuki might be considered a bright scientist and manager, the dispute between [[NanoTrasen]] and Einstein Engines suggests that she is more than willing to take advantage of corporate espionage.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Ming Cote-Wu, 42, Human&lt;br /&gt;
&lt;br /&gt;
Ming Cote-Wu was once an unremarkable regional manager for [[NanoTrasen]] with no prospects of promotion on sight. His life changed when he accepted an offer to spy for Einstein Engines. Taking advantage of his position, Ming created a large web of informants who worked to supply NanoTrasen&#039;s enemy with valuable information. He finally defected after Einstein Engines acquired Phoenixport. In recognition of his talents, he was put in charge of Einstein Engines&#039; corporate espionage office, the Information Department.&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harmony City, [[Luna]], [[Sol]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Einstein Engine’s headquarters have been comfortably sitting in Harmony City for decades, heading the Lunarian branch of operations from where the company’s Sol-wide operations and assets are administered. Regarded as the primary seat of power for Einstein, a large office complex towering over the neighbouring area is the home for droves of clerical and administrative personnel, executives, service IPCs, and high ranking corporate figures. Well adjusted to the higher class lifestyle the city has to offer, the brass of Einstein Engines very much prefer it to any other outpost or branch, while reassignment to Luna is viewed as an indirect promotion or reward only fit for few, usually top scientists and other valuable employees. As such, a Lunarian background or accent is a mark of high status within the corporation. Facilities on Luna are designed to mostly accommodate research and administration, the various underground laboratories acting as the main node for corporate research, compiling results and approving designs from every other research centre. The branch is also devoid of any significant industrial capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kal&#039;lo Special Economic Zone, [[Qerrbalak]], Nralakk:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After winning the contract for the Qerrbalak Special Economic Zone, Einstein Engines was quick to establish its regional headquarters in the capital of Kal’lo. The building itself was designed in a collaborative effort by Einstein and Federation architects, with its exterior designed in the typical Federation fashion, while the interior takes heavy inspiration from Einstein&#039;s headquarters in Sol. All of Einstein Engines&#039; operations within the [[Nralakk Federation]] are headed in this office, which is kept secure by a combined force of [[Federation Crime and Resistance|Federation enforcers]] and Einstein&#039;s own security team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hong Kong, [[Earth]], [[Sol]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth branch of the company is situated firmly in Hong Kong, China. Considered by many as a subdivision of the Luna branch, Hong Kong serves as the number two and historical seat of Einstein Engines, now utilised as the industrial powerhouse in the Sol system. Its vast industrial complexes are the corporation’s backbone, creating and maintaining enormous ship engines, drives, parts and all sorts of machinery for the Alliance’s military and commercial shipping, the offices also manage the manufacturing operations of Taipei Engineering Industrial, one of its two major subsidiaries in nearby Taiwan. Government and military liaisons are commonly found in the construction yards while [[Solarian Armed Forces|Alliance Navy personnel]] provide guard duty in tandem with local corporate security. The branch also commits some industrial capacity to the manufacture of [[IPC]] parts and positronic brains, becoming the main distribution centre for Terraneus Diagnostics on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoenixport, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having moved from [[Biesel|Mendell]] to the recently acquired installations on Phoenixport, the branch serves as its link to the Coalition, acting as a central point from where all of the megacorporation’s minor branches in Conglomerate space can be managed. With a near-total focus on administration, the majority of its local activities consist of investing in, sponsoring, and in some cases, absorbing local businesses to strengthen its influence on the city. Although many speculate that this is the first step in Einstein’s attempt to create their own Mendell City, just as many welcome their presence, with the branch touting their efforts as creating a “free haven” for businesses outside of NanoTrasen’s yoke. This mixture of investment, coupled with the hopeful rhetoric of the branch’s PR department have promised a second resurgence for Phoenixport, with the goal of making it a household name across the Spur. This is reflected in the branch’s architecture itself. Following Phoenixport’s tradition of replicating old Earth structures, its branch office reaches above the clouds, harkening back to the skyscrapers of the Arabian Peninsula. Still, as the SCC tightens its monopoly in the Republic, the future of this branch remains uncertain as its usefulness to the megacorporation dwindles. Within Einstein, non-Bieselites being assigned to the city comes with the perception of being a troublemaker, fit only to quarrel and bluster with the SCC’s own middle management.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Point Verdant, [[Konyang]], [[Coalition of Colonies]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The home of the positronic brain, the Point Verdant Terraneus Institute of AI Research is the farthest and among the most prestigious of branches within the megacorporation and its subsidiaries. Operated by Terraneus Diagnostics, Point Verdant is home to one of the largest corporate complexes dedicated to synthetics, managing the research, development, and manufacture of positronic brains and IPC chassis while safeguarding the company’s secure grip on the vaults. As such, it also serves as the largest producer of IPC chassis in the Coalition, as well as the largest supplier of shell chassis in general through the multiple factories, jointly owned with the government. Being practically the sole megacorporation on Konyang, the Einstein complex, as old as the planet’s settlement, forms the core around which the city of Point Verdant expands. Terraneus and Einstein employees dominate the central districts, many having created permanent households and families, becoming naturalised and intermingling with the local population. Despite its importance, its architecture is relatively old fashioned and austere, reflecting its origins as a colonial outpost. Any notion of opulence or corporate clout gives way to brutal efficiency, with prefabricated structures and dirty smokestacks from the assembly lines being the norm. While renovation efforts are still being made, they are hampered mainly by the lack of local steel. In keeping with Konyanger regulations, government inspections are a regular occurrence within this branch, supplying the annual quota for positronic brains and IPC parts for the planet’s citizens.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
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&lt;br /&gt;
===Terraneus Diagnostics===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;quot;Delivering the right product to the right customer.&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terraneus Diagnostics (TD) is a subsidiary of Einstein Engines, founded in Bremen, Germany, Earth, in September 2399. They specialize in large problem-solving AIs as well as development of new types of synthetic combat chassis and programming.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sol]]: The central manifold is in orbit of [[Sol#Jupiter_.28Sol_V.29|Jupiter]].&lt;br /&gt;
&lt;br /&gt;
Xanu: The second manifold is in orbit of Adezu.&lt;br /&gt;
&lt;br /&gt;
[[Tau_Ceti|Tau Ceti]]: The third manifold is in orbit of [[Biesel]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Noemi Neumark-Jiang, 62, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Johann Schulte, 36, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Eiji Takara-Murano, 54, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Sven Fleiss, 57, Human&lt;br /&gt;
&lt;br /&gt;
Chief Security Officer: Seung-Min Chu, 41, Human&lt;br /&gt;
&lt;br /&gt;
Chief Foreign Relations Officer: Erwin Knopf, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Terraneus Diagnostics started as a small development program with the advent of [[Synthetics|Artificial Intelligences]], and with the invention of a specialized intelligence that could rapidly solve large computational problems, the company was soon founded. Their rapid growth is thanks to their continuous innovation in this area, culminating within a decade with the construction of [[Notable_Synthetics#SUNSHINE|SUNSHINE]], possibly the single largest and most complex intelligence in Alliance space. With the construction of its three Manifold facilities, they have spread their influence and contract-taking across [[Sol_Alliance|the Sol Alliance]], [[Coalition_of_Colonies|the Coalition of Colonies]], and [[Republic_of_Biesel|the Republic of Biesel]]. Though explicitly stated to not be for combat purposes, many of their computing intelligences can be found on large Sol Navy vessels.&lt;br /&gt;
&lt;br /&gt;
Though previously well known for their pioneering efforts in the design and programming of combat chassis and synthetics, they have recently become less willing to publicly associate with this area of development, especially after the invasion of Tau Ceti. Many rumors run abound as to who the various bidders for a recently offered secret contract are, ranging from the Republic of Biesel to private military companies, though Terraneus Diagnostics has denied that the contract was for combat-related development and production.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Taipei Engineering Industrial===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Innovating today for a cooler tomorrow.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taipei Engineering Industrial (TEI) is a small subsidiary of Einstein Engines, founded in Taipei, Earth in April of 2418. Today, TEI focuses on cryogenic solutions to replacing phoron-based superconduction to limited success, with their expertise limited to internal contracts with [[Einstein Engines]] or in advanced [[Solarian Alliance]] state facilities.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
[[File:TEI.png|right|thumb|512px|The primary logo of Taipei Engineering Industrial.]]&lt;br /&gt;
[[Sol]]: Headquarters in Taipei, China, [[Earth]]; two major equipment manufacturing facilities and four research and development facilities on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Siying Chen, 42, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Adriana Panganiban, 44, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Tingting Huang, 39, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Hyosuke Yamanaka-Chen, 57, Human&lt;br /&gt;
&lt;br /&gt;
Chief Data Officer: Yuxuan Tsai-Yang, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their early days, Taipei Engineering Industrial was Einstein Engines&#039; subsidiary responsible for research into [[Interstellar Travel|bluespace drives]], aiming to one-up NanoTrasen Corporation&#039;s designs. At first, the goal was simply speed; however, heeding warnings on overusing phoron, phoron efficiency was included as one of their key product goals. With little investment, innovations were few and far between, though the company had some success in designing more phoron-efficient bluespace drives, though at a significant reduction in speed. These drives weren&#039;t a great hit at the time, and with the phoron scarcity, NanoTrasen Corporation&#039;s research into phoron efficient bluespace drives would trump TEI&#039;s designs.&lt;br /&gt;
&lt;br /&gt;
Taipei Engineering Industrial would falter at the beginning of the scarcity, having had their niche in the market seized by NanoTrasen Corporation, requiring Einstein Engines to step in to handle TEI&#039;s debt restructuring to avoid insolvency towards the end of 2462. The company survived despite significant downsizing with two manufacturing facilities and one R&amp;amp;D facility being shut down for sale. The company would have to change course.&lt;br /&gt;
&lt;br /&gt;
Today, Taipei Engineering Industrial has leant into cryogenic solutions for superconductivity, where certain metal composites are cooled to temperatures below 100 Kelvin, aiming to reduce dependence on phoron-based room-temperature superconductivity in fields such as &#039;&#039;energy transmission and storage&#039;&#039;, &#039;&#039;superconductive magnets&#039;&#039;, &#039;&#039;particle acceleration&#039;&#039;, and &#039;&#039;hover technology&#039;&#039;. Such solutions are often difficult to include consumer products or on a large-scale, and are stigmatised for being a downgrade to pre-Phoron Discovery technology. Since entertaining the idea of the large-scale refitting of the Spur&#039;s current phoron-based infrastructure in favour of cryogenic-based infrastructure, TEI has received criticism for their vision of the future being both prohibitively expensive and, realistically, only achievable in the [[The_Orion_Spur#Jewel_Worlds|Jewel Worlds]] and similarly developed planets, leaving the rest of the Spur behind. &lt;br /&gt;
&lt;br /&gt;
Despite having grand aims, Taipei Engineering Industrial remains a small subsidiary hot off near-insolvency, and so their scope is currently very limited. So far, only Einstein Engines’ more advanced products, including the Suzuki-Zhang Hammer Drive, and more advanced [[Solarian Alliance]] state or military facilities have been refitted to be phoron-free, relying on cryogenics instead. With these small successes, investors have begun to pile in, and Taipei Engineering Industrial is expected to be the go-to company for cryogenic engineering projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Products&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taipei CryoCool Energy Storage:&#039;&#039;&#039; An expensive, phoron-free solution to Superconducting Magnetic Energy Storage (SMES). CryoCool SMES units do not rely on phoron for superconductivity and instead rely on older, metal composite superconductors which require cryogenic temperatures to achieve superconductivity. Both the manufacturing, installation, and continued cryogenic cooling of CryoCool SMES units make this option significantly more expensive than today&#039;s phoron-inclusive SMES units. They are an occasional sight in advanced [[Solarian Alliance]] and [[Einstein Engines]] facilities, especially science or medical facilities that already come prepared for maintaining cryogenics equipment.&lt;br /&gt;
* &#039;&#039;&#039;Taipei Helium-cooled Power Transmission:&#039;&#039;&#039; Teased in research journals in 2465, TEI&#039;s underground power infrastructure aims to create a phoron-free alternative to transmitting power around the Spur&#039;s larger cities, stations and ships, using cryogenically cooled helium to cool a non-phoron metal to superconductivity. The product remains in-development.&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;&amp;gt;&lt;br /&gt;
===Neutron Synergistics===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;quot;From across the Spur, Ingredients to create perfection&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Neutron Synergistics, named after the Hieroaetheria’s neutron star, is an ore extraction and refinement company situated primarily within the Commonwealth of Hieroatheria. As a subsidiary of Einstein Engines, Neutron Synergistics is primarily responsible for supplying Einstein production facilities with various ores and materials. The company’s employees primarily remain split between native Hieroatherian Dionae and Solarian Humans. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The company was initially created as a branch of Einstein Engines’s operations in Hieroatheria through a contract with the Commonwealth to ensure Einstein Engines had a steady supply of self-supplied materials independent of the SCC’s influence, while also still providing the Commonwealth some oversight in how its resources are exploited by the megacorporation. Met with some initial growing pains, Neutron Synergistics managed to bolster its workforce by employing the myriad of Solarian refugees fleeing from Sol during its collapse, primarily from Hieroaetheria and the Coalition of Colonies. The branch would eventually split from its parent company to form its own subsidiary, giving it much more freedom in how its operations are run. Following the Alliance’s reunification, the company has been permitted to expand within Solarian space, as well as expanded operations within the Coalition of Colonies, primarily near systems heavily influenced by Einstein Engines such as Konyang.&lt;br /&gt;
&lt;br /&gt;
Most of Neutron’s mining is done across various asteroid fields situated within the Commonwealth’s intergalactic borders. The company notably utilizes modified [[Dionae Space Capabilities#Bulker|Bulker]]-class freighter ships, dubbed ‘Minecarts’, which are outfitted with mining bays, as well as with the capability of smelting any ore mined. Minecarts are designed to be self-sustaining, requiring minimal outside aid to complete their quotas before returning to port, with most vessels being outfitted with internal hydroponics bays to provide an indefinite source of food for their crew. Notably, most ships operated by Neutron utilize Dionae crewmembers in specialist roles requiring their unique abilities, such as hull repair through the use of biomatter to keep the ships operating for much longer than is typically expected for mining vessels. Minecart vessels will rarely utilize any form of engine outside of emergencies, instead relying on Hieroatherian -designed Solar Sails that makes them much cheaper but slower to change velocity or manoeuvre. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CEO: He Zhiwang, Human&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Biligiin Semsochi, Human&lt;br /&gt;
&lt;br /&gt;
Chief of Hieroatherian Mining Operations: Endless March Of Hammer and Steel, Dionae&lt;br /&gt;
&lt;br /&gt;
Chief of Solarian Mining Operations: Huang Fangrun, Human&lt;br /&gt;
&lt;br /&gt;
Chief of Production: Adelard Brisbois&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Brands&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Durula Plasteel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most common Neutron Synergistics utilized and sold outside of the Commonwealth, Durula Plasteel is a cheaply produced but still reliable form of plasteel, utilized for its strength and durability in complex machines and ships, primarily in Einstein ships and Synthetics. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yeras-brand Circuits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite specializing in producing the materials required for more complex products rather than the products themselves, Neutron Synergistics has begun utilizing several facilities in Hieroatheria’s orbit to manufacture circuits. Created under the Yeras brand, these circuits are created by order rather than en masse, considered reliable and durable, set to last for well over a decade thanks to their unique production process, making use of specialist Dionae who will spend hours upon hours methodically etching the circuits to near-perfection. The common purpose of these circuits is for use in higher-end IPC chassis that require the increased efficiency the circuits provide. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew’s Cuisine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to how long mining operations can take, Neutron Crews have been known for seeking out carp to use in cuisine to supplement their rations and hydroponics-grown produce. Various dishes have been thought up and shared by mining crews, such as Carp Carpaccio, raw carp meat treated to remove toxins and dipped in chilli oil. Space Carp-based fish cakes, while much harder to acquire, are often used as a means to celebrate once the crew fulfills their quota and begins to return to port. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
The relationship between Einstein Engines and Hephaestus Industries is complex and at times, contradictory. The two have a very long-lasting, close working relationship in certain industries, such as shipbuilding, that continues even in the contemporary Spur. Many Hephaestus-manufactured civilian and military vessels in Sol (the system) are equipped with Einstein-made warp drives, especially after the refitting of the [[Solarian Armed Forces|Solarian Navy]] to the Suzuki-Zhang Hammer Drive. At the same time, they are fierce competitors against one another in the field of [[IPC]] manufacturing, and have been competitors [[Timeline|since the very beginning of trans-stellar corporations.]] It is unsurprising, then, that this complex and contradictory relationship has changed little as a result of the [[Stellar Corporate Conglomerate|recent developments within the spur.]] The industrial giant continues to work with Einstein on many of its [[Sol Alliance|Solarian]] assets, while at the same time, there are constant rumors of Einstein providing ships and weaponry to groups such as the [[The Trinary Perfection|Exclusionists]] in the region around [[Burzsia]], or of Hephaestus-backed [[Human Piracy|privateers]] targeting Einstein vessels in the former [[Human Wildlands]]. It is a common portrayal in satire that Aeson simply flips a coin and decides whether to be a friend or an enemy of Einstein Engines on any given day.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
Idris and Einstein have a generally positive relationship, with little need for competition. The vast majority of Idris-owned Shell IPCs are manufactured by Einstein, and their robotics division has allegedly developed several enhanced combat modifications for higher-end Idris Reclamation Units. Idris vessels tend to favor Einstein-produced warp drives over NanoTrasen-produced bluespace drives, with the exception of some of their higher-end security vessels and luxury yachts which advertise speed of travel as a major bonus. Following Solarian nationalization efforts, Idris and Einstein are the two most influential corporations in the Alliance, with Idris having paid high fees to avoid nationalization of its assets. This has given the two corporations a mutual goal -  maintaining their own prominence in Solarian affairs, and ensuring that future anti-corporate legislation remains directed at their rivals. Einstein and Idris have both heavily invested in their own PR within the Alliance, remaining invested in Sol&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
