Difference between revisions of "Cyborg"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|headerbgcolor = #9599a5
|headerfontcolor = white
|headerfontcolor = black
|stafftype = PROGRAMMED
|stafftype = PROGRAMMED
|imagebgcolor = gray
|imagebgcolor = 959969
|img = Generic_borg.png
|img = Generic_borg.png
|jobtitle = Cyborg
|jobtitle = Cyborg
|access = [[:Category:Locations|Everywhere]]
|access = [[Job_Guides|Everywhere]]
|difficulty = Hard
|difficulty = Hard
|qualifications = N/A
|qualifications = N/A
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|guides = No external guides.
|guides = No external guides.
}}
}}
As a '''Cyborg''', you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station's [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).


Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a [[Positronic Brain]] or the brain of a living or dead human.
As a '''Cyborg''', you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[SCCV Horizon]], much like the ship's [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason).
 
First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
 
1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
3. Avoid harming Sapient life to the best of your ability.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.
 
'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
 
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force.
Ship pets are considered company property.
 
Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the vessel. It is not your duty to get bored ten minutes into the round and log out without telling anybody.


==Overview==
==Overview==
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.
Two Cyborgs are shipped to the ship at the beginning of the round. Any more need to be built by the [[Machinist]] with either a [[Synthetics#General_Synthetics|Positronic Brain]] or the brain of a living or dead being. The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.


'''Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.'''
'''Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.'''


===Starting as Cyborg===
==Starting as a Cyborg==
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?
You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the 'Show Laws' verb in the 'Robot Commands' tab.


===Being Upgraded===
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the ship needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below, as well as many useful shortcuts.
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.


You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).
==Being Upgraded==
The ship is supplied with two cyborg units at round start, shipped straight to the [[AI|AI Upload]] chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Machinist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.


===Returning to the Flesh===
==Non-Crew Communication==
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.
Cyborgs are different in that they have a language, known as '''Robot Talk''', which works with the shortcut ''',b'''. They can use this private channel to talk to other cyborgs, androids, and the AI.
 
==Non-Human Communication==
Cyborgs are different in that they have a '''binary channel''', which works with ''':b'''. They can use this private channel to talk to other cyborgs, androids, and the AI.


Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).


== Repairs ==
== Repairs ==
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using an accessible ID to unlock the Cyborgs Panel, crowbarring it open, using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but has not been blown into scrap can be repaired back to working order.


Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.


For more information about Cyborg maintenance, see the [[Guide to robotics]].
For more indepth information about Cyborg maintenance, see the [[Guide_to_Robotics|Guide to Robotics]]


==Modules==
=== Shortcuts ===
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.


===Standard===
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.
[[File:Cyborg.png|50px]] [[File:Standardrobot.png|50px]] [[File:Droid_Borg.gif|50px]] [[File:Sleekstandard.png|50px]] [[File:Spiderstandard.png|50px]]


An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:
==== APCs ====
* '''Ctrl + Click''': Toggle power


* [[Flash]]
==== Turret Controls ====
* [[Stun Baton]]
* '''Ctrl + Click''': Enable/Disable turrets.
* Fire Extinguisher
* '''Alt + Click''': Toggle Stun/Lethal mode.
* Wrench
* Crowbar
* Health Analyzer
* [[Energy Sword]] (When [[Emagged]])


===Service===
==== Airlocks ====
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]
* '''Shift + Click''': Open/close.
* '''Ctrl + Click''': Toggle bolts.
* '''Alt + Click''': Toggle electrification.
* '''Middle Click''': Toggle bolt lights.


A fairly useless module, but can be fun to have around. Comes loaded with the following:
=== Other Verbs ===


* [[Security_Items#Flash|Flash]]
Besides being able to interface with the ship's electrical mechanisms, the Station-bound has a number of other verbs that can be used.  
* Space Beer
* Universal Enzyme
* Gripper
* Bucket
* Mini hoe
* Hatchet
* Plant analyzer
* Plant bag
* Knife
* Rollingpin
* pen
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).
* Industrial Dropper
* Zippo lighter
* Tray
* Shaker
* Mickey Finn's Special Brew - Poisonous (When [[Emagged]])


===Miner===
==== AI Instant Messaging ====
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.png|50px]] [[File:Heavyminer.png|50px]] [[File:Sleekminer.png|50px]] [[File:Spiderminer.png|50px]] [[File:Standardminer.png|50px]]
The '''AI IM''' tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.


Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:
==== Take, View, and Delete Image ====
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).


* [[Flash]]
==== Show Laws and State Laws ====
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* '''Show Laws''' This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.
* Wrench
* Screwdriver
* Crowbar
* Mining Satchel
* Sonic Jackhammer
* Shovel
* Plasma cutter
* Mining scanner
* Sheetsnatcher 3000
* Mining gripper
* Electrified arm - Like a stun baton (When [[Emagged]])
 
 
===Security===
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]] [[File:Threadhound.png|50px]] [[File:Dronesecurity.png|50px]] [[File:Heavysecurity.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Standardsecurity.png|50px]]


Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:
* '''State Laws''' You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.


* [[Security_Items#Flash|Flash]]
==Modules and Tools==
* [[Security HUD]]
Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the 'Robot Commands' tab as any Module.
* [[Security_Items#Handcuffs|Handcuffs]]
* [[Security_Items#Stun_Baton| Stun Baton]]
* [[Security_Items#Taser|Taser]]
* Police tape
* [[Laser Gun]] (When [[Emagged]])


===Engineering===
===Engineering===
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]
[[File:Oldengineering.png|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]]  


Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselfs, but can repair other cyborgs. However, due to lack of hands, they are not able to do certain tasks, and they lack the ability to construct some items. Engineering modules are loaded with the following:
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Station-bound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:


* Flashlight
* Cloth Sheet
* [[Flash]]
* Wood Floor Tile Synthesizer
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* White Floor Tile Synthesizer
* Fire extinguisher
* Freezer Floor Tile Synthesizer
* Industrial Welding Tool
* Dark Floor Tile Synthesizer
* Glass Sheet Synthesizer
* Metal Rod Synthesizer
* Cable Coil Synthesizer
* Floor Tile Synthesizer
* Reinforced Glass Sheer
* Plasteel Sheer
* Wood Plank
* Plastic Sheet
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Fire Extinguisher
* Flash
* Crowbar
* Printing Pen (allows to select color and switch between renaming and writing)
* Matter Decompiler
* Metal Sheet
* T-Ray Scanner
* Analyzer
* Magnetic Gripper (for engineering related items)
* Sheet Holder (can hold stacks of sheets, for loading machines)
* Light Replacer (can be reloaded from box of replacement lights)
* Pipe Painter
* Paint Gun
* Engineering Tape
* Inductive Charger
* Impact Wrench (switch between wrench and screwdriver modes)
* Welding Tool
* Screwdriver
* Screwdriver
* Wrench
* Wrench
* Crowbar
* Wirecutter
* Wirecutters
* Multitool
* Multitool
* T-ray scanner
* Rapid-Fabrication-Device P-class (for synthesizing pipes and related devices, alt+click to switch modes)
* Analyzer
* Electrified arm - Like a stun baton (When Emagged)
* Engineering tape
* Metal
* Plasteel
* Reinforced glass
* Cable coil
* Gripper
* Matter decompiler
* Light replacer
* Pipe painter
* Floor painter
* Inflatables dispencer
* Electrified arm - Like a stun baton (When [[Emagged]])


===Construction===
===Construction===
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]
[[File:Oldengineering.png|64px]] [[File:Standardengineer.png|64px]][[File:Borg_Engineer_Nonhumanoid.png|64px]] [[File:Landthread.png|64px]]
[[File:Borg_Engineer_Humanoid.png|64px]] [[File:Droneengineer.gif|64px]] [[File:Sleekengineer.png|64px]] [[File:Spiderengineer.png|64px]] [[File:Heavyengineer.png|64px]]  


A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:
A mostly unused variation on the Engineering module. Focused on the construction and deconstruction of things. Just like all Station-bound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:


* Flashlight
* Plasteel Sheet
* [[Flash]]
* Reinforced Glass Sheet
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* Cloth Sheet
* Rapid-construction-device
* Floor Tile Synthesizer
* Fire extinguisher
* Cable Coil Synthesizer
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Fire Extinguisher
* Flash
* Crowbar
* Printing pen (can change color and switch between renaming and writing)
* Steel Sheet
* Metal Rod Synthesizer
* Sheet Holder (can hold stacks of sheets, for loading machines)
* Magnetic Gripper (for engineering related items)
* T-Ray Scanner
* Analyzer
* Light Replacer (can be reloaded from box of replacement lights)
* Paint Gun
* Cyborg Mining Drill
* Engineering Tape
* Inductive Charger
* Impact Wrench (switch between wrench and screwdriver modes)
* Rapid-Fabrication-Device C-class (instantly build and deconstruct walls, floors, windows, airlocks, very power heavy)
* Rapid-Fabrication-Device P-class (synthesize pipes and related devices, alt+click to change modes)
* Screwdriver
* Screwdriver
* Wrench
* Wrench
* Crowbar
* Experimental Welding Tool (slowly replenishes fuel)
* Plasmacutter
* Pipe Painter
* Pipe painter
* Electrified arm - Like a stun baton (When Emagged)
* Matter decompiler
* Gripper
* Metal
* Plasteel
* Glass
* Electrified arm - Like a stun baton (When [[Emagged]])
 
===Janitor===
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]] [[File:Mechaduster.gif|50px]] [[File:Sleekjanitor.png|50px]] [[File:Standardjanitor.png|50px]]
 
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:
 
* Flashlight
* [[Security_Items#Flash|Flash]]
* Soap
* Trash Bag
* Mop
* Advanced light replacer
* Cleaner spraycan
* Lube spray - Causes people to trip (When [[Emagged]])


===Medical===
===Medical===
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronechemistry.png|50px]] [[File:Dronesurgery.png|50px]] [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]  
[[File:Medbot.png|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]]  [[File:Medicaldroidchemistry.png|64px]] [[File:Medicaldroidsurgery.png|64px]][[File:Dronechemistry.gif|64px]] [[File:Dronesurgery.gif|64px]] [[File:Sleekchemistry.png|64px]] [[File:Sleeksurgery.png|64px]] [[File:Heavymedic.png|64px]]


This is one of the two medical modules. It specialises in the surgery and chemical aspect of medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following goodies:
This is one of the two medical modules. It specializes in the Surgery and Pharmacy aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:


* Flashlight
* Fire Extinguisher
* Flash
* Flash
* Health Analyser
* Crowbar
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)
* Nanopaste
* Advanced Trauma Kit
* Advanced Reagent Scanner
* Mass Spectrometer
* Autopsy Scanner
* Breath Analyzer
* Medical Tape
* Engineering Tape
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* FixOVein
* Bone Setter
* Circular Saw
* Surgical Drill
* Medical Gripper (for medical related items)
* Cyborg Pipette (for precise measurement of liquids)
* Roller Bed Rack
* Syringe
* Inductive Charger
* Health Analyzer
* Cyborg Hypospray (can inject: Bicaridine, Kelotane, Dexalin, Inaprovaline, Dylovene, Perconol, Mortaphenyl, Thetamycin)
* Scalpel
* Scalpel
* Hemostat
* Hemostat
* Retractor
* Retractor
* Cautery
* Cautery
* Bone Gel
* Bone gel
* Fix O Vein
* Bone Setter
* Circular Saw
* Surgical Drill
* Chemistry gripper
* Industrial dropper
* Syringe
* Advanced Reagent scanner
* Advanced Trauma kit


===Rescue===
===Rescue===
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronemedical.png|50px]]  [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]  
[[File:Medbot.png|64px]] [[File:Standardmedical.png|64px]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Non-Humanoid]] [[File:Borg_Medic.gif|64px|Humanoid]] [[File:Medicaldroid.png|64px]] [[File:Dronemedical.gif|64px]] [[File:Sleekmedic.png|64px]] [[File:Heavymedic.png|64px]]


The other medical module. It specialises in emergency situations when multiple casualties may exist. Loaded with:
The other Medical Module. It specializes in emergency situations, rescuing and stabilizing patients for transport to the medical bay. Comes loaded with the following:


* Flashlight
* Fire exinguisher
* Flash
* Flash
* Medical Hud
* Crowbar
* Health Analyser
* Paperwork Gripper
* Ointment (15)
* Roll of Gauze (15)
* Medical Splints (15)
* Syringe
* Medical Gripper
* Synthetic Jetpack (allows vertical movement)
* Mobility Module (highly increases move speed at the cost of heavily draining your battery)
* Medical Tape
* Engineering Tape
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Inductive Charger
* Medical Analyzer
* Advanced Reagent Scanner
* Advanced Reagent Scanner
* Mass Spectrometer
* Breath Analyzer
* Roller Bed Rack
* Cyborg Hypospray (can inject: Tricordrazine, Inaprovaline, Dylovene, Perconol, Moraphenyl, Adrenaline, Coagzolug)
* Cyborg Pipette (for precise measurement of liquids)
===Miner===
[[File:Borg_Miner.png|64px]] [[File:Standardminer.png|64px]] [[File:Mining_Droid.png|64px]] [[File:Mining_Hulk.png|64px]] [[File:Droneminer.gif|64px]] [[File:Sleekminer.png|64px]]
[[File:Spiderminer.png|64px]] [[File:Heavyminer.png|64px]]
Mining cyborgs are quite convenient, because they can go without a suit or oxygen while mining and maintaining mining drills. Comes loaded with the following:
* Flash
* Crowbar
* Crowbar
* Roller Bed Rack
* Wrench
* Industrial dropper
* Screwdriver
* Syringe
* Rapid Part Exchange Device (for upgrading machines)
* Medical Splints
* Synthetic Jetpack (allows vertical movement)
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)
* Metal Rod Synthesizer
* Fire Extingusher
* Station-bound Beacon Deployer
* Inflatables dispencer
* Scanner Pad
* Paperwork Gripper
* GPS (mining)
* Custom Kinetic Accelerator
* Engineering Tape
* Inflatables Dispenser (select to deploy walls or doors)
* GPS (com)
* Fire Extinguisher
* Inductive Charger
* Mining Satchel
* Cyborg Mining Drill
* Sheet Snatcher 9000 (Holds stacks of materials for loading machines)
* Drill Maintenance Gripper
* Rapid-Fabrication-Device M-class
* Ore Detector
* Deep Ore Scanner
* Electrified arm - Like a stun baton (When Emagged)


=== Clerical===
===Custodial===
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]
[[File:Janbot.png|64px]] [[File:Standardjanitor.png|64px]]  
[[File:mopgearrex.gif|64px|Non-Humanoid]] [[File:Borg_Janitor_Humanoid.png|64px|Humanoid]] [[File:Mechaduster.gif|64px]] [[File:Dronejanitor.gif|64px]] [[File:Sleekjanitor.png|64px]]  


A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:
About as useful as a regular [[Janitor]]. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:


* Flashlight
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Fire Extinguisher
* Flash
* Flash
* Printing Pen
* Crowbar
* Inductive Charger
* Integrated Soap
* Trash Bag
* Mop
* Advanced Light Replacer (automatically stores broken light-tubes, click a Disposal outlet to deposit.)
* Bucket
* Matter Decompiler
* Engineering Tape
* Lube spray - Causes people to trip (When Emagged)
 
===Service===
[[File:Borg_Waitress.png|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]]
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]]
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]]
 
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:
 
* Rapid-Fabrication-Device S-Class (can produce: Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes)
* Cyborg Pipette (for precise measurement of liquids)
* Zippo Lighter
* RoboTray
* cyborg drink synthesizer (dispenses: Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic Water, Soda Water, Lemon Lime, Orange Juice, Lime Juice, Watermelon Juice, Coffee, Espresso)
* NT Quick-Pay
* Dry Rag
* Engineering Tape
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Fire Extinguisher
* Flash
* Crowbar
* Wood Rolling Pin
* Steel Kitchen Knife
* Integrated Soap
* Printing Pen (can change color or switch between renaming or writing)
* Paper Dispenser
* Paper Dispenser
* Paperwork Gripper
* Paperwork Gripper
* Hand labler
* Hand Labeler
* Stamp
* Tape Roll
* Inductive Charger
* Service Gripper (for service related items)
* Bucket
* Steel Mini Hoe
* Steel Hatchet
* Plant Analyzer
* Plant Bag
* Auto Harvester
* Mickey Finn's Special Brew - Poisonous (When Emagged)
 
===Clerical===
[[File:Borg_Waitress.png|64px|Waitress]] [[File:Borg_Butler.png|64px|Butler]]
[[File:Standardservice.png|64px]] [[File:Borg_Bro.png|64px|Bro]]  [[File:Borg_Kent.gif|64px|Kent]] [[File:Borghydro.png|64px]] [[File:Borg_Rich.png|64px|Rich]] [[File:Borgbotany.png|64px]]
[[File:Droneservice.gif|64px]] [[File:Dronehydro.gif|64px]] [[File:Sleekservice.png|64px]] [[File:Heavyservice.png|64px]]