===[[NanoTrasen]]===&lt;br /&gt;
NanoTrasen and Einstein have been rivals for decades since the discovery of bluespace in the 2400s, and the subsequent invention of the bluespace drive, NanoTrasen’s first foray since the discovery of phoron into a market that was not phoron extraction and refining. As bluespace largely superseded warp as a means of faster-than-light travel, NanoTrasen quickly took a large share of the market from Einstein, along with their own internal supply of phoron allowing them to be far more energy efficient. Since then, the two companies have been fierce competitors, contending in court constantly over various trademarks, patents, and other legal issues. The phoron scarcity beginning in 2462 has led to a short term reversal of fortunes, with Einstein rising in prominence as NanoTrasen&#039;s power fades. The two corporations continue to clash to this day, with Einstein having found a foothold in the city of Phoenixport, Biesel - setting up shop in the heart of NanoTrasen&#039;s power. Though, for all that, NanoTrasen still holds the clear advantage, being the primary source of phoron for the entire Spur. Whether Einstein likes it or not, FTL drives aren’t the main moneymaker for NanoTrasen, and any FTL drive of contemporary technological level needs phoron to function. Despite all the research they’ve put in over the last century, Einstein has only managed to decrease the amount of phoron required for an effective drive to be built- though it must be said not needing fluidic phoron as fuel is very useful - not remove it entirely.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
Einstein Engines and Orion have had little in the way of a working relationship, with the shipping corporation being formed largely from assets of their rivals at NanoTrasen. Einstein has reportedly advocated extensively for subjecting Orion to the same nationalization as faced by the other SCC corporations in the Sol Alliance - though so far to little effect, as Orion continues to operate freely within Solarian space. Outside of Sol, however, Einstein makes frequent use of Orion&#039;s shipping services, particularly within the Republic of Biesel and the Nralakk Federation - two nations where Orion is able to transport goods far more freely than Einstein.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Einstein Engines and Zavodskoi have a fairly neutral relationship - though the two do compete in the robotics sector, Zavodskoi has purchased many Einstein-made warp drives for its vessels over the years, and the two have both had generous supply contracts with the Solarian military in the past. In the modern day, Zavodskoi has lost a great deal of these contracts, while Einstein continues to hold many highly valuable government and military contracts - a factor which contributed to Zavodskoi&#039;s withdrawal of much of its Solarian business. In spite of this, it continues to purchase warp drives from Einstein frequently, due to the rising cost of phoron fuel and the easy availability of helium-3 from Zavodskoi&#039;s new home in the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
The relationship between Zeng-Hu and Einstein is a generally positive one, with the two corporations cooperating extensively in several areas of mutual interest - their operations on the planet Konyang and mutual desire for expansion within the Nralakk Federation being the most noteworthy among these. Though Zeng-Hu&#039;s membership in the Stellar Corporate Conglomerate and Einstein&#039;s growing power within the Sol Alliance has led to a level of distrust between the two, their relationship has remained largely solid since the beginning of the phoron shortage. In 2466, Einstein and Zeng-Hu were both called upon by the government of Konyang to deal with the rampancy crisis, with Zeng-Hu&#039;s involvement leading to the wider Conglomerate working to address the problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
These are important relationships with other trans-stellar entities within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== [[Nralakk Federation]] ===&lt;br /&gt;
&lt;br /&gt;
Einstein Engines has enjoyed a reputable stance with the Nralakk Federation due to their common ally: the Solarian Alliance. The recent entry of megacorporations into the Federation’s sphere of influence has led to the competition of cheaper alternatives to the state-mandated industries of space travel becoming available. The proliferation of Einstein&#039;s trademark technology was slow and dispersed at a steady pace across space, but is becoming a more popular option in lieu of the Bluespace technology capitalizing on phoron. Due to the Phoron Scarcity, the Federation has instead aligned with Einstein Engines in an attempt to further their own technological superiority, sharing research to eventually reap the benefits as discoveries relating to the betterment of warp drive technology are uncovered. Due to this, their regional headquarters can be located within the Kal&#039;lo Special Economic Zone, not too far from the capital of the most advanced civilization in the Orion Spur. Similarly to Zeng-Hu Pharmaceuticals, skrell have instead found themselves able to easily secure an apprenticeship with Einstein Engines, much to the dismay of the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
=== [[Solarian Alliance]] ===&lt;br /&gt;
&lt;br /&gt;
The Solarian Alliance, in its bid to stand up to NanoTrasen, sided with the ever-growing Einstein Engines. After the events of the Clandestine explosion and Violet Dawn, the Solarian Alliance was more than ready to cut off economic ties with the budding thorn in its side. While most of their tech is reliant on Phoron-based technology, their entanglement with the megacorporation dedicated to warpdrive vessels has allowed for a faster conversion process that will leave them more independent of NanoTrasen in the future. Any megacorporation has enough influence and mettle to stand on its own legs, so a close-knit alliance with one of the most influential human nations is a powerhouse marriage that won’t soon be forgotten.&lt;br /&gt;
&lt;br /&gt;
=== [[Republic of Biesel]] ===&lt;br /&gt;
&lt;br /&gt;
The relationship between Einstein Engines and the Republic of Biesel is a rocky one. Despite the judicial court ruling in the megacorporation’s favour when it came to proprietorship of the Suzuki-Zhang drive, and Einstein’s takeover of Phoenixport through deception and one of its subsidiaries, Biesel cumulatively has a negative view on the spacefaring business due to its roots and home turf for its largest rival in business: NanoTrasen. Tensions flare between these titans of industry as they seek to outdo, bid, and create the other in an eternal struggle for power no one entity should fully control.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca_Hives#C&#039;thur|C’thur Hive]] ===&lt;br /&gt;
&lt;br /&gt;
The C’thur hive, a vaurca political entity based in the Nralakk Federation, has considerable involvement in Einstein Engines as shareholders and collaborators, much to the chagrin of the SCC, who they are also known for working with. This double-sided “allegiance” has caused a degree of strife in both sides of the relationship, but ultimately has not caused any major altercations due to the usefulness of the hive’s scientists and engineers. While the C’thur have considerable sway within the megacorporation, Einstein Engines is still largely a human-dominated entity, and most of the C’thur’s contributions revolve around research and engineering techniques worked on within Nralakk Federation borders, or other areas outside of Solarian space.&lt;br /&gt;
&lt;br /&gt;
=== [[The Commonwealth of Hieroaetheria]] ===&lt;br /&gt;
&lt;br /&gt;
Relations between Einstein and the Commonwealth remain cordial, with Einstein Operations typically being beneficial for both, if closely monitored and regulated to limit the number of resources being shipped outside the Commonwealth’s borders. While still holding a pervasive influence in its borders, Einstein Engines has also taken the chance to invest in several smaller Hieroaetherian-bound corporations, as well as creating its own subsidiary operating in the region, Neutron Synergistics.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
&lt;br /&gt;
=== Suzuki-Zhang Hammer Drive ===&lt;br /&gt;
&lt;br /&gt;
The Suzuki-Zhang Hammer Drive was designed in October 2462 by a team orchestrated by [[Einstein Engines]]&#039;s Chief Research Officer, Dr. Mio Suzuki. At first only fitted into vessels of the Solarian Alliance, a commercial variant of the Suzuki-Zhang Hammer Drive would be placed on the open market in July 2464. Not quite the ultimate bluespace drive contender it was marketed to be, the Hammer Drive remains a &#039;&#039;feat&#039;&#039; of human engineering and is still markedly better than all other warp drives on the market. &lt;br /&gt;
&lt;br /&gt;
Whereas other warp drives are &#039;&#039;negative warp drives&#039;&#039;, which generate negative mass particles to distort space-time to create the warp field, the Hammer Drive was the first &#039;&#039;positive warp drive&#039;&#039; to be designed. This is an unimportant distinction for most but, crucially, it forgoes the requirement for warp drives to come with built-in negative mass particle generators, massively reducing their size and power demand - two of the larger downsides for consumers. &#039;&#039;&#039;It does however, still require phoron to manufacture.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only available on the open market in 2464, Hammer Drives remain expensive, though not prohibitively so: &#039;&#039;&#039;A Hammer Drive&#039;s cost and speed is comparable to an expensive, mid-range bluespace drive – costing as much as a mansion and reducing the average journey to a few weeks)– with none of the phoron cost of a bluespace drive, less power demand than other high-end warp drives, and can fit in ships other high-end warp drives could not.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dionae within Einstein Engines ==&lt;br /&gt;
&lt;br /&gt;
Dionae hold a relatively distinct position with the Einstein Engines workforce, if still as a minor percentage. Following the [[Rueltab]] incident in which a large number of Dionae were indebted by the Solarian Alliance, many Dionae were granted employment by Einstein Engines. Typically, Dionae work in research or engineering positions in the company, with work that requires a great deal of precision or time to complete. &lt;br /&gt;
&lt;br /&gt;
Dionae remain generally discriminated against, only allowed in low-level positions with low-level pay and long hours compared to their human counterparts. This position would slowly shift over the following decades, with Einstein Engines recognizing the potential a Dionae workforce could hold. Over time veteran Dionae employees would be granted additional benefits and a slow but steady allowance of higher level positions within the company, being capped at low-level command positions, if still rare for dionae to reach that high, or those working within Solarian territory. &lt;br /&gt;
&lt;br /&gt;
Einstein Engines have also recognised how best to utilise the blood-based learning of Dionae to quickly grant them the specialist skills. This process can take quite an ordeal of blood to achieve, potentially causing issues with various memories across several different people they received the blood from, but, also with the benefit of instilling a high degree of loyalty as the blood is only sampled from company employees already considered to be loyal to the company. &lt;br /&gt;
&lt;br /&gt;
Dionae employees in the present year can generally be expected to be treated nearly on par with others at the company, with variable treatment within the Solarian Alliance, expected to work longer but receive about the same per hour as others. While requiring decades of prior employment, Dionae have been allowed into low-level command positions, although typically only those who have been deemed loyal after plenty of exposure to the blood of other loyal employees.&lt;br /&gt;
&lt;br /&gt;
=== Dionae Exoskeleton Chassis ===&lt;br /&gt;
&lt;br /&gt;
Integrating Dionae within various forms of technology and machinery has been attempted for some time within Einstein Engines with some success, namely through integrating an IPC or exosuit frame to serve as a exoskeleton for a Dionae gestalt, increasing their strength and mobility, but usually coming with the cost of some precision and a need to keep the machinery charged and maintained. Dubbed as a Dionae Exoskeleton Chassis, or DEC, this technology is still in its relative infancy, being constantly experimented with to find better ways to integrate the exoskeleton to increase its utility. As it stands, DECs are an incredibly rare sight outside of the Einstein Engines workforce, with any choosing to leave the company having to have it removed from their persons, which can become dangerous if done incorrectly, needing time to recover and reform their biomass to make up for the now-missing structure.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40470</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40470"/>
		<updated>2026-07-07T07:10:29Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Firearm Handling Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
Manage Your Movement!: You should almost never be on help intent once fighting occurs, getting into a shuffling dance with someone trying to retreat is a fantastic way for you both to receive bodily harm. Every intent but help will have you being bumped out of the way instead. Be mindful of where you&#039;re standing too, always try and have a clear path into and out of a fight.&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===10mm Caliber and Its Weapons===&lt;br /&gt;
10mm Auto is a powerful caliber designed for usage in semi-automatic pistols. 10mm experienced a surge in popularity as armor became more and more ubiquitous in civilian markets.&lt;br /&gt;
Not many militaries have adopted its usage, but many mercenary groups swear by it in submachine gun platforms, while ironically heavily armored mercenaries featured prominently in the marketing for the Mk1 Everyman pistol. We don’t recommend facing down anyone with only five shots of any caliber.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, 10mm is a bit lackluster on the server statswise, just being a 9mm&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====10mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 10mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 10mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1 Everyman pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
NanoTrasen&#039;s first marketed firearm design, the Mk1, better known as the Everyman, was an instant hit - though it is a crude, stripper clip-fed design with a very small capacity, the Everyman is absurdly inexpensive and famously reliable, and is now one of the most common weapons found in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Single Load, Speed-Loader Load&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal 10mm magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1-A Tanto machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An automatic variant of the NanoTrasen Mk1 Everyman handgun that has been built to accept detachable magazines, negating one of the original weapon&#039;s biggest shortcomings. It is marketed towards lower-echelon security companies as a machine pistol named the Tanto, and features a burst-fire selector and sturdier barrel with heatshield to better take advantage of the higher capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol(Unwielded), SMG(Wielded)&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====CA-25E submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Colettish Armaments Model 25 SMG is a typical product of the San Colette Interstellar Armaments Company (CAISC). Rejected by the Solarian military due to competition with the Zavodskoi M470-L, the CA-M25 was repurposed into the Colettish Armaments Model 25 Export (CA-25E) and has found reasonable success in mercenary groups across the Orion Spur. Recently many have found their ways into the hands of violent non-state actors in the Corporate Reconstruction Zone, where they contribute to the further destabilization of the region. Curiously, these models typically have a filed-off serial number or no serial number at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-L submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Designed by Zavodskoi as a scaled-down version of their M469, the M470-L is a personal defense weapon intended for use by second-line personnel from all branches of the Solarian military, such as support troops and Navy crewmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-SIIB submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Based off the standard solarian M470-L, this SMG is used by SIIB Operatives during raids and specialist operations. Officially, this variant of the SMG does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====pirate smg====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Konyang&#039;s pirates have to go by somehow. They usually salvage and collect old metal and weapon&#039;s parts, pile them up in their hideout and get really creative. It&#039;s not advisable to use one, except you&#039;re desperate. Or a pirate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi(ROF-Rifle), 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets while leaving little evidence due to it being caseless.&lt;br /&gt;
&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6.5mm Caliber and Its Weapons===&lt;br /&gt;
Designed by de Namur not long after the interstellar war, the 6.5mmx40mm cartridge, designed to fit the needs of Xanu&#039;s military while going away from the legacy rounds used by the Sol Alliance. This cartridge has been wildly successful, and has been adopted by the majority of the Coalition of Colonies and beyond.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6.5mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6.5mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6.5mm || 30 || 30 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-6.5 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A durable, sleek-looking bullpup rifle manufactured by d.N.A Defense &amp;amp; Aerospace for the All-Xanu Armed Forces. This model has been adopted by a majority of the Coalition&#039;s military forces as well due to its simplicity and reliability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6.5mm&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemode - semi, 3rnd, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.5mm magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40469</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40469"/>
		<updated>2026-07-07T05:54:45Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Added 6.5mm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===10mm Caliber and Its Weapons===&lt;br /&gt;
10mm Auto is a powerful caliber designed for usage in semi-automatic pistols. 10mm experienced a surge in popularity as armor became more and more ubiquitous in civilian markets.&lt;br /&gt;
Not many militaries have adopted its usage, but many mercenary groups swear by it in submachine gun platforms, while ironically heavily armored mercenaries featured prominently in the marketing for the Mk1 Everyman pistol. We don’t recommend facing down anyone with only five shots of any caliber.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, 10mm is a bit lackluster on the server statswise, just being a 9mm&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====10mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 10mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 10mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1 Everyman pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
NanoTrasen&#039;s first marketed firearm design, the Mk1, better known as the Everyman, was an instant hit - though it is a crude, stripper clip-fed design with a very small capacity, the Everyman is absurdly inexpensive and famously reliable, and is now one of the most common weapons found in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Single Load, Speed-Loader Load&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal 10mm magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1-A Tanto machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An automatic variant of the NanoTrasen Mk1 Everyman handgun that has been built to accept detachable magazines, negating one of the original weapon&#039;s biggest shortcomings. It is marketed towards lower-echelon security companies as a machine pistol named the Tanto, and features a burst-fire selector and sturdier barrel with heatshield to better take advantage of the higher capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol(Unwielded), SMG(Wielded)&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====CA-25E submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Colettish Armaments Model 25 SMG is a typical product of the San Colette Interstellar Armaments Company (CAISC). Rejected by the Solarian military due to competition with the Zavodskoi M470-L, the CA-M25 was repurposed into the Colettish Armaments Model 25 Export (CA-25E) and has found reasonable success in mercenary groups across the Orion Spur. Recently many have found their ways into the hands of violent non-state actors in the Corporate Reconstruction Zone, where they contribute to the further destabilization of the region. Curiously, these models typically have a filed-off serial number or no serial number at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-L submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Designed by Zavodskoi as a scaled-down version of their M469, the M470-L is a personal defense weapon intended for use by second-line personnel from all branches of the Solarian military, such as support troops and Navy crewmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-SIIB submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Based off the standard solarian M470-L, this SMG is used by SIIB Operatives during raids and specialist operations. Officially, this variant of the SMG does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====pirate smg====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Konyang&#039;s pirates have to go by somehow. They usually salvage and collect old metal and weapon&#039;s parts, pile them up in their hideout and get really creative. It&#039;s not advisable to use one, except you&#039;re desperate. Or a pirate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi(ROF-Rifle), 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets while leaving little evidence due to it being caseless.&lt;br /&gt;