A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:
* Crowbar
* Tape Roll
* NT Quick-Pay
* Engineering Tape
* Police Tape
* Paper Scanner
* GPS
* Fire Extinguisher
* Flash
* Inductive Charger
* Printing Pen (can change color or switch between renaming or writing)
* Paper Dispenser
* Paperwork Gripper
* Hand Labeler
* Destination Tagger
* Rubber Stamp
* DENIED Rubber Stamp
* Chameleon Stamp (When Emagged)


===Research===
===Research===
[[File:Droidscience.png|50px]] [[File:Dronescience.png|50px]] [[File:Sleekscience.png|50px]]  
[[File:Standardjanitor.png|64px]] [[File:Droidscience.png|64px]] [[File:Dronescience.gif|64px]] [[File:Sleekscience.png|64px]] [[File:Heavyscience.png|64px]]  


A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction)
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:


* Printing Pen (can change color or switch between renaming or writing)
* Rapid Part Exchange Device (for upgrading machines)
* Multitool
* Nanopaste
* Advanced Reagent Scanner (for analyzing substances)
* Plant Bag (can harvest plants and pick up all plant material from a square)
* Engineering Tape
* Inflatables Dispenser (select to deploy walls or doors)
* GPS
* Fire Extinguisher
* Flash
* Flash
* Portable Destructive Analyser (breaks things down for research levels)
* Crowbar
* Research Gripper (holds circuitboards, robot parts and components, cyborg upgrades, brains and MMIs, slime extracts, monkey cubes, and glass beakers.)
* Sheet loader (Holds stacks of materials for loading machines)
* Cyborg Analyser (like a health analyser for synthetics)
* Access Code Transmission Device (Unlocks chassis' of cyborgs, including yourself. Can be used to open and then reset yourself
* Wrench
* Wrench
* Screwdriver
* Screwdriver
* Crowbar
* Wirecutter
* Scalpel
* Scalpel
* Circular Saw
* Circular saw
* Fire Extinguisher
* Syringe
* Syringe
* Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
* Medical gripper (can hold medical items)
* Industrial dropper
* Cyborg Pipette (for precise measurement of liquids)
* Advanced reagent scanner
* Inductive Charger
* Plant bag
* Portable Destructive Analyzer (destroys items for research levels)
* Pen
* Scientific Gripper (can hold science related items)
* Sheet Holder (holds stacks of sheets, for loading machines)
* Cyborg Analyzer (like a medical scanner, can analyze a cyborg's internal systems)
* Access Code Transmission Device (Locks and unlocks chassis' of cyborgs. Does not work on exosuits.)
* Cable Coil Synthesizer (can change the color of the coil)
* Experimental Welding Tool (slowly replenishes welding fuel)
* Hand teleporter (When Emagged)
 
===Combat===
[[File:Droidica.png|64px]]
 
<span style='color:red'><b>FILE TRUNCATED</b></span>
 
*<span style='color:red'><b>NULL</b></span>
 
===Syndicate===
 
[[File:Syndieborg.png|64px]] [[File:Syndietrack.png|64px]] [[File:Syndiemedbot.gif|64px]] [[File:Heavysyndie.png|64px]] [[File:Syndiespider.png|64px]]
 
A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.


When Emagged:
* Flash
*Hand teleporter
* Thermal vision
* Energy sword
* Mounted SMG
* Net gun
* Grenade launcher
* Crowbar
* Cryptographic sequencer
* Jetpack


=== Modifications ===
=== Modifications ===


Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Machinist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.


There are three lights in the cyborg with three corresponding wires:
There are three lights in the cyborg with three corresponding wires:
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An emagged cyborg will have no LawSync or AI link and cannot be reset.
An emagged cyborg will have no LawSync or AI link and cannot be reset. They will also be immune to Lockdown and being detonated.