&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6.5mm Caliber and Its Weapons===&lt;br /&gt;
Designed by de Namur not long after the interstellar war, the 6.5mmx40mm cartridge, designed to fit the needs of Xanu&#039;s military while going away from the legacy rounds used by the Sol Alliance. This cartridge has been wildly successful, and has been adopted by the majority of the Coalition of Colonies and beyond.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6.5mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6.5mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6.5mm || 30 || 30 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-6.5 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A durable, sleek-looking bullpup rifle manufactured by d.N.A Defense &amp;amp; Aerospace for the All-Xanu Armed Forces. This model has been adopted by a majority of the Coalition&#039;s military forces as well due to its simplicity and reliability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6.5mm&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemode - semi, 3rnd, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.5mm magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40468</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40468"/>
		<updated>2026-07-07T05:50:28Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
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==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
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Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
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Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
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Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
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==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
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This overview goes over every firearm you can find on the server.&lt;br /&gt;
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===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
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====.45 Ammunition====&lt;br /&gt;
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We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
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&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Pattern 5 Pistol====&lt;br /&gt;
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The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
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Caliber - .45 ACP&lt;br /&gt;
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ROF - Pistol&lt;br /&gt;
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Magazine - Standard .45 Magazines, Cap. 9&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Automatic Pattern 5 Pistol====&lt;br /&gt;
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A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
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Caliber - .45 ACP&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
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Magazine - Standard .45 Magazines, Cap. 9&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Mk58 Pistol====&lt;br /&gt;
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The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
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Caliber - .45 ACP&lt;br /&gt;
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ROF - Pistol&lt;br /&gt;
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Magazine - Standard .45 Magazines, Cap. 9&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Mk58-A Machine Pistol====&lt;br /&gt;
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The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
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Caliber - .45 ACP&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
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Magazine - Standard .45 Magazines, Cap. 9&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
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Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
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Notable Features - Integrally Suppressed&lt;br /&gt;
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Caliber - .45 ACP&lt;br /&gt;
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ROF - Pistol&lt;br /&gt;
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Magazine - Standard .45 Magazines, Cap. 9&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====.45 machine pistol====&lt;br /&gt;
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A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
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Caliber - .45&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
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Magazine - .45 uzi magazine, Cap. 16&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Thompson submachine gun====&lt;br /&gt;
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An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
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Caliber - .45&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
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Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====K45 police submachine gun====&lt;br /&gt;
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A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
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Caliber - .45&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
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Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===10mm Caliber and Its Weapons===&lt;br /&gt;
10mm Auto is a powerful caliber designed for usage in semi-automatic pistols. 10mm experienced a surge in popularity as armor became more and more ubiquitous in civilian markets.&lt;br /&gt;
Not many militaries have adopted its usage, but many mercenary groups swear by it in submachine gun platforms, while ironically heavily armored mercenaries featured prominently in the marketing for the Mk1 Everyman pistol. We don’t recommend facing down anyone with only five shots of any caliber.&lt;br /&gt;
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Unfortunately, 10mm is a bit lackluster on the server statswise, just being a 9mm&lt;br /&gt;
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====10mm Ammunition====&lt;br /&gt;
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We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 10mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 10mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Mk1 Everyman pistol====&lt;br /&gt;
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NanoTrasen&#039;s first marketed firearm design, the Mk1, better known as the Everyman, was an instant hit - though it is a crude, stripper clip-fed design with a very small capacity, the Everyman is absurdly inexpensive and famously reliable, and is now one of the most common weapons found in the Orion Spur.&lt;br /&gt;
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Notable Features - Single Load, Speed-Loader Load&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - Pistol&lt;br /&gt;
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Magazine - internal 10mm magazine, Cap. 5&lt;br /&gt;
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====Mk1-A Tanto machine pistol====&lt;br /&gt;
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An automatic variant of the NanoTrasen Mk1 Everyman handgun that has been built to accept detachable magazines, negating one of the original weapon&#039;s biggest shortcomings. It is marketed towards lower-echelon security companies as a machine pistol named the Tanto, and features a burst-fire selector and sturdier barrel with heatshield to better take advantage of the higher capacity.&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - Pistol(Unwielded), SMG(Wielded)&lt;br /&gt;
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Firemode - Semi, 3rnd burst&lt;br /&gt;
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Magazine - 10mm magazine, Cap. 12&lt;br /&gt;
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====CA-25E submachine gun====&lt;br /&gt;
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The Colettish Armaments Model 25 SMG is a typical product of the San Colette Interstellar Armaments Company (CAISC). Rejected by the Solarian military due to competition with the Zavodskoi M470-L, the CA-M25 was repurposed into the Colettish Armaments Model 25 Export (CA-25E) and has found reasonable success in mercenary groups across the Orion Spur. Recently many have found their ways into the hands of violent non-state actors in the Corporate Reconstruction Zone, where they contribute to the further destabilization of the region. Curiously, these models typically have a filed-off serial number or no serial number at all.&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
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Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====M470-L submachine gun====&lt;br /&gt;
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Designed by Zavodskoi as a scaled-down version of their M469, the M470-L is a personal defense weapon intended for use by second-line personnel from all branches of the Solarian military, such as support troops and Navy crewmen.&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
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Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====M470-SIIB submachine gun====&lt;br /&gt;
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Based off the standard solarian M470-L, this SMG is used by SIIB Operatives during raids and specialist operations. Officially, this variant of the SMG does not exist.&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
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Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====pirate smg====&lt;br /&gt;
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Konyang&#039;s pirates have to go by somehow. They usually salvage and collect old metal and weapon&#039;s parts, pile them up in their hideout and get really creative. It&#039;s not advisable to use one, except you&#039;re desperate. Or a pirate.&lt;br /&gt;
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Caliber - 10mm&lt;br /&gt;
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ROF - SMG&lt;br /&gt;
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Firemode - Semi(ROF-Rifle), 5rnd Burst, Full Auto&lt;br /&gt;
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Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
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====.45 RImmed Ammunition====&lt;br /&gt;
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We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Nam-Kawada revolver====&lt;br /&gt;
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The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets while leaving little evidence due to it being caseless.&lt;br /&gt;
&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40467</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40467"/>
		<updated>2026-07-07T05:49:32Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Added 10mm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===10mm Caliber and Its Weapons===&lt;br /&gt;
10mm Auto is a powerful caliber designed for usage in semi-automatic pistols. 10mm experienced a surge in popularity as armor became more and more ubiquitous in civilian markets.&lt;br /&gt;
Not many militaries have adopted its usage, but many mercenary groups swear by it in submachine gun platforms, while ironically heavily armored mercenaries featured prominently in the marketing for the Mk1 Everyman pistol. We don’t recommend facing down anyone with only five shots of any caliber.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, 10mm is a bit lackluster on the server statswise, just being a 9mm&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====10mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 10mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 10mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 10mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1 Everyman pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
NanoTrasen&#039;s first marketed firearm design, the Mk1, better known as the Everyman, was an instant hit - though it is a crude, stripper clip-fed design with a very small capacity, the Everyman is absurdly inexpensive and famously reliable, and is now one of the most common weapons found in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Single Load, Speed-Loader Load&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal 10mm magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk1-A Tanto machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An automatic variant of the NanoTrasen Mk1 Everyman handgun that has been built to accept detachable magazines, negating one of the original weapon&#039;s biggest shortcomings. It is marketed towards lower-echelon security companies as a machine pistol named the Tanto, and features a burst-fire selector and sturdier barrel with heatshield to better take advantage of the higher capacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol(Unwielded), SMG(Wielded)&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====CA-25E submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Colettish Armaments Model 25 SMG is a typical product of the San Colette Interstellar Armaments Company (CAISC). Rejected by the Solarian military due to competition with the Zavodskoi M470-L, the CA-M25 was repurposed into the Colettish Armaments Model 25 Export (CA-25E) and has found reasonable success in mercenary groups across the Orion Spur. Recently many have found their ways into the hands of violent non-state actors in the Corporate Reconstruction Zone, where they contribute to the further destabilization of the region. Curiously, these models typically have a filed-off serial number or no serial number at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-L submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Designed by Zavodskoi as a scaled-down version of their M469, the M470-L is a personal defense weapon intended for use by second-line personnel from all branches of the Solarian military, such as support troops and Navy crewmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M470-SIIB submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Based off the standard solarian M470-L, this SMG is used by SIIB Operatives during raids and specialist operations. Officially, this variant of the SMG does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====pirate smg====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Konyang&#039;s pirates have to go by somehow. They usually salvage and collect old metal and weapon&#039;s parts, pile them up in their hideout and get really creative. It&#039;s not advisable to use one, except you&#039;re desperate. Or a pirate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 10mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi(ROF-Rifle), 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 10mm magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets while leaving little evidence due to it being caseless.&lt;br /&gt;
&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40466</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40466"/>
		<updated>2026-07-07T05:23:45Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Resolve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+3/+6/+9 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40465</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40465"/>
		<updated>2026-07-07T05:22:32Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* 6mm Caliber and Its Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets while leaving little evidence due to it being caseless.&lt;br /&gt;
&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40464</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40464"/>
		<updated>2026-07-07T05:21:27Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Adding 4.6mm and 6mm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4.6mm Caliber and Its Weapons===&lt;br /&gt;
4.6mm was developed at the turn of the 21st century to meet the demand for an armor piercing submachine, giving birth to the Personal Defence Weapon concept. It found limited success at the time, but All-Xanu Armed Forces revived the caliber into relevance. Many entities throughout the Spur now make use of it, where armored opposition is expected.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====4.6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Functionally the same as 9mm, but the capacity makes it a lot more tolerable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 4.6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 4.6mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 service pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 pistol is the standard issue sidearm for the All-Xanu Armed Forces. Designed to use 4.6x30mm rounds with less weight but better armor penetration than the 9mm pistols it replaced, the dNAC-4.6 has seen great success in Xanu Prime and beyond, as it has been adopted as a standard sidearm for police forces, military units, and other entities across the Coalition of Colonies and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====dNAC-4.6 II submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The dNAC-4.6 II submachine gun is a custom-made submachine gun for the All-Xanu Armed Forces, designed to use the same 4.6mm rounds as the dNAC-4.6 pistol. It mainly sees use as a personal defensive weapon for pilots and drivers, but has also been used aboard the spacefleet&#039;s vessels for close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 4.6mm&lt;br /&gt;
&lt;br /&gt;
Magazine - 4.6mm magazine, Cap. 15. 4.6mm extended magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===6mm Caliber and Its Weapons===&lt;br /&gt;
A corporate invention hailing from Soviet beginnings, representing a beefed up 5.45x18mm cartridge made for the most performance out of a compact, rapid fire package on unarmored to very lightly armored targets.&lt;br /&gt;
6mm and its firearms have become a shorthand for wetwork in various media formats, alongside catsuits and sunglasses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====6mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 6mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 6mm || 20 || 5 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====APCC RatAway machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm. The APCC RatAway machine pistol is manufactured by a shell company of Ringspire for use in corporate assassination duties. Extremely quiet and firing caseless ammunition, it is an ideal weapon for putting down those who dare to threaten megacorporate interests.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed, Caseless&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 6mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemode - Semi, 3rnd burst, 5rnd burst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6mm magazine, Cap. 30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40456</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40456"/>
		<updated>2026-07-07T02:34:50Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* .45 RImmed Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
Additionally, any rounds from the .45 section may also be loaded.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40455</id>
		<title>Guide to Firearms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Firearms&amp;diff=40455"/>
		<updated>2026-07-07T02:21:47Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: Added .357 and .38 spc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP|assign = SeniorScore}}&lt;br /&gt;
&lt;br /&gt;
==Firearm Handling Tips==&lt;br /&gt;
Before you even look at a gun, there’s a few helpful tips that will go a long way in improving your time, and your crewmates’ time, when you’re using firearms.&lt;br /&gt;
&lt;br /&gt;
Check the Safety!: Most guns will have a safety. This can be toggled by Ctrl+click’ing on the gun itself. Green ‘S’ is for Safe, Red ‘F’ is for Fire. If you don’t need the gun actively, having it on safe can prevent accidentally firing into a wall, or friend if you’re not being mindful of where you’re clicking. Additionally, if you’re on ‘Harm’ Intent, and you click with a gun on safe, you will immediately flip the safety to off and fire at your target in one go.&lt;br /&gt;
&lt;br /&gt;
Mind Your Aim!: If you’re fighting mobs, aim for the chest on your targeting doll (NumPad 5 will do this immediately). Mobs are HP bags, they don’t have specific body parts, but your fellow crew does. If they’re wearing armor, the chest is almost always going to be the most heavily armored, or the only part of them armored at all. No need to get fancy when cleaning up Greimorians, center mass!&lt;br /&gt;
&lt;br /&gt;
Make a Macro!: For ‘unique-action’. So many guns have a usage for a verb its practically impossible to git gud if you’re trying to fumble around and click the little button in the HUD. Notably, pump action shotguns, break action shotguns, bolt action rifles, and most revolvers make use of this to reload them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Firearms Overview==&lt;br /&gt;
Firearms is a broad term referring from things as simple as a crossbow to as complex as a X-Ray laser or a railgun.&lt;br /&gt;
&lt;br /&gt;
This overview goes over every firearm you can find on the server.&lt;br /&gt;
&lt;br /&gt;
===.45 Caliber and Its Weapons===&lt;br /&gt;
.45 is a staple of humanity, even after hundreds of years of pistol research and design, and countless very self-important voices on the extranet declaring the caliber having long since outlived any sort of usefulness with the introduction of 9mm, with an equal amount declaring ‘stopping power’ in an almost sort of ritualistic chant to resolve arguments.&lt;br /&gt;
They show no sign of ceasing any disagreements.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 ACP&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45 || 30 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .45 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .45 Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| .45 Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Pattern 5 Pistol is the standard-issue sidearm for the Civil Guard, San Colette’s local military force. Loosely based on the standard 9mm pistol of the Solarian Army, the P5 fires a larger .45 round intended for use against heavier targets. &lt;br /&gt;
The P5 is produced by the San Colette Interstellar Armaments Company (CAISC) and is often found abroad due to its rugged construction&lt;br /&gt;
Limited run models with shortened slides and wooden panel grips are more expensive, and belong to people of some notable station.&lt;br /&gt;
Some models have been modified to allow fully-automatic fire, and sport a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Automatic Pattern 5 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A robust metal-framed semi-automatic pistol chambered in .45 produced in the system of San Colette. This example has been modified to allow fully-automatic fire, and sports a prominent vertical grip and muzzle compensator to aid in control.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. It uses .45 rounds.&lt;br /&gt;
Some models sport wooden panels on the grip.&lt;br /&gt;
Mk58-A machine pistols have been modified for fully-automatic fire from the factory and sport a collapsible shoulder stock for better control. They additionally eject magazines on empty, and play a short alarm to alert the user it has done so.&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk58-A Machine Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk58 is a ballistic sidearm developed and produced by NanoTrasen. Bulky and heavy, the Mk58 is nonetheless used by security forces and law enforcement for its ease of use, low maintenance requirement, longevity, reliability - and most of all, extremely inexpensive price tag. A trademark of NanoTrasen security forces. This one has been modified for fully-automatic fire from the factory and sports a collapsible shoulder stock for better control. It uses .45 rounds.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Auto-Eject on Empty&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhakulii Suppressed Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a suppressor integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of those pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Integrally Suppressed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45 ACP&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard .45 Magazines, Cap. 9&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A lightweight, fast-firing gun. For when you want someone dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 uzi magazine, Cap. 16&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Thompson submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An antique submachine gun. Still working, if a bit rough around the edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K45 police submachine gun====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A compact submachine gun made specifically for the Konyang National Police. Takes .45 ammo. Produced by one of Einstein Engines&#039; local subsidiaries on Konyang, the K45 &amp;quot;Pogpung&amp;quot; submachine gun is Taepung Arms&#039; entry into the submachine gun market. The National Police purchased a large number of K45s for their patrol units due to reports that service revolvers were inadequate at stopping rampant IPCs. The K45-P variant specially designed for the police forces is chambered in the organization&#039;s preferred .45 caliber and is limited to 3-round bursts due to the relatively limited firearms training of National Police officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst&lt;br /&gt;
&lt;br /&gt;
Magazine - .45 thompson magazine, Cap. 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.45 Rimmed Caliber and Its Weapons===&lt;br /&gt;
Spur’s most returned Firearm Related purchase for 100 years and running! Stiffer powder charge than .45 ACP, but just close enough in looks and name that it fools countless new gun owners and logistical officers for inexperienced mercenary outfits.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.45 RImmed Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .45 Rimmed&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .45R || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Nam-Kawada revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Nam-Kawada model .45 caliber revolver, named after its two inventors, is an adaptation of an old Zavodskoi design designed to be easily made from colony ship autolathes. The original design was first introduced in 2307 due to a growing need to arm the nascent Konyang National Police (then known as the Suwon Colonial Constabulary) in the face of both wildlife and the occasional criminal activity. The lack of a need for an upgrade, as well as institutional attachment to the design, has led to its continued use for almost two centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====C45 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The C45 is a .45 chambered revolver designed and manufactured by Zavodskoi Interstellar for use among security forces across the Spur. Compact and minimalist, the C45 is prized for its form factor, low maintenance, and extremely long longevity. Its low capacity sees it used primarily as a trusty back-up for personnel needing protection, but without the volume or firepower of a bulky automatic pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .45R&lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .45R Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===9mm Caliber and Its Weapons===&lt;br /&gt;
9x19mm had its origins with humanity pre-World War 1 within Austria, and quickly exploded in global popularity as militaries and law enforcement agencies began the shift to submachine guns and self-loading pistols.&lt;br /&gt;
Now on the galactic scale of things, 9mm remains in many of the same applications, even as many decry the round as far too weak for modern military (and some even so far as *civilian* applications, usually followed by Unathi cross-chest density diagrams).&lt;br /&gt;
The round shows no sign of disappearing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====9mm Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ 9mm&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| 9mm || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Flash || 5 || 0 || 10 || Max Range: 15 Tiles&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Practice || 5 || 0 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Polymer || 12 || 30 || 0 || Nil&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Moonlight pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Zavodskoi Interstellar Moonlight 9mm can be found in the hands of just about anyone imaginable - special operatives, common criminals, police officers, the average Joe - on account of the time-tested design, low price point, reliability, and ease of concealment. Having a threaded barrel helps, too, and it isn&#039;t uncommon to see the Moonlight as a prop in spy films, suppressed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Suppressible (Suppressing this WILL make it too large to fit in a bag. Holsters are fine)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mk21 Blackjack pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mk21 Blackjack is a ballistic sidearm developed and produced by NanoTrasen. Unlike the related Mk58, the Blackjack is a rather high quality piece - typically issued to higher ranking law enforcement personnel, the Mk21 is compact and chambered in 9mm caliber. With all the bells and whistles of a modern, quality police pistol, the Blackjack&#039;s main drawback is the notoriously nippy recoil - 9mm in such a small package can be unpleasant for the average shooter.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Fits in a pocket!&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm magazine, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====550 Saber machine pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The 550 Saber is a cheap self-defense weapon, mass-produced by Zavodskoi Interstellar for paramilitary and private use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - SMG&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi-Auto, 3rnd Burst, 5rnd Burst, Full Auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 9mm top mounted magazine, Cap. 20&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8 Pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Manufactured by Zavodskoi Interstellar and based off of a full-sized variant of their 9mm design, the compact M8 is the standard service pistol of the Solarian Armed Forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====M8-SIIB suppressed pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A variant of the M8 solarian service pistol, this particular variant comes with an integrated recoil compensator and are used by SIIB agents and operatives. Officially, this pistol does not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====K8 pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The compact M8, redesignated as the K8, is the standard service pistol of the Konyanger Armed Forces. Inherited from the Solarian military, Zavodskoi has since given these handguns a service extension package, including laser sights and replacement of worn-out parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Adar&#039;Mazy pistol====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A mass produced pistol issued to People&#039;s Republic officers, government officials and low-ranking Party members. Known for their simple, cheap and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar&#039;Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - 9mm&lt;br /&gt;
&lt;br /&gt;
Magazine - Standard 9mm Magazines, Cap. 12&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.357 Caliber and Its Weapons===&lt;br /&gt;
Hard hitting and defeating light armor with ease, it has its place in non-military applications from hunting large game to disabling ‘standard’ robotic elements for relatively cheap.&lt;br /&gt;
In the hand cannon format you frequently find it in, it’s become symbolic of the ancient, old, and now today of the ‘cowboy’. An idealized space-loner against a harsh unforgiving world to make it home.&lt;br /&gt;
In places where the Imperial Dominian military’s influence is felt, .357 portrays more as a symbol of authority, with decisions made with a single, deafening shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.357 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .357&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .357 || 40 || 15 || 0 || Nil&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mark II revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover (so as to not splinter your hands while firing).&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 8&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Derringer====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A small pocket pistol, easily concealed.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .357&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .357 Magazine, Cap. 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===.38 Caliber and Its Weapons===&lt;br /&gt;
What was previously a standard for police and military firearms of the early 20th Century found itself quickly swept away in the tide of semi-automatic pistols.&lt;br /&gt;
The comparable performance to 9mm out of more compact packages has helped maintain its place either as a back-up sidearm, or in locations with more draconian firearm restrictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====.38 Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ .38&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| .38 || 20 || 15 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| .38 Rubber || 3 || 0 || 30 || 0% Embed Chance&lt;br /&gt;
|-&lt;br /&gt;
| .38 Haywire || 0 || 0 || 0 || Qualifies as a Small Ion&lt;br /&gt;
|}&lt;br /&gt;
&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Antique revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An old, obsolete revolver. It has no identifying marks, and is chambered in an equally antiquated caliber.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====P100 Mako revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The P100 Mako is a 6-shot .38 Special revolver with a secondary firing barrel that can load shotgun shells.&lt;br /&gt;
&lt;br /&gt;
By using the Unique-Action macro, you can switch from one barrel to the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Intermediate&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
Internal 12g magazine, Cap. 1&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Royal Firearms Model 1 revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom&#039;s markets.&lt;br /&gt;
&lt;br /&gt;
Some models have been modified (after-market, the NKA would doubtlessly disapprove) with a knife-blade affixed on the underside of the barrel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
ROF - Pistol&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 7&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====reclaimed revolver====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A six-shot revolver, crudely hacked together out of different kinds of scrap metal and wood. Made working by the ingenuity Konyang&#039;s pirates often need to show. Chambered in .38 ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action needed to remove empty shells&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - .38&lt;br /&gt;
&lt;br /&gt;
Magazine - internal .38 Magazine, Cap. 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Z33 Tamparii  Caliber and Its Weapons===&lt;br /&gt;
An old caliber that continues to show its usefulness. The compromise between weight and firepower, as well as room to change the powder load has seen the cartridge remain in service across Adhomai. &lt;br /&gt;
&lt;br /&gt;
Measures out to 6.8mm&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Z33 Tamparii  Ammunition====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
We’ll discuss the functionality and numbers of specific ammunition types here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|+ Z33 Tamparii&lt;br /&gt;
|-&lt;br /&gt;
! Ammunition Name !! Damage !! Armor Penetration !! Agony !! Special Notes&lt;br /&gt;
|-&lt;br /&gt;
| Z33 || 40 || 12 || 0 || Nil&lt;br /&gt;
|-&lt;br /&gt;
| Z33s || 30 || 30 || 0 || Penetrating = 1&lt;br /&gt;
|}&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tsarrayut&#039;yan assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tsarrayut&#039;yan rifle is a select-fire automatic rifle producted by the People&#039;s Republic of Adhomai.Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Mrrazhak Model-1 assault rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Mrrazhak Model-1 is the newest Al&#039;mariist automatic rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Stripper Clips can be used to load a magazine already inserted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Rifle&lt;br /&gt;
&lt;br /&gt;
Firemodes - Semi, 3rnd brst, 5rnd brst, full auto&lt;br /&gt;
&lt;br /&gt;
Magazine - 6.8mm magazine, Cap. 25&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Harrzhak pattern bolt action rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.&lt;br /&gt;
Some models sport telescopic scopes.&lt;br /&gt;
&lt;br /&gt;
Notable Features - Unique-Action required to cycle, can be cut down in size(reduced accuracy and size, can be put into a holster)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
Magazine - Z33 Tamparii  Internal magazine, Cap. 5&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Ho&#039;taki marksman rifle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Ho&#039;taki Marksman Rifle was created by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut&#039;yan rifle. The rifle is commonly issued to the feared Das&#039;nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Features - has a scope!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Caliber - Z33 Tamparii &lt;br /&gt;
&lt;br /&gt;
ROF - Superheavy&lt;br /&gt;
&lt;br /&gt;
Magazine - Hotaki Z33 Tamparii magazine, Cap. 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=40449</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Raider&amp;diff=40449"/>
		<updated>2026-07-06T17:26:31Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = HeistRaider.png&lt;br /&gt;
|jobtitle = Raider&lt;br /&gt;
|access = Only public&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your employers, or no one&lt;br /&gt;
|duties = BEING A PIRATE IS ALL RIGHT WITH ME DO WHAT YOU WANT &#039;CAUSE A PIRATE IS FREE YOU ARE A PIRATE&lt;br /&gt;
|guides = This page, [[Uplink]], [[Guide to Firearms]]&lt;br /&gt;
}}&lt;br /&gt;
You and your team are ragtag ne&#039;er-do-wells and pirates, looting, shooting, and freebooting anything and anyone you came across. You&#039;ve just stumbled across a ship in the sector; the famed [[SCCV Horizon]]! No doubt they&#039;ve plenty of phoron, booze, and money to steal! Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish this task.&lt;br /&gt;
&lt;br /&gt;
==Setting Up==&lt;br /&gt;
You start out in your base, which possesses a Quickee&#039;s Plastic Surgeon you can use to change your appearance, and myriad randomized equipment. Your fellow raiders (marked with a little parrot icon next to their sprite) spawn alongside you, and you can converse with them by using &amp;lt;code&amp;gt;AOOC&amp;lt;/code&amp;gt;. If the gamemode is combined, other antagonist players will also show up in AOOC.&lt;br /&gt;
&lt;br /&gt;
When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a &amp;quot;gimmick&amp;quot; and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don&#039;t have to bend a crew character&#039;s personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you&#039;ve settled on a plan, use the &amp;lt;code&amp;gt;Set Ambition&amp;lt;/code&amp;gt; verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.&lt;br /&gt;
&lt;br /&gt;
Raiders have a private communications channel, which you can access by prefixing your message with &amp;lt;code&amp;gt;:x&amp;lt;/code&amp;gt;. You also begin with a radio [[uplink]] in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.&lt;br /&gt;
&lt;br /&gt;
You also possess an Agent ID, what &#039;&#039;appears&#039;&#039; to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you&#039;re a &amp;quot;Mercenary&amp;quot;). This means that if you&#039;d like to play a member of the Izharshan pirate fleet, it&#039;s easy to edit your ID to read &amp;quot;Ssszili Unathi, Izharshan Pirate&amp;quot;. The most &#039;&#039;important&#039;&#039; quality of this ID, however, is that clicking on another ID with it in hand copies that ID&#039;s access, allowing you to copy even a Captain&#039;s ID and go wherever you want.&lt;br /&gt;
&lt;br /&gt;
===Your Ship===&lt;br /&gt;
Once your team is ready to go, bring yourselves aboard the ship, the Skipjack. Strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn&#039;t mean your team can&#039;t take one of the Horizon&#039;s shuttles in a pinch. &lt;br /&gt;
&lt;br /&gt;
You&#039;ll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.&lt;br /&gt;
&lt;br /&gt;
Your ship spawns with some extra gear of its own, but cannot dock with the Horizon. However, you can use the space bikes in the Skipjack, as well as any jetpacks you have, to move EVA.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying As An Antag==&lt;br /&gt;
Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of &#039;&#039;Die Hard&#039;&#039;, would that be an interesting movie to watch? The same applies to you and your roleplay. While you&#039;re contemplating your merc gimmick, ask yourself some questions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;What is my motive?&#039;&#039;&#039; The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don&#039;t have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.&lt;br /&gt;
# &#039;&#039;&#039;Who do I engage with?&#039;&#039;&#039; Your actions threaten the integrity of the ship and its crew, so naturally the [[Security]] department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team&#039;s faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?&lt;br /&gt;
# &#039;&#039;&#039;How will I complete my objective?&#039;&#039;&#039; Whether or not you &amp;quot;win&amp;quot; or &amp;quot;lose&amp;quot;, your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?&lt;br /&gt;
&lt;br /&gt;
It is good to remember when being an antagonist that &#039;&#039;losing is fun&#039;&#039;. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.&lt;br /&gt;
&lt;br /&gt;
==Contracts and Exploitable Information==&lt;br /&gt;
[https://byond.aurorastation.org/syndie/contracts Contracts] are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.&lt;br /&gt;
&lt;br /&gt;
Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn&#039;t a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this information doesn&#039;t always need to be something painting a target on said character&#039;s back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, &#039;&#039;make sure to roleplay with them first&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
* If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it&#039;s allowed is up to the discretion of the admin in question, so don&#039;t lean on it too heavily. Examples include spawning [[Lii&#039;dra]] gear and black k&#039;ois, miscellaneous xenowear, and special faction gear.&lt;br /&gt;
* Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn&#039;t [[Security]] or the aforementioned hostage, particularly when you make excessive demands such as &amp;quot;I want all of the ship&#039;s funds&amp;quot; or &amp;quot;please give me the Captain in exchange for this [[Hangar Technician]]&amp;quot;.&lt;br /&gt;
* Hostages work best when you&#039;re using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.&lt;br /&gt;
* [[Human Wildlands]] gimmicks and [[Einstein Engines]] gimmicks are very, very common. They can be well done, but generally speaking, the more creative you are the better the experience for yourself and others and relatively rarely seen gimmicks such as [[Scarabs|members of the Scarab fleets]] can be quite interesting. If you can&#039;t think of anything, though, don&#039;t be afraid to fall back on them.&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=40448</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mercenary&amp;diff=40448"/>
		<updated>2026-07-06T17:25:22Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =Generic_nukesyndie.png &lt;br /&gt;
|img =Generic_nukesyndie.png&lt;br /&gt;
|jobtitle = Mercenary&lt;br /&gt;
|access = Anywhere you can get into by hacking, emagging, or exploding&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 = Kidnap and murder crew. Sabotage and steal vital equipment. Space yourself while trying to reach the ship.&lt;br /&gt;
|guides = This page, [[Uplink]], [[Guide to Firearms]]&lt;br /&gt;
}}&lt;br /&gt;
You and your team are ragtag hired guns, bought out by a mysterious employer (or perhaps simply your own whims) to launch an assault on the [[Stellar Corporate Conglomerate]]&#039;s most prized asset; the [[SCCV Horizon]]. Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish your task.&lt;br /&gt;
&lt;br /&gt;
==Setting Up==&lt;br /&gt;
You start out in your base, which possesses a Quickee&#039;s Plastic Surgeon you can use to change your appearance, and various equipment and weapons such as thermal glasses, storage pouches, guns (ballistic and laser), and faction-based clothing. Your fellow mercenaries (marked with a big red S next to their sprite) spawn alongside you, and you can converse with them by using &amp;lt;code&amp;gt;AOOC&amp;lt;/code&amp;gt;. If the gamemode is combined, other antagonist players will also show up in AOOC.&lt;br /&gt;
&lt;br /&gt;
When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a &amp;quot;gimmick&amp;quot; and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don&#039;t have to bend a crew character&#039;s personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you&#039;ve settled on a plan, use the &amp;lt;code&amp;gt;Set Ambition&amp;lt;/code&amp;gt; verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.&lt;br /&gt;
&lt;br /&gt;
Mercenaries have a private communications channel, which you can access by prefixing your message with &amp;lt;code&amp;gt;:t&amp;lt;/code&amp;gt;. You also begin with a radio [[uplink]] in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.&lt;br /&gt;
&lt;br /&gt;
You also possess an Agent ID, what &#039;&#039;appears&#039;&#039; to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you&#039;re a &amp;quot;Mercenary&amp;quot;). This means that if you&#039;d like to play a member of a Zeng-Hu biohazard cleanup team, it&#039;s easy to edit your ID to read &amp;quot;Urist McStation, Biohazard Containment Operative&amp;quot;. The most &#039;&#039;important&#039;&#039; quality of this ID, however, is that clicking on another ID with it in hand copies that ID&#039;s access, allowing you to copy even a Captain&#039;s ID and go wherever you want.&lt;br /&gt;
&lt;br /&gt;
===Your Ship===&lt;br /&gt;
Once your team is ready to go, bring yourselves aboard the ship, strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn&#039;t mean your team can&#039;t take one of the Horizon&#039;s shuttles in a pinch. &lt;br /&gt;
&lt;br /&gt;
You&#039;ll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.&lt;br /&gt;
&lt;br /&gt;
Your ship spawns with some extra engineering gear of its own, plus a fully-outfitted medbay with all important medications. The shuttle can dock with the Horizon&#039;s third deck starboard docking point, but nowhere else.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying As An Antag==&lt;br /&gt;
Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of &#039;&#039;Die Hard&#039;&#039;, would that be an interesting movie to watch? The same applies to you and your roleplay. While you&#039;re contemplating your merc gimmick, ask yourself some questions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;What is my motive?&#039;&#039;&#039; The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don&#039;t have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.&lt;br /&gt;
# &#039;&#039;&#039;Who do I engage with?&#039;&#039;&#039; Your actions threaten the integrity of the ship and its crew, so naturally the [[Security]] department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team&#039;s faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?&lt;br /&gt;
# &#039;&#039;&#039;How will I complete my objective?&#039;&#039;&#039; Whether or not you &amp;quot;win&amp;quot; or &amp;quot;lose&amp;quot;, your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?&lt;br /&gt;
&lt;br /&gt;
It is good to remember when being an antagonist that &#039;&#039;losing is fun&#039;&#039;. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.&lt;br /&gt;
&lt;br /&gt;
==Nuke Ops==&lt;br /&gt;
In your base in the dining area, there is a piece of paper with a code written on it. This is the nuclear code, which, along with a nuclear authentication disk, can be used to destroy the ship and end the round. Since this is obviously not a thing that is done lightly, &#039;&#039;&#039;activating the nuke requires admin permission&#039;&#039;&#039;, and significant buildup should be devoted to foreshadowing the nuke&#039;s involvement.&lt;br /&gt;
&lt;br /&gt;
But, assuming you&#039;ve met all of the above criteria and you&#039;ve decided on the right moment, it&#039;s time to get nuclear.&lt;br /&gt;
&lt;br /&gt;
The nuclear authentication disk is, by default, stored in the [[Captain]]&#039;s office. You possess a pinpointer which, when active, will show a little arrow pointing in its direction. Once you&#039;ve grabbed it, you&#039;ll also need your nuclear code.&lt;br /&gt;
&lt;br /&gt;
When you have both the disk and code, find the nuclear bomb located in the compartment at the very aft of the ship. (Keep in mind the code &#039;&#039;only works with this nuke&#039;&#039;, and not the ship&#039;s scuttling device.)&lt;br /&gt;
&lt;br /&gt;
===SOMEBODY SET US UP THE BOMB===&lt;br /&gt;
Once you&#039;ve found an appealing place for your nuke, you&#039;ll need to properly set it up.&lt;br /&gt;
# Right click the device to open its control panel.&lt;br /&gt;
# Make it deployable.&lt;br /&gt;
# Click it with your open hand.&lt;br /&gt;
# Place the authentication disk into the slot.&lt;br /&gt;
# Punch in the nuke code and hit enter.&lt;br /&gt;
# Set the time. Make sure to give yourself sufficient time to get off the ship; or don&#039;t.&lt;br /&gt;
# Set it to &amp;lt;code&amp;gt;Armed&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Disengage the anchor.&lt;br /&gt;
# Begin the countdown. If you die at this point, the nuke will still go off.&lt;br /&gt;
# Place the nuke anywhere you want on the station.&lt;br /&gt;
# Anchor it.&lt;br /&gt;
# Remove the authentication disk.&lt;br /&gt;
# Guard it with your life. &amp;lt;s&amp;gt;Spacing it is cheap.&amp;lt;/s&amp;gt;&lt;br /&gt;
# Get to your ship and get the hell out of dodge, or die in glorious nuclear hellfire.&lt;br /&gt;
&lt;br /&gt;
==Contracts and Exploitable Information==&lt;br /&gt;
[https://byond.aurorastation.org/syndie/contracts Contracts] are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.&lt;br /&gt;
&lt;br /&gt;
Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn&#039;t a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this information doesn&#039;t always need to be something painting a target on said character&#039;s back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, &#039;&#039;make sure to roleplay with them first&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
* If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it&#039;s allowed is up to the discretion of the admin in question, so don&#039;t lean on it too heavily. Examples include spawning [[Lii&#039;dra]] gear and black k&#039;ois, miscellaneous xenowear, and special faction gear.&lt;br /&gt;
* Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn&#039;t [[Security]] or the aforementioned hostage, particularly when you make excessive demands such as &amp;quot;I want all of the ship&#039;s funds&amp;quot; or &amp;quot;please give me the Captain in exchange for this [[Hangar Technician]]&amp;quot;.&lt;br /&gt;
* Hostages work best when you&#039;re using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.&lt;br /&gt;
* [[Human Wildlands]] gimmicks and [[Einstein Engines]] gimmicks are very, very common. They can be well done, but generally speaking, the more creative you are the better the experience for yourself and others and relatively rarely seen gimmicks such as [[Scarabs|members of the Scarab fleets]] can be quite interesting. If you can&#039;t think of anything, though, don&#039;t be afraid to fall back on them.&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Antagonists]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=40447</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=40447"/>
		<updated>2026-07-06T17:24:31Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #FFDF00&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #FFB600&lt;br /&gt;
|img = Headofsecurity-nbt.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Job_Guides#Medical|medbay]], All of [[Job_Guides#Security|security]], All of [[Job_Guides#Research|research and development]], [[Security_Officer#The_Brig|Brig]] Timers, [[Job_Guides#Command|Bridge]], Teleporter, [[Botanist|Hydroponics]], [[Atmospheric_Technician|Atmospherics]], [[Janitor|Janitor&#039;s closet]], [[Chef|Kitchen]], [[Bartender|Bar]], [[Job_Guides#Engineering|Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 8 years experience in security-related field, relevant Bachelors or Masters degree, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|Guide to Security]], [[Corporate Regulations]], [[Chain of Command]], [[Guide to Faxes]], [[Guide to Firearms]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Job_Guides#Security|Security]] forces on the ship. They command the [[Warden]], [[Investigator]], and [[Security Officer|Security Officers]] and make sure that they don&#039;t ruin everything.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. Instead, you should focus on coordinating your department and keeping the rest of Command informed on any security situations going on. Communication is key, and information is power.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. Ensure they aren&#039;t wasting company time and resources, or abusing their power. Ensure they are aware of any situations that need their attention. Alongside this, make sure they are equipped properly for the situation at hand. An underequipped officer won&#039;t be effective or last long. Remember, if the officers start to get rowdy, abusive, or ignore you, you have the power to punish and demote them.&lt;br /&gt;
&lt;br /&gt;
* [[Warden]]: The Warden is the brig&#039;s watchdog. They shouldn&#039;t typically be patrolling, instead they should remain in the brig updating records, checking on prisoners, handing out equipment, and helping dispatch officers around the ship. Make sure they aren&#039;t abusing prisoners or setting unfair brig times, as well as handing out appropriate equipment for any situations at hand.&lt;br /&gt;
&lt;br /&gt;
* [[Investigator]]: The job of the Investigators is to investigate crimes and crime scenes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are not trained to be officers in any way, nor are they trained to fight. Investigators cannot arrest anyone, at most they can detain someone but only if they have been through cadetship. Make sure they are investigating and documenting any open cases, or are supporting the officers when their skills aren&#039;t needed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the ship safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Guide_to_Standard_Procedure#Security|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Investigator]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the ship is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing high-level (i300s) crimes, and so on. The only times where the Corporate Regulations can be ignored is during a critical situation with overwhelming challenges. Regardless, remember the [[Chain of Command]]. You are still under the authority of the Captain, and can be arrested if you yourself break the Regulations. However, you can also call for a vote to remove the Captain if command believes they are acting against the interests of the ship or SCC. At the end of the day, you are here to make sure the ship is safe, there is stability, and no one acts against the interests of the Conglomerate. At times, this may include the Captain. At other times, this includes you.&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals, including a special voisduit and tranquilizer rifle. Your office also has all of the buttons to lock down the Brig, Armory, and so on, as well as privacy features for one-on-one conversations.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners and the home of the Warden. Only people with access to security can enter, including [[Paramedic]]s. While the public can&#039;t view the cells, the communal cell has an electrified window facing out into space, as well as just a single reinforced wall between the communal cell and the maintenance tunnels. A crafty prisoner, or one with connections, could potentially escape with some effort or help.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so make sure the Warden is keeping an eye on the cells, or handcuff the prisoner to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Thankfully, the sentencing computers in the processing cells print a paper with a pre-set time according the the charges levied. However, for Hold Until Transfer punishments, the timers are not compatible and the door must be closed manually.&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages ship infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
Communication is key, so make sure the rest of Command is up-to-date. That way, other departments can support you and your staff, as well as inform you when you need to support them.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Command]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=40446</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=40446"/>
		<updated>2026-07-06T17:24:11Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Warden-nbt.png&lt;br /&gt;
|jobtitle = Warden&lt;br /&gt;
|access = [[Security_Officer#The_Equipment|Armory]], [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers,  Warden&#039;s Office, [[Security_Officer#The_Brig|Prison Wing]], Maintenance&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable criminal justice degree or 7 years experience in Prisoner Management field, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, manage the Brig.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|guides = [[Security_Officer#Standard_Procedure|The Standard Procedure]], [[Corporate Regulations]], [[Guide to EVA]], [[Guide to Firearms]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Warden&#039;&#039;&#039; is a member of the security staff and is responsible for the brig and the prisoners. They also have access to the armory and are responsible for handing out equipment. They have control over the [[Security_Officer#The_Brig|Brig]] and the [[Security_Officer#Processing|Processing]]. Much like the rest of the department, wardens are expected to have EVA training.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Intra&#039;&#039;departmental Relations==&lt;br /&gt;
=== Head of Security ===&lt;br /&gt;
The [[Head of Security]] holds authority over the entire department. The main priorities of the Head of Security (often shortened to HOS or Commander) are to organize and manage Security such that the ship and crew remain safe and that anyone who breaks regulations is dealt with swiftly and properly. Because of the coordination required in Security, and the Head of Security being one person, they need the best and most up-to-date information. As a Warden, you are expected to assist the Head of Security in handling of equipment, warrants, and communication about new and current prisoners in the brig.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
[[Security Officer|Security Officers]] are the bulk of Security&#039;s manpower, and are who you will be working with the most. In normal operations, Officers find and arrest wanted crew members based on warrants which you authorize. The Officers then bring the arrested crew member to the Brig for you to process into a prisoner. Remember that you are &#039;&#039;&#039;NOT&#039;&#039;&#039; the superior of the Officers. Only the Head of Security holds a higher rank.&lt;br /&gt;
&lt;br /&gt;
=== Investigator ===&lt;br /&gt;
The [[Investigator]] is the primary crime investigation force aboard the ship. During standard operations, the Investigator and Warden remain relatively isolated from each other. Outside of reviewing evidence to apply certain charges and coordinated warrants to end or further a case, the interaction between Investigator and Warden is outside of normal job duties.&lt;br /&gt;
&lt;br /&gt;
Investigators are not exempt from the Warden&#039;s authority in the brig, however are equal in authority and rank to the Warden beyond this.&lt;br /&gt;
&lt;br /&gt;
=== Cadet ===&lt;br /&gt;
The Cadet is the learner of the department. While their experience may vary, each cadet is here to learn about the department in some way. Not all cadets are learning exclusively to become an officer. Some are being oriented to later become an Investigator or Warden. Find out what a cadet is aiming for and help them in their journey to one day shift into that role with experience. The Cadet is only position which all other positions in Security have authority over.&lt;br /&gt;
&lt;br /&gt;
=== Problematic Colleagues ===&lt;br /&gt;
While the Warden does &#039;&#039;&#039;NOT&#039;&#039;&#039; hold authority over other Security members except when in the Brig, there is a expectation of the Warden, as well as fellow Security staff, to hold problematic coworkers accountable. This can go from warnings up to a full arrest. No one in Security is above the regulations with some regulations, such as illegal detention, being targeted towards Security itself. If you see a coworker breaking a regulation, hold them accountable. You can authorize an arrest warrant should the issue escalate to a level requiring an arrest. Letting issues slide is a negative for both the ship and the department.&lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the prisoners; make sure they [[NanoTrasen_Liaison#Submitting_an_Incident_Report|aren&#039;t abused]] or given [[Corporate Regulations|unfair sentences]] and that they [[Traitor|don&#039;t escape]]. The other half of your job is to arm security with weapons in [[Captain#Alerts_and_SOP|emergencies]]. You are not a [[Security Officer]] and &#039;&#039;&#039;should not leave the brig if possible.&#039;&#039;&#039; However, you may operate as an officer shall the need arise, under the permission of your [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
If you have no prisoners to watch out for, you can be helpful to your team by coordinating with officers over your radio channel, checking cameras when people call for help, and updating arrest records. You can also do roll call every so often, to make sure that the officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine, but don&#039;t start acting like [[Head of Security|your boss.]]&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. While you do not start with a list of everything in the armory, it is the same between shifts. You should keep track of who and what is being taken and their reason why.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [[Corporate Regulations]] and not abuse your prisoners. Some may get rowdy or hostile, but make sure to use appropriate force. You don&#039;t need to stun baton a mouthy prisoner. Keep in mind the Brig is outfitted with flashes throughout the cells, communal cell, and solitary. Use them when needed, alongside using the solitary cell, to keep overly aggressive prisoners from causing too many issues.&lt;br /&gt;
&lt;br /&gt;
==Running the Brig==&lt;br /&gt;
As a Warden, you have full control over the entirety of the [[Security_Officer#The_Brig|Brig]]. Other than that, you are on the same level as [[Investigator|everyone else]] [[Security Officer|in Security]]. You report to the [[Head of Security]] just like every other officer. &lt;br /&gt;
&lt;br /&gt;
Unlike every other officer, you have the independent authority to issue arrest and search warrants as long as there is sufficient cause to. This responsibility is not an indicator of elevated rank - it just allows security to function appropriately when the Command Staff normally responsible are missing. &#039;&#039;&#039;You should not be issuing warrants unless your normal oversight&#039;&#039;&#039; (in the form of a [[Head of Security]] or the [[Captain]]) &#039;&#039;&#039;is not present.&#039;&#039;&#039; Even then, it&#039;s a good idea to ask or inform any present command staff if the warrant is a for a crime of level 200 and above. Any warrants you issue independently will be subject to review by either of these people later on. &lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Corporate Regulations]] and [[Guide to Standard Procedure|ship procedure]], and also be aware of all [[Guide to Standard Procedure|CCIA Notices]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
All of the necessary equipment needed to be a warden can be found in the Warden&#039;s Locker within the Warden&#039;s office. It carries the expected array of equipment, including a disruptor, police tape, body armor, duty belt, and so on. This equipment is the same as what the Security Officers receive. There are additional items, however, that assist in running the brig.&lt;br /&gt;
&lt;br /&gt;
The Warden receives two boxes of grenades in their locker; one box contains flashbangs and the other contains pepperspray grenades. These grenades are not for routine use, however are available to hand out to officers as needed to deal with certain situations aboard the vessel.&lt;br /&gt;
&lt;br /&gt;
In order to service fines, the Warden receives an EFTPOS. This device is essentially a card reader that charges an inputted amount from whichever card is swiped. The device comes with a list of instructions on use alongside the access code needed to set-up the scanner.&lt;br /&gt;
&lt;br /&gt;
In some cases, there is not an ID available for a prisoner. In these situations, there is a box of blank id-cards in your closet.&lt;br /&gt;
These can be used to process prisoners who have &amp;quot;lost&amp;quot; their own id-cards.&lt;br /&gt;
To do so, get one of the blank id-cards from the box in your closet, remove any gloves the prisoner might be wearing, then target their hands and click on them with the blank id-card in hand.&lt;br /&gt;
This is done to imprint the biometric details of the prisoner onto the id-card.&lt;br /&gt;
Once you have done that, you can use the id-card to sentence them as usual.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
One of the main duties of the Warden is to process incoming criminals for their charges. This process can be quick or excruciatingly long. Either way, spend as little time processing while still being thorough, otherwise you risk [[Guide to Standard Procedure#Processing Time|breaking the regulations yourself]]. The following are the general steps to processing new prisoners.&lt;br /&gt;
&lt;br /&gt;
====The Hand-Off====&lt;br /&gt;
The first step of processing any new prisoner is the hand-off from the Officers to you. In some cases, especially those where there isn&#039;t an on-going situation, it can be incredibly useful to ask the Officer to remain for the duration of processing. Beyond this, the Officer will bring the prisoner to a processing cell, buckle them to the chair within, and typically give a summary of charges or of the incident itself over radio, then return to patrolling. In this time you are expected to make your way to the processing cells.&lt;br /&gt;
&lt;br /&gt;
====Evidence and Charges====&lt;br /&gt;
The next step of the process is searching the prisoner and determining the charges. The former is simple: Search every bag, jacket, and pocket the prisoner possesses. Make sure to grab their ID as well as it will be useful later. If the prisoner is wearing boots, it may be useful to check the boots for a hidden knife as well. Any [[Guide to Contraband|contraband]] or evidence can be set aside and bagged for storage while the remaining items are set aside to be returned after the prisoner&#039;s sentence is over. Remember, anything that isn&#039;t contraband is the property of the arrested crew member. You cannot withhold it without a good reason, otherwise it is [[Corporate Regulations|theft]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful tip:&#039;&#039;&#039; To make quick work of searching bags, you can click on a bag that is in your active hand to dump all of its contents onto the floor.&lt;br /&gt;
&lt;br /&gt;
Next, ask the arresting officer for a summary of the incident. This summary will be used for both record keeping and for determining the exact charges that will be applied. In some cases, having an informal interview with the prisoner can be useful as well, especially if the situation leading to their arrest was unclear and multiple parties involved are present in security. Once you have determined the charges being applied, inform the prisoner. If the charges have applicable fines, make sure to ask whether the prisoner would rather brig time or a fine instead. If they lack enough credits to pay a fine, the prisoner must serve the brig time instead.&lt;br /&gt;
&lt;br /&gt;
====Applying the Charges====&lt;br /&gt;
Now comes the final step involving the processing cell. Take the prisoner&#039;s ID, any evidence in the case, and witness IDs if available. Open the processing terminal on the wall opposite of the prisoner and start a &amp;quot;new report&amp;quot;. Swipe the prisoner&#039;s ID to register them as the target for the charges, then scan in each witness ID and piece of evidence into their respective categories. Then write a summary of the incident. This summary should be brief as a way to get an idea across of what caused the charges. Now the charges can be applied. There are individual categories for the different levels of charges, make sure to select the correct level for a given charge. After the charges have been selected, the brig time or fine can be chosen. The terminal automatically sets the range of time or credits for the applied charges, however it is up to you to determine how high or low the punishment is within this range.&lt;br /&gt;
&lt;br /&gt;
With the charges prepared and everything ready, all that needs to be done is to render the prisoner guilty. This can be done by pressing the &amp;quot;render guilty&amp;quot; button. There is a second button that applies the fine rather than the brig time. Make sure to select the appropriate one.&lt;br /&gt;
&lt;br /&gt;
====Serving the Consequences====&lt;br /&gt;
Now with the charges applied, you can finish processing and hand out the chosen punishment. If the guilty crew member must pay a fine, prepare your EFTPOS within your office for the amount listed and swipe their ID. This should transfer the credits and service the fine. After this, the crew member in question can be released back to the ship with their belongings and ID.&lt;br /&gt;
&lt;br /&gt;
If the crew member is to serve brig time, a decision needs to be made based on the length of their sentence. If the sentence is long enough, or even a Hold Until Transfer, it may be worth spending the time to change their clothing into prisoner oranges. This orange jumpsuit has its sensors permanently on allowing easy tracking should the prisoner attempt escape or self-harm. If the sentence is too short, however, simply letting the prisoner serve their time in their normal clothes is fine.&lt;br /&gt;
&lt;br /&gt;
After this decision has been made, the prisoner and their belongings should be transferred to an open cell. The belongings should be placed within the cell&#039;s locker with that locker then locked. The prisoner should be buckled to the bed, their handcuffs removed, and the cell timer started. To begin the cell timer, insert the encryption paper created by the processing terminal when the charges were applied and select &amp;quot;start timer&amp;quot;. After the brig timer has passed, the cell door will open and allow the crew member to leave. When this happens, security will receive an alert. You should attempt to be present and assist the crew member in leaving.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the Head of Security comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records. Alternatively, you can help coordinate officers by taking the role of dispatch. Listen for calls for security over the radio and direct officers to these situations. Help with information or suggestions when it&#039;s necessary. Just  remember to not start taking the roll of [[Head of Security|your boss]].&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=40445</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=40445"/>
		<updated>2026-07-06T17:23:38Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Securityofficer-nbt.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on ship. &#039;&#039;&#039;Alternatively&#039;&#039;&#039;, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s). Must meet the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]], [[Standard Operating Procedure]], [[Guide to EVA]], [[Guide to Firearms]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the ship. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]]. Officers are required to have EVA training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on the ship, to new recruits from contractors under the SCC, or even those currently receiving schooling to be a Security Officer. Unlike officers, cadets do not need to have prior EVA training, but are required to undergo it during their learning process.&lt;br /&gt;
&lt;br /&gt;
==The Hierarchy==&lt;br /&gt;
=== Head of Security ===&lt;br /&gt;
The [[Head of Security]] holds authority over the entire department. The main priorities of the Head of Security (often shortened to HOS or Commander) are to organize and manage security such that the ship and crew remain safe and that anyone who breaks regulations is dealt with swiftly and properly. Because of the coordination required in Security, and the Head of Security being one person, they need the best and most up-to-date information. As an officer, you should do your best to keep the Head of Security informed about your status, task, concerns, etc. Coordination is key, and the Head of Security is the one coordinating everything. In turn, work with your Commander to make sure you get the right equipment, have warrants when needed, and are able to get access and information that may be relevant to your task.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
The [[Warden]] holds authority over the brig and the armory. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, and responsible for their well-being, injury, or death, even if caused by other officers. Wardens do not hold authority over Security Officers outside of the Brig, however, and should not be treated as a second in command. They may help to coordinate efforts, but in the [[Chain of Command]] officers and Wardens are equal.&lt;br /&gt;
&lt;br /&gt;
Work with your warden to ensure prisoners are processed quickly. This requires relevant information about what regulations were broken, how, and potentially why.&lt;br /&gt;
&lt;br /&gt;
=== Investigator ===&lt;br /&gt;
The [[Investigator]] is the primary crime investigation role aboard the ship. While officers may respond to crime scenes and question witnesses and/or suspects, they are not experts in forensics or criminal investigation. In these situations, it is the job of the investigator to find the facts and point out the right suspect to arrest. The Investigator is not an officer, however, and cannot make arrests without having the proper cadetship first. Even in these cases where an investigator is permitted to arrest an individual, they are to have assistance from officers to properly transport and process the criminal.&lt;br /&gt;
&lt;br /&gt;
Help out the Investigators with their investigations where needed. Secure crime scenes for a forensic investigation, question witnesses, point out items of interest that you see, and get the warrant for the right suspect. If the investigations team and officers work together, crimes will be solved.&lt;br /&gt;
&lt;br /&gt;
=== Cadet ===&lt;br /&gt;
The Cadet is the learner of the department. While their experience may vary, each cadet is here to learn about the department in some way. Not all cadets are learning exclusively to become an officer. Some are being oriented to later become an Investigator or Warden. Find out what a cadet is learning to become and help them in their journey to one day shift into that role with experience. Often times, cadetship requires the cadet to shadow an officer and learn from watching. Sometimes it is better to give a proper lesson in one of security&#039;s rooms. Regardless of how it is done, the cadet is expected to keep an open mind and learn how the Security Department keeps the crew and vessel safe.&lt;br /&gt;
&lt;br /&gt;
== Regulations ==&lt;br /&gt;
[[Corporate Regulations]] is a summary of most crimes with some suggested sentence times. The [[Captain]] is sometimes able to set his own guidelines in exceptional circumstances, such as [[Captain#Alerts_and_SOP|code red]] emergencies and ship-wide threats.&lt;br /&gt;
&lt;br /&gt;
Unless a member of security (including the investigators) directly witness a crime, or are responding to an immediate crime via a radio call, they require an arrest warrant.&lt;br /&gt;
&lt;br /&gt;
Any search of departments or individuals on green alert requires a search warrant stamped by the Head of Security. If there is no HoS then the Warden&#039;s signature is also valid. If none of these roles are occupied then just do your best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; No officer is above the regulations. Officers can and should be charged for violating regulations except in certain circumstances, primarily in response to a witnessed crime, danger, or serving a command-level warrant. This includes trespassing. If the head of the department you are accessing orders you to leave, you must do so unless exercising duties, serving a command-level warrant, or the Captain overrules the order. The Head of Security may only overrule the order to leave a department if they have a good reason to do so, in which case a warrant should be made if on Code Green.&lt;br /&gt;
&lt;br /&gt;
===Alert Levels===&lt;br /&gt;
There are currently 4 alert levels, each of which changes, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the ship. All departments may carry out work as normal. You are expected to follow [[Security_Officer#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. The usage of arm and/or leg guards is prohibited. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the ship. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Usage of both arm and leg guards are authorized. Random searches of crew are permitted within reason. Location searches are also permitted with probable cause, however, Command Staff may shut down a location search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
High alert level. Confirmed threat to the ship or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Maximum suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain and search suspects without a warrant. You are expected to deal with the threat quickly, in a way that keeps casualties to a minimum, the same goes for collateral damage to the ship. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain, or another command member if those stated previously are unavailable. Usage of both arm and leg guards is authorized.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Delta - Self Destruct Initiated.&#039;&#039;&#039;&lt;br /&gt;
Maximum alert level. The ship is deemed lost by the SCC and Captain, so it&#039;s destruction has been called for and initiated. All crew are required obey any orders given by Heads of Staff, violations of these orders are punishable by death. If this alert level is reached most regulations are a moot point and you are expected to do whatever command orders you to do. This could vary depending on the situation, but the only important thing is that whatever is ordered is carried out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The ship is now under an elevated alert status due to a confirmed biological hazard. All crew is to follow command instructions in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, greimorians, drones, blobs, or any other biological hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Security controlled locations==&lt;br /&gt;
&lt;br /&gt;
=== Security Checkpoints === &lt;br /&gt;
There are two security checkpoints throughout the ship. These checkpoints can be used for a variety of purposes, although they are best used to process items or people entering the ship from the docks. When either checkpoint is active, no prior warrant is required to search individuals passing the checkpoint. However, this does not apply to improvised checkpoints outside of these 2 designated areas.&lt;br /&gt;
&lt;br /&gt;
The first checkpoint is between the Intrepid hangar and the general use hangars. This checkpoint has a security console, a locker with Security Officer&#039;s gear, a photocopier &amp;lt;s&amp;gt;as though you are doing paperwork&amp;lt;/s&amp;gt;, and four buttons which control the desk shutters, window shutters, entry shutters, and exit shutters.&lt;br /&gt;
&lt;br /&gt;
The second checkpoint is just below operations at what is commonly known as the &amp;quot;merchant dock&amp;quot;. This checkpoint has everything from the one mentioned above, except is also has a xenofauna gun (used to kill carp and greimorians) alongside a recharger.&lt;br /&gt;
&lt;br /&gt;
=== The Security Wing ===&lt;br /&gt;
This is the headquarters of the department. It includes everything from the front lobby, to the officer lockers, to the brig. In general, you can find everything you need here. Despite this, you should not be spending most of your time here. Unless you are on desk duty, you should be patrolling the ship and checking in on departments.&lt;br /&gt;
&lt;br /&gt;
==== The Brig ====&lt;br /&gt;
The Brig is the center of security, for all intents and purposes. The Brig includes the processing cells, holding cells, communal cell, and Warden&#039;s office. The Warden has authority of the brig, and their commands should be followed if they are in respect to the Brig, prisoners, and its operation. The Head of Security can overrule these commands at any time.&lt;br /&gt;
&lt;br /&gt;
== The Equipment ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Your item of choice for stunning troublemakers. It causes pain to whoever is prodded by it which quickly stuns them, similar to that of a taser or disruptor. Simply activate it in hand and click on the troublemaker while on &#039;&#039;&#039;help&#039;&#039;&#039; intent. If you have [[traitor|other plans]], or simply feel aggressive, you can deal brute damage on harm intent. Just keep in mind, this may break [[Corporate Regulations]]. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disruptors&#039;&#039;&#039; - The disruptor is your taser and lethal weapon rolled into one. It is an energy-based weapon that can switch from stun setting, which appears as blue of the weapon, and lethal, which is red on the weapon. It is important to register your disruptor by tapping your ID onto it. Otherwise, you will likely have issues having your lethal mode unlocked which can only be done by the Warden, Head of Security, or Captain. To switch which mode your disruptor is set to, click the firing mode button on the bottom right of the screen. Also keep in mind that despite being an energy weapon, the disruptor &#039;&#039;&#039;cannot&#039;&#039;&#039; shoot through glass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flashes&#039;&#039;&#039; - Flashes are a &amp;lt;s&amp;gt;mostly&amp;lt;/s&amp;gt; painless way to encourage a troublemaker to stop resisting.  The flash will blind the target temporarily allowing time to subdue them, or to get the message across that they should stop resisting. If you activate the flash in hand, it will flash everyone (including yourself) in the nearby area. Sunglasses help protect from flashes, so be careful who you try to flash!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Teargas&#039;&#039;&#039; - Preferred by officers who need to subdue a group of troublemakers. Anyone caught in teargas without a gas mask on will fall into paincrit until the gas is worked out of their system. To use this, activate the grenade in your hand, then click on a tile in range to throw it. If the grenade doesn&#039;t leave your hand, make sure you have throwing on! Generally useful to have in your bag, just in case.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pepperspray&#039;&#039;&#039; - Somewhat self-explanatory. A bottle of condensed capsaicin that causes immense pain in whoever is unfortunate enough to get blasted by it. Often time, this leads to paincrit giving you the opportunity to arrest whoever deserved a blast of pepperspray. Keep in mind, gas masks and glasses nullify the effects of the spray! To use this, simply activate the spray in your hand to toggle the safety. Then click on whoever needs to be subdued.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Maglight&#039;&#039;&#039; - This heavy duty flashlight is a must for any security belt. The maglight provides a respectable amount of light when turned on. In a pinch, it can also be used as a good tool for harm. Just keep in mind that it is not a stun baton and &#039;&#039;&#039;will&#039;&#039;&#039; cause damage, which may lead to charges of excessive force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sunglasses&#039;&#039;&#039; - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner. All sunglasses in security come equipped with a secHUD. This allows you to see what job a crew members works in, as well as their records and arrest status.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Throw these in your pockets as well. You will use these. A lot. To handcuff someone, you need to be on grab intent and achieve a blue grab. Then, with your other hand, grab your handcuffs and click on the detainee. Assuming they have two wrists and aren&#039;t wearing a hardsuit, you will quickly apply the handcuffs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Security Tape&#039;&#039;&#039; - While it may not seem useful, security tape can be incredibly helpful when an area needs to be sectioned off for investigations or for safety. To set down security tape, activate the tape roller in hand, then walk in a straight line towards the end point, and activate it again. To apply the tape to doors, simply click on the door with the tape roller. Tearing down tape is done by clicking on the tape with harm intent. Lifting up tape, to let others pass, can be done by clicking on a segment of tape while on help intent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hailer&#039;&#039;&#039; - This device is not the most useful. All it does is bark out a message that follows the lines of &amp;quot;Halt! Security!&amp;quot; at very loud volumes. Not useful unless you do not wish to lose your voice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warrant Projector&#039;&#039;&#039; - Another device with questionable utility. This device is used exclusively to catalog and present any active warrants they are set by the Warden or Head of Security. That&#039;s it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Evidence Bags&#039;&#039;&#039; - These bags are very useful when collecting evidence from a crime scene. Often times it is investigations who wants these the most, but it is useful to have them on hand. To use them, click and drag the evidence bag onto whatever you wish to collect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plate Carrier&#039;&#039;&#039; - This is your armor. The plate carrier is the only piece of protective equipment you can wear during green alert. It has 2 item slots, and can have leg guards and arm guards attached. Keep in mind, the leg and arm guards cannot be worn during green alert.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Helmet&#039;&#039;&#039; - This is your head protection. It is mostly unremarkable aside from this. Keep in mind, you cannot wear this on green alert.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gas Mask&#039;&#039;&#039; - This is not a protective piece, however it can be used to filter out gas of any kind, and can supply oxygen with an oxygen tank. Very useful when teargas is in use!&lt;br /&gt;
&lt;br /&gt;
Important: When you are done using your locker, close it and lock it.&lt;br /&gt;
&lt;br /&gt;
== Standard Procedure ==&lt;br /&gt;
=== Responding to Calls ===&lt;br /&gt;
If someone calls for security, an officer should respond. Additional officers should be dispatched as needed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving at the scene, the security first responder is expected to gauge the exact nature of the scene. &lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
* Radio in the situation at the scene.&lt;br /&gt;
* Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
* Identify witnesses.&lt;br /&gt;
* Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
* Proceed to &#039;Collecting Evidence&#039;.&lt;br /&gt;
&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
* Identify the nature of the threat.&lt;br /&gt;
* If the threat is able to be handled by officers on the scene: Proceed with mediation/detainment.&lt;br /&gt;
* If the threat is unable to be handled by officers on the scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
=== Collecting Evidence ===&lt;br /&gt;
* Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel does not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments. &lt;br /&gt;
* If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.&lt;br /&gt;
* Disrupt standard ship operation as little as possible around the crime scene.&lt;br /&gt;
* Investigators should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on the scene.&lt;br /&gt;
* Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
==== Handling Evidence ====&lt;br /&gt;
* Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
* Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
* Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
* After evidence is collected, cadavers may be removed to the morgue and the area may be cleaned up. &lt;br /&gt;
&lt;br /&gt;
=== Arrest ===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
* Announce intention to arrest and charges vocally.&lt;br /&gt;
* Request the suspect surrender peacefully.&lt;br /&gt;
* If the suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
* If suspects fight back or run, apply needed force to cease flight and detain the suspect. A charge of resisting arrest/sparking a manhunt should be applied in this case.&lt;br /&gt;
* Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
* Immediately attempt detainment of suspect, with charges readout when the suspect is secured.&lt;br /&gt;
* Remove suspect to the brig for processing.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
* Ensure Warden is aware of the incoming detainee.&lt;br /&gt;
*# If a warden is present, hand off the detainee to them, and allow them to complete the following steps.&lt;br /&gt;
*# If a warden is not present, follow the next steps yourself.&lt;br /&gt;
* Bring detainee to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
* Check detainee’s pockets (coat/jumpsuit), pack, and any containers within the pack.&lt;br /&gt;
* Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to the person or respective department.&lt;br /&gt;
** Remember that only one charge of possession of contraband may be applied, even if the detainee has several items which are considered contraband.&lt;br /&gt;
* Inform the prisoner&#039;s superior of the arrest.&lt;br /&gt;
* Use the sentencing console with the id-card of the detainee to generate an &amp;quot;Incident Summary&amp;quot; which is used to set the cell timers.&lt;br /&gt;
* If the detainee is lacking an id-card, inform the Warden, Executive Officer, or Head of Security so they can use one of their blank id-cards to imprint their biometrics on them and sentence them accordingly.&lt;br /&gt;
* Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
=== Questioning ===&lt;br /&gt;
* Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
* The Investigator should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
* If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
* Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
* If the person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
=== Jailing ===&lt;br /&gt;
* Move prisoner to appropriate cell. &lt;br /&gt;
* Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
** This should be everything besides contraband and/or job specific items they would no longer need upon release.&lt;br /&gt;
** The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses, same with PDAs.&lt;br /&gt;
* Set cell timer with the incident summary created by the sentencing console and secure the cell.&lt;br /&gt;
**If the prisoner is to be held until transfer, skip this step and go to [[Security_Officer#Hold_Until_Transfer | HuT]]&lt;br /&gt;
* Remove handcuffs from prisoner’s person within the secure cell if able to do so without severe risk to own well-being.&lt;br /&gt;
** Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
* Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
* When the timer expires, an officer should always be present to escort former prisoner from the brig. Exceptions apply when there are extreme incidents occurring aboard the ship that require all officers, such as a hostage situation.&lt;br /&gt;
&lt;br /&gt;
=== Hold Until Transfer ===&lt;br /&gt;
* Prisoners deemed to be held until transfer, or the next port, are all violent offenders or great risks to the conglomerate. Special care and pointedly sticking to procedure should be done in all cases when interacting when HuT prisoners.&lt;br /&gt;
* Have prisoners remove all items (barring ‘safe’ [no access] Identification Cards, PDAs, Radio Headsets [ensure additional cartridges/chips are removed from radios/PDAs]). In the event a prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers’ well-being, officers should assist the prisoner in assuming proper garb.&lt;br /&gt;
** An officer of the same gender as the prisoner should assist with changing.&lt;br /&gt;
* Transfer prisoner into a normal cell, follow normal procedure for jailing, with the exception of filing the incident report into the machine. Instead, close the cell door and leave the paper by the door.&lt;br /&gt;
* If the prisoner is not a escape risk, or a self harm risk, they should be given access to the Communal area of the brig, and small sanity items they request, such as a box of papers and pens to draw/write with.&lt;br /&gt;
* A member of security should check on the prisoner regularly in person, both to speak with the prisoner and to ensure no escape attempts are made.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Application of lethal force is often not the only solution to an issue. Lethal force should only be pursued if all other routes are tried and fail.&lt;br /&gt;
* Do not needlessly escalate situations, you should be working to defuse any potentially hostile situation, rather than resort to your weapons.&lt;br /&gt;
* You are a Corporate Security Officer not a Police Officer or Entity of a Military. Your job is to ensure the safety of your corporation’s investment (I.E. Smooth operation of your assigned vessel).&lt;br /&gt;
* Apply escalating force as deemed necessary by the suspect’s actions. Minimal force as required by a situation should be applied.&lt;br /&gt;
* Minimal force should be used at all appropriate times, but not at the risk of your own life.&lt;br /&gt;
* Talk first (unless the suspect lets their weapons do the talking).&lt;br /&gt;
* Heads of Department have the final say over their department, and their department areas, consult them before asking for people to be suspended for crimes (barring Central Command/Captain ruling). &lt;br /&gt;
* Ensure access is properly cleared with Heads of Departments, or members of departments, barring exceptional circumstances (i.e. major crime in progress).&lt;br /&gt;
&lt;br /&gt;
=== Traitoring ===&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
== Security Cadet ==&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #05A3A4&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Securityofficer-nbt.png&lt;br /&gt;
|jobtitle = Security Cadet&lt;br /&gt;
|access = [[Job_Guides#Internal_Security|Security]], [[Security_Officer#The_Brig|Brig]] Timers, Maintenance&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training, currently undergoing 1 month practical training on ship, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|employers = [[Zavodskoi Interstellar]], [[Idris Incorporated]], [[Private Military Contracting Group | The Private Military Contracting Group]]&lt;br /&gt;
|superior = [[Head of Security]], [[Security Officer]], all of Security&lt;br /&gt;
|duties = Assist Security, stay out of trouble, read [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
Security Cadet is the learners&#039; role of Security. You are capable of upgrading to Security Officer by passing your 1-month training. You should play Cadet until you feel comfortable in the Security Department. Established characters shouldn&#039;t jump into this position outside of very unique circumstances or staff approval. Additionally, players already experienced in Security should avoid using the role outside of unique circumstances or to learn a new role.&lt;br /&gt;
&lt;br /&gt;
Your main and only duty is to learn how to apply the above information to the ship, nothing else is expected of you.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_New_Player_Guides&amp;diff=40444</id>
		<title>Template:Navbox New Player Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_New_Player_Guides&amp;diff=40444"/>
		<updated>2026-07-06T17:09:16Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 50%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#000&amp;quot; | &amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;New Player Section&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; | This is a navbox. Pressing the links below takes you to the respective pages. &lt;br /&gt;
This specific navbox is tailored to new player guides and &#039;&#039;very&#039;&#039; important pages across the wiki for newcomers.&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Character Starters&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |  [[Getting Started]] · [[New Player Lore Guide]]  ·  [[Character Creation]]  ·  [[Jobs]]  ·   [[Guide to Skills]] · [[Guide to Augments]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Alien Whitelist Starters&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Template:Navbox Skrell Lore|Skrell]]  ·  [[Template:Navbox Synth Lore|Synthetics]]  ·  [[Template:Navbox Tajara Lore|Tajara]]  ·  [[Template:Navbox Dionae Lore|Dionae]]  ·  [[Template:Navbox Unathi Lore|Unathi]]  ·  [[Template:Navbox Vaurca Lore|Vaurca]]&lt;br /&gt;
|- &lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=40443</id>
		<title>Machinist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Machinist&amp;diff=40443"/>
		<updated>2026-07-06T17:04:47Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor= #c19a6b&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = OPERATIONS&lt;br /&gt;
|imagebgcolor= #C19A4A&lt;br /&gt;
|img = Machinist-nbt.png&lt;br /&gt;
|jobtitle = Machinist&lt;br /&gt;
|access = ???&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 25 years of age, Engineering, Mechatronics, or Robotics degree, and meets the [[Stellar Corporate Conglomerate Occupation Qualifications]].&lt;br /&gt;
|employers = [[Orion Express]], [[Hephaestus Industries]].&lt;br /&gt;
|education = [[Mars University]] - [[Solis Cognito University]] - [[The Gliutip’lyaz University]] - [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]]&lt;br /&gt;
|superior = [[Operations Manager]].&lt;br /&gt;
|duties = Create [[Cyborg]]s, Exosuits and robots. Maintain mechanical prosthetics, organs, and augments on your organic co-workers.&lt;br /&gt;
|guides = [[Guide to Robotics]], [[Surgery]], [[Guide to Augments]]&lt;br /&gt;
}}&lt;br /&gt;
Primarily, the &#039;&#039;&#039;Machinist&#039;&#039;&#039;&#039;s job is to make [[Cyborg|cyborg bodies]], and generally maintain activated cyborgs. Secondarily, Machinists create helpful robots like Medibots and Floorbots. A skilled set of Machinists can even build a powerful set of mechanized exosuits. It is also the responsibility of Machinists to perform the operation of cyborgification if deemed as necessary by the vessels SCC command staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;By staff decision, machinists are not permitted to build tech processors or otherwise conduct research activities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tools and Department==&lt;br /&gt;
Operations is your home as a Machinist. It contains exosuit fabricators for the creation of any robotic component you require, a circuit imprinter, a console, multiple sheets of metal, twenty sheets of plasteel, power cells, and a coil of wire. on the scattered tables there are multitools, toolboxes, a few flashes, loose tools, two proximity sensors, and two cell chargers. Just outside there are two cyborg recharge stations and four mech suit recharge stations.&lt;br /&gt;
&lt;br /&gt;
You also possess a small surgical theatre, which is where procedures performed on your more fleshy coworkers take place. Whether fixing up a malfunctioning set of mechanical eyes, or preparing a brain for cyborgification, your work with creatures of flesh and blood happens here.&lt;br /&gt;
&lt;br /&gt;
==Before We Get Started==&lt;br /&gt;
There are a few things you should do once you spawn in your nice and clean Machinist&#039;s office.&lt;br /&gt;
&lt;br /&gt;
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (Without specialty materials, they are unbuildable). Fourth, make sure to perform maintenance on cyborgs that come in; SCC usually doesn&#039;t load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you&#039;ll become blind quickly.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
&lt;br /&gt;
Creating, repairing, and maintaining [[Cyborg|cyborgs]] is the main reason you&#039;re around. See the [[Guide to Robotics#Cyborgs|Guide]] for more info. Remember, by signing a contract to work with the [[Stellar Corporate Conglomerate]] as a Machinist, you are expected to perform cyborgification procedures when told to by command. Refusal is neglect of duty, breach of contract, and grounds for contract termination.&lt;br /&gt;
&lt;br /&gt;
== IPCs ==&lt;br /&gt;
Repairing, reviving, and maintaining [[IPC|IPC Crewmembers]] is another reason you&#039;re around, but a bit more uncommon compared to Cyborgs. See the [[Guide_to_Robotics#IPC_revival|Guide]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Help, I&#039;m Being Asked To Surgerize! ==&lt;br /&gt;
As a machinist, you&#039;re often going to get requests to do various complicated repair steps, both on biological crew with synthetic components and on wholly synthetic crew. Here&#039;s a guide on what you can do:&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;can:&#039;&#039;&#039;&lt;br /&gt;
*Repair any mechanical organs.&lt;br /&gt;
*Repair mechanically assisted organs.&lt;br /&gt;
*Repair mechanical limbs.&lt;br /&gt;
*Attach mechanical limbs.&lt;br /&gt;
*Prepare and remove brains for cyborgification.&lt;br /&gt;
You &#039;&#039;&#039;cannot:&#039;&#039;&#039;&lt;br /&gt;
*Implant mechanical organs.&lt;br /&gt;
*Implant mechanically assisted organs.&lt;br /&gt;
*Open surgical sites, unless it is for cyborgification.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still unsure about which procedures you can perform, check the Guide to Surgery. A Machinist &#039;&#039;&#039;must&#039;&#039;&#039; be capable of performing a cyborgification, with or without a surgeon.&lt;br /&gt;
&lt;br /&gt;
==Exosuits==&lt;br /&gt;
Another thing you can do as a Machinist is make an Exosuit. 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 circuit printer, so long as [[Scientist|RND]] has done their job. Failing that, cargo or RND proper can get them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Please note that walking around the ship in an Exosuit when not transporting it or using it for its intended purpose is frowned upon! They&#039;re industrial tools, not personal carriages.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See more about Exosuits and their equipment on the [[Guide to Robotics]] page.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitoring as a Machinist is fun and easy, especially since you spawn with flashes, and an expectation of building very dangerous machines. Your high ship access, and access to tech storage will allow you to get pretty much everywhere, also you have gloves from the get-go. And, of course, emagging any of your basic creations serves to cause havoc and chaos. Emagging the [[Cyborg#Cyborgs_and_Hacking|cyborgs]] can make them do what you want. Some people will ignore, tell on, or attack you.&lt;br /&gt;
&lt;br /&gt;
Note that to emag a [[Cyborg#Cyborgs_and_Hacking|cyborg]], you should follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use an Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar to open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
==Do&#039;s and Don&#039;ts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do:&#039;&#039;&#039;&lt;br /&gt;
*Make cyborg bodies and install MMI&#039;s in them.&lt;br /&gt;
*Try to borg antagonists instead of the death penalty. They still fail, but are no longer a danger.&lt;br /&gt;
*Cut AI control when the AI is rogue.&lt;br /&gt;
*Make useful bots and leave them around the ship.&lt;br /&gt;
*Give mining or medical an exosuit before you start working on personal projects. people will thank you.&lt;br /&gt;
*Offer up to any reasonable departments if they need hardsuits, exosuits or cyborg upgrades.&lt;br /&gt;
*Create hardsuits to be distributed to security, engineering, medical and any other departments that you feel fit.&lt;br /&gt;
*Get people to sign the reasonable paperwork so the janitor doesn&#039;t suddenly start walking around in a combat mech.&lt;br /&gt;
*Put beacons in all mechs lest they get stolen.&lt;br /&gt;
*Make a Cyborg and Exosuit Control Console.&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t:&#039;&#039;&#039;&lt;br /&gt;
*Put an MMI in a borg without making sure it&#039;s still there (they can speak you know).&lt;br /&gt;
*Blow up all the borgs because one was emagged.&lt;br /&gt;
*Immediately blow up all borgs in malf.&lt;br /&gt;
*Try to make a mech you don&#039;t have materials for, nothing is more useless than a pile of combat limbs while you beg for metal and silver.&lt;br /&gt;
*Go on mech rampages &#039;because you can&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Operations]]&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40437</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40437"/>
		<updated>2026-07-06T05:20:23Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Conditioning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40436</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40436"/>
		<updated>2026-07-06T05:19:54Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Conditioning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40435</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40435"/>
		<updated>2026-07-06T04:56:57Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Resolve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOT CURRENTLY IMPLEMENTED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40434</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40434"/>
		<updated>2026-07-06T04:27:23Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Xenoarchaeology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40433</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40433"/>
		<updated>2026-07-06T04:27:06Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Xenobotany */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not implemented at this time.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40432</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40432"/>
		<updated>2026-07-06T04:26:34Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leadership represents a characters skill with inspiring others. Having ranks in this skill grants access to the &amp;quot;Deliver Speech&amp;quot; action. Which can be used to give a morale modifier either in an area, or to a single person. Additional ranks increase the morale modifier provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no skill with motivational speeches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a small morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a modest morale bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Deliver Speech&amp;quot; ability, which provides a moderate morale bonus.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40431</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40431"/>
		<updated>2026-07-06T04:23:23Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Firearms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Firearms represents your training in using all forms of ranged weapons. Having a high rank in in this skill provides bonuses to accuracy when shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no knowledge of how firearms work at all.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 60 degree spread-angle increase, making them very inaccurate.&lt;br /&gt;
			&lt;br /&gt;
+ - You have a decent chance of failing to find the safety when attempting to switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have fired a gun once or twice in your life, but are by no means fully trained. At least you know how to not shoot yourself in the foot or get scope-eye.&lt;br /&gt;
			&lt;br /&gt;
+ - Firearms you shoot have a 30 degree spread-angle increase, making them somewhat less accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have both training and actual experience with firearms. Equivalent to a few years of experience in roles such as military, police, or armed security.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to firearms use.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to firearms use either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of experience with firearms, potentially even in actual combat. Retired special forces, police marksmen, and hardened mercenaries fall under this category.&lt;br /&gt;
&lt;br /&gt;
			+ - Firearms you shoot have a 30 degree spread-angle decrease, making them somewhat more accurate. This generally doesn&#039;t apply to weapons fired in semi-auto, but will make burst and automatic fire more manageable.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40430</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40430"/>
		<updated>2026-07-06T04:18:52Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Armed Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Armed Combat influences your effectiveness when fighting with any melee weapon. Having low ranks in this skill slightly decreases damage dealt with melee weapons, while higher ranks can slightly increase it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-20%/-10%/0%/+10% modifier to melee weapon damage&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40429</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40429"/>
		<updated>2026-07-06T02:11:31Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Unarmed Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unarmed combat represents your training in hand-to-hand combat, or without a weapon. It also influences your ability to resist actions like disarms or martial arts. Higher ranks in Unarmed Combat provide bonuses when attacking with your fists, as well as bonuses to defending against others unarmed attacks and disarms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have rarely, if ever, fought someone in your life.&lt;br /&gt;
&lt;br /&gt;
			+ - You are more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience throwing punches. You are no stranger to a close-quarters fight, though anyone with real training is likely to overwhelm you.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly more likely to block your unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have been trained, whether by being in the military, taking close-quarters-combat classes or simply through experience, to both keep calm in a close-quarters fight and also fight well.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer no maluses to your close-quarters combat.&lt;br /&gt;
&lt;br /&gt;
			+ - You have no bonuses to unarmed fighting either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have had many years of martial arts experience. Probably having a Black Belt equivalent in one or more martial arts.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly less likely to miss when attempting to punch anywhere not the torso.&lt;br /&gt;
&lt;br /&gt;
			+ - You are slightly more likely to block unarmed attacks that you are aware of.&lt;br /&gt;
&lt;br /&gt;
			+ - Enemies are slightly less likely to block your unarmed attacks.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40428</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40428"/>
		<updated>2026-07-06T02:08:32Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40427</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40427"/>
		<updated>2026-07-06T02:05:30Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Xenobiology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Xenobiology is the study of the research and cataloguing of alien lifeforms. It is necessary not only for the proper detailing of alien creatures, but also for their processing, such as with slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Having this skill at least at the &amp;quot;Trained&amp;quot; rank is required to extract cores from slimes.&lt;br /&gt;
&lt;br /&gt;
		+ Ranks in this skill also provide small situational bonuses when interacting with aliens in general.&lt;br /&gt;
&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40426</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40426"/>
		<updated>2026-07-06T02:04:36Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Research skill governs your ability to conduct scientific research, iterate on designs in R&amp;amp;D and unlock the secrets of the universe. Currently only implemented for modular lasers.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40425</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40425"/>
		<updated>2026-07-06T02:03:32Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40424</id>
		<title>Guide to Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Skills&amp;diff=40424"/>
		<updated>2026-07-06T02:03:04Z</updated>

		<summary type="html">&lt;p&gt;SeniorScore: /* Pilot: Spacecraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
==Skills Overview==&lt;br /&gt;
Skills are divided into four ranks, &#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;, &#039;&#039;&#039;Familiar&#039;&#039;&#039;, &#039;&#039;&#039;Trained&#039;&#039;&#039;, &#039;&#039;&#039;Professional&#039;&#039;&#039; with an increasing cost associated with the skill as you buy into higher ranks. You are given eight skill points in each category, Service, Occupational, and Combat. Occupational Skills have been divided here for easier reference, and are reflected as a single group in the skill selection screen.&lt;br /&gt;
&lt;br /&gt;
===Service Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Bartending====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill can create mixed drinks of varying quality, which provide a long lasting morale bonus to anyone who consumes them. This skill is activated by first mixing a drink in a Drink Mixer, then pressing Z to shake it. Alternatively, drinks can be stirred with a spoon by clicking on a completed drink.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: Drinks you produce have no effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: Drinks you produce are slightly higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: Drinks you produce are of moderately higher quality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: Drinks you produce are of significantly higher quality.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cooking====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Users of this skill gain bonuses when harvesting parts from animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfamiliar&#039;&#039;&#039;: You have no modifiers from cooking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;: You gain +1 product when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained&#039;&#039;&#039;: You gain +2 products when butchering any animal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional&#039;&#039;&#039;: You gain +3 products when butchering any animal.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gardening====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users of this skill gain bonuses when harvesting grown plants.&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 bonus yield when harvesting plants&lt;br /&gt;
&lt;br /&gt;
0/ 1/3rd sec/ 2/3rd sec/ 1 sec faster Harvesting plants&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Resolve====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s mental resilience, emotional stability, and ability to remain steadfast under stress.&lt;br /&gt;
&lt;br /&gt;
Characters with greater Resolve have a permanent passive bonus to their effective morale value. This can provide small bonuses to a variety of interactions. &lt;br /&gt;
&lt;br /&gt;
This morale bonus can also act as a pool of resistance towards psychic damage.&lt;br /&gt;
This skill does nothing for any species which does not interact with Morale.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0/+5/+10/+15 passive permanent bonus of morale points&#039;&#039;&#039;&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Carousing====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a character&#039;s ability to resist drugs and alcohol. Higher ranks in this skill slightly improve the filtration effectiveness of the character&#039;s liver.&lt;br /&gt;
&amp;quot;his does nothing for characters that don&#039;t have a liver.&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% per rank to toxin/alcohol removal rate for the user&#039;s Liver.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ministry====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Represents a characters training in religious counseling. Having ranks in this skill unlocks the &amp;quot;Offer Blessing&amp;quot; ability, which offers a small morale modifier to an adjacent character. Additional ranks increase the morale modifier, which is empowered further if the recipient shares a religion with you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have no training in religious counseling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a small morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You gain the \&amp;quot;Offer Blessing\&amp;quot; ability, which provides a modest morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You gain the &amp;quot;Offer Blessing&amp;quot; ability, which provides a moderate morale bonus to a recipient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Engineering)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Electrical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Electrical engineering covers usage and maintenance of various electrical systems, such as wiring.&lt;br /&gt;
&lt;br /&gt;
Having less than &#039;&#039;&#039;TRAINED&#039;&#039;&#039; in this skill causes a 10 second delay when interacting with heavy electrical equipment such as emitters.&lt;br /&gt;
&lt;br /&gt;
Having the &#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039; rank in this skill allows you to see what each wire does when hacking machines.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mechanical Engineering====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mechanical engineering has to do with general construction of objects, walls, windows, and so on. It is also necessary for the usage of heavy machinery such as emitters. This skill is also commonly used for crafting items out of raw materials, and heavily governs the quality of said objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with physical machinery.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will typically be of low quality.&lt;br /&gt;
&lt;br /&gt;
- You take twice as long to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You cannot craft any object that requires this skill.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with most Engineering machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- Items you craft will be of slightly lower than average quality.&lt;br /&gt;
&lt;br /&gt;
- You take 50% longer to craft anything.&lt;br /&gt;
&lt;br /&gt;
- You can interact with some Engineering-related machinery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- You can craft items at the standard speed.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are generally at average quality.&lt;br /&gt;
&lt;br /&gt;
- You can interact with most if not all Engineering equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- You can craft items significantly faster.&lt;br /&gt;
&lt;br /&gt;
- Items you craft are of much higher quality on average.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Atmospheric Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Reactor Systems====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Reactor systems envelops anything used for reactors, such as the computers and gyrotrons for the INDRA. It is also necessary to correctly interpret information from reactor monitoring programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have little to no experience working with Reactor systems.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controllers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have some experience working with physical machinery, though are not formally trained.&lt;br /&gt;
&lt;br /&gt;
- You cannot interact with Reactor computers such as the INDRA controller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have formal training in general Engineering concepts, equivalent to a Bachelor&#039;s Degree.&lt;br /&gt;
&lt;br /&gt;
- This is the minimum skill level required to operate the INDRA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have many years of training in general Engineering concepts, equivalent to a Master&#039;s Degree or better.&lt;br /&gt;
&lt;br /&gt;
- Not currently implemented differently from Trained. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Medical)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Medicine====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform basic first-aid, as well as operate medical equipment.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Surgery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on organic humanoids, as well as what complexity of procedures can be performed. &lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled. &lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery. &lt;br /&gt;
&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on mechanical prosthetics, robots, or synthetics in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with surgery.&lt;br /&gt;
&lt;br /&gt;
- You suffer a large penalty to the chances of successfully performing any surgery on organic humanoids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of surgery. This is equivalent to a fresh med school graduate, or a military corpsman.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform surgeries slightly faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties: &lt;br /&gt;
			&lt;br /&gt;
+ - Opening or Closing incisions.&lt;br /&gt;
			&lt;br /&gt;
+ - Clamp bleeders.&lt;br /&gt;
			&lt;br /&gt;
+ - Fixing Arterial Bleeding&lt;br /&gt;
			&lt;br /&gt;
+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with surgery. This is equivalent to a fully licensed surgeon.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries somewhat faster.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without any penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You are a world class surgeon with decades worth of training and experience.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform surgeries moderately faster.&lt;br /&gt;
			&lt;br /&gt;
+ You can perform the following procedures without any penalties:&lt;br /&gt;
			+ - Opening or Closing incisions.&lt;br /&gt;
&lt;br /&gt;
			+ - Clamp bleeders.&lt;br /&gt;
&lt;br /&gt;
			+ - Fixing Arterial Bleeding&lt;br /&gt;
&lt;br /&gt;
			+ - Amputating a limb.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing broken bones or muscle tendons.&lt;br /&gt;
&lt;br /&gt;
			+ - Sawing and retracting a ribcage.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions only on organic humanoids, not synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Remove or Insert implants.&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair non-necrotic organs other than the brain, or mechanical prosthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair and debride necrotic organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repair damaged brains.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pharmacology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not currently implemented.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anatomy====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the speed at which you can check yourself for injuries, as well as the quality of the information obtained when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of anatomy.&lt;br /&gt;
			+ - You can only distinguish visible damage like cuts and burns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Simple bleeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with anatomy.&lt;br /&gt;
&lt;br /&gt;
			+ You can diagnose the following conditions at the highest level of detail:&lt;br /&gt;
&lt;br /&gt;
			+ - External injuries at a high level of detail.&lt;br /&gt;
			+ - Limb dislocation.&lt;br /&gt;
&lt;br /&gt;
			+ - Broken bones.&lt;br /&gt;
&lt;br /&gt;
			+ - Distinguish between simple bleeds and severed arteries.&lt;br /&gt;
&lt;br /&gt;
			+ - Limb necrosis.&lt;br /&gt;
&lt;br /&gt;
			+ - Tag injuries by triage priority.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forensics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs your knowledge of evidence gathering and analyzing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or knowledge of forensic principles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of forensics and evidence preservation.&lt;br /&gt;
&lt;br /&gt;
		+You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training and experience with forensic principles.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: You have extensive training and experience with forensics.&lt;br /&gt;
&lt;br /&gt;
			+ You can do the following:&lt;br /&gt;
&lt;br /&gt;
			+ - Automatically record time, place and gathering person on evidence bags and photos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Operations)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Robotics====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to perform surgical procedures on synthetics, as well as the complexity of what procedures can be performed.&lt;br /&gt;
&lt;br /&gt;
		+ A low rank in this skill causes surgery procedures to have a significantly higher chance to fail, while high ranks improve surgical chances.&lt;br /&gt;
&lt;br /&gt;
		+ The more advanced a surgery is, the greater the penalties will be from attempting it unskilled.&lt;br /&gt;
&lt;br /&gt;
		+ Having high ranks in this skill can also help offset the penalties from using non-ideal tools in surgery.&lt;br /&gt;
		+ This does not affect &amp;quot;surgeries&amp;quot; performed on organics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNFAMILIAR&#039;&#039;&#039;: You have zero training or experience with synthetics.&lt;br /&gt;
&lt;br /&gt;
			+ - You suffer a large penalty to the chances of successfully performing any surgery on synthetics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FAMILIAR&#039;&#039;&#039;: You have minimal training on the basics of synthetic repair and maintenance. This could be the level of a hobbyist, or someone currently pursuing a degree in robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRAINED&#039;&#039;&#039;: You have years of formal training or experience on repairing and maintaining synthetics equivalent to a Bachelor&#039;s degree in Robotics.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROFESSIONAL&#039;&#039;&#039;: Not currently implemented, functions exactly as per Trained.&lt;br /&gt;
&lt;br /&gt;
			+ You can perform the following procedures without penalties:&lt;br /&gt;
&lt;br /&gt;
			+ - Opening or closing external maintenance panels to make superficial repairs.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing basic damage with a welder or cables.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing external damage to mechanical limbs.&lt;br /&gt;
&lt;br /&gt;
			+ - Cutting someone out of a hardsuit.&lt;br /&gt;
&lt;br /&gt;
			+ - Fully opening or closing mechanical parts to access internal systems, allowing repairs to any amount of damage.&lt;br /&gt;
&lt;br /&gt;
			+ - Repairing, removing, or adding mechanical organs.&lt;br /&gt;
&lt;br /&gt;
			+ - Facial Reconstructions performed on Shell IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Attaching mechanical limbs (including to organics).&lt;br /&gt;
&lt;br /&gt;
			+ - Re-attach (organic) limbs. Robotic limbs require the Robotics skill instead.&lt;br /&gt;
&lt;br /&gt;
			+ - Perform all forms of internal repairs to IPCs.&lt;br /&gt;
&lt;br /&gt;
			+ - Prepare an MMI for cyborgification.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Pilot: Spacecraft====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs the user&#039;s ability to pilot spacecraft of any size, and is required to do so in the first place.&lt;br /&gt;
&lt;br /&gt;
Only two skill levels, unfamiliar or familiar.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pilot: Exosuits====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes every mech movement input to have a 10% chance to change into a random different direction.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Untrained&#039;&#039;&#039; in Pilot: Mechs causes a 5 Second delay when powering up a mech.&lt;br /&gt;
&lt;br /&gt;
0/-0.5 secs/-1 secs/-1.5 secs to Movement Delays for Strafing, Reverse, and Turning with mechs. Forward movement is never modified. This results in significantly improved maneuverability with mechs.&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Conditioning====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Governs a character&#039;s ability to pick up, drag, and throw heavy objects, particularly crates and people. By default, most characters can comfortably lift or drag 1.25x their body weight without penalty. This includes determining how heavy a character you can fireman carry, and with how much slowdown. Without the relevant education, you may only reach the &#039;&#039;&#039;Professional&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;: 90kg (lift a Skrell, Human, Offworlder, M&#039;sai, KA, or ZA)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 112.5kg (Lift a Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 135kg (Lift a (Non-Industrial) IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 157.5kg (No new breakpoints, though you get less a movespeed penalty from lugging around any of the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can Never Lift&#039;&#039;&#039;: Industrial, Bullwark, Diona, Vaurca Ta&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan Tajara Lift Breakpoints&#039;&#039;&#039;:&lt;br /&gt;
&#039;&#039;&#039;Rank 1:&#039;&#039;&#039; 116kg (Skrell, Human, Offworlder, M&#039;sai, Ka, Za, Zhan, Shell, or Diona Coeus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 2&#039;&#039;&#039;: 145kg (Non-Industrial IPC, Unathi)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 3&#039;&#039;&#039;: 174kg (No new breakpoints, though you get less penalties from the above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 4&#039;&#039;&#039;: 203kg (Juuuust barely lift an Industrial or Diona with heavy slowdown)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Occupational Skills(Science)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Research====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobotany====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenoarchaeology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Xenobiology====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0%/+2.5%/+5%/+7.5% to Surgery Success Chances when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+5%/+10%/+15% to Surgery Speed when performing surgery on a character of a different species than your own.,&lt;br /&gt;
&lt;br /&gt;
0%/+10%/+15%/+20% bonus melee damage When attacking any Xenofauna,&lt;br /&gt;
&lt;br /&gt;
0/+1/+2/+3 butchering products when butchering any Xenofauna&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Unarmed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Armed Combat====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Firearms====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Leadership====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Testing&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%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
====Tenacity====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
0/+0.1/+0.2/+0.3 Bonus minimum heart efficiency&lt;br /&gt;
&lt;br /&gt;
0/+1.25/+2.5/+3.75 Bonus effective blood volume&lt;br /&gt;
&lt;br /&gt;
0/+0.05/+0.1/+0.15 Bonus Pulse&lt;br /&gt;
&lt;br /&gt;
0/+0.075/+0.15/+0.225 Bonus Bleed resist&lt;br /&gt;
&lt;br /&gt;
0/+0.0375/+0.075/+0.1125 Bonus Arterial resist&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>SeniorScore</name></author>
	</entry>
</feed>