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't work.
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't work.
Line 299: Line 442:


==Other Notes on Cyborgs==
==Other Notes on Cyborgs==
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.  
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
* You can replenish most of your integrated tools/dispensers/synthesizers by recharging in a cyborg recharge pod.
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.  
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.  
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.
Line 305: Line 449:
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].
* You must follow the [[AI#Interpreting_Your_Laws|AI's laws]].
* You cannot pick up, use, or equip external items.  
* You cannot pick up, use, or equip external items.  
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director's Office]].  
* You can be locked down or blown up using the Robotics Control Computer in the [[Research Director|Research Director's Office]].  
* You are considered directly subordinate to the [[AI]] if an AI is present and functional.  
* You are considered directly subordinate to the [[AI]] if an AI is present and functional.  
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a [[Communications Console]].  
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console.  
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.
Line 313: Line 457:
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.  
* You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.  
* Cyborgs have all-access and more, as well as remote door interaction.
* Cyborgs have all-access and more, as well as remote door interaction.
* You will need to recharge using the Cyborg Recharging Stations or the [[Dormitories]].
* You will need to recharge using the Cyborg Recharging Stations or the Dormitories.
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.  
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.  
* You are very tough, and as fast as, if not faster, than most of your human compatriots.
* You are very tough, and as fast as, if not faster, than most of your human compatriots.
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
* Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn't have the right to rush in with a [[stun baton]] and beat the Hostage takers.
* Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn't have the right to rush in with a [[Security_Officer#The_Equipment|stun baton]] and beat the Hostage takers.
* Cyborgs have access to '''all''' vessel information. This including contingency plans and First Contact Protocols(FCP). Do not share this information to standard crew members.
* If your flash breaks due to overuse, it can be repaired by recharging.
* You can resist from chairs or other buckles through typing 'Resist' in chat.
* A Cyborg gets distorted speech when highly damaged.


==.hack//==
==Cyborgs and Hacking==
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.
Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could also have been hacked personally by infiltrating agents.


To [[emag]] a cyborg, follow these steps:
To [[Uplink#Devices_and_Tools|emag]] a cyborg, follow these steps:


# Use and Emag or ID to unlock the cover.
# Use and Emag or ID to unlock the cover.
Line 328: Line 476:
# Use Emag again.
# Use Emag again.


This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.
This will turn control of the cyborg over to the person who emagged it and disconnect it from the AI and Cyborg Upload Console.


Note: Many people fail to emag cyborgs for a number of reasons.
Note: Many people fail to emag cyborgs for a number of reasons.
Line 338: Line 486:
* When the panel is opened, using an emag on the cyborg will sometimes display 'You fail to lock Cyborg-X's interface.' and will waste another emag charge.
* When the panel is opened, using an emag on the cyborg will sometimes display 'You fail to lock Cyborg-X's interface.' and will waste another emag charge.
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of 'Hack attempted'.
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of 'Hack attempted'.
* The Cyborg will be immune to normal solutions such as Detonating and Locking them down.


Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!
   
   
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.
Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.


Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.
Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any ship Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an [[AI]] by simply using the cyborg upload located within the AI upload.


{{Guides}}
{{Jobs}}
{{Jobs}}
[[Category:Jobs]]
[[Category:Jobs]]

Revision as of 08:26, 29 February 2024

PROGRAMMED STAFF
Cyborg
Cyborg
Access: Everywhere
Qualifications: N/A
Employers: Not defined
Supervisors: Your laws and the AI
Duties: Follow your laws, and do what the AI says.
Guides: No external guides.

As a Cyborg, you are a type of Station-bound synthetic designed to serve the crew of the SCCV Horizon, much like the ship's AI. You are an extension of the AI and are required to do anything it asks (within reason).

First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.

1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
3. Avoid harming Sapient life to the best of your ability.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.

YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.

While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force. Ship pets are considered company property.

Last but not least; Station-bound synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the vessel. It is not your duty to get bored ten minutes into the round and log out without telling anybody.

Overview

Two Cyborgs are shipped to the ship at the beginning of the round. Any more need to be built by the Machinist with either a Positronic Brain or the brain of a living or dead being. The Cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why playing as a cyborg can be a rough job, but it has its rewards.

Remember cyborgs are players as well, blowing them without a good reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing the Cyborgs for no good reason.

Starting as a Cyborg

You were once an Organic and had your brain removed and tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the 'Show Laws' verb in the 'Robot Commands' tab.

So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the ship needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below, as well as many useful shortcuts.

Being Upgraded

The ship is supplied with two cyborg units at round start, shipped straight to the AI Upload chamber. These cyborgs do not have the best battery on deployment, so it is a good idea for them to upgrade their battery with a higher capacity cell when available. There are afew other upgrades available if the Machinist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.

Non-Crew Communication

Cyborgs are different in that they have a language, known as Robot Talk, which works with the shortcut ,b. They can use this private channel to talk to other cyborgs, androids, and the AI.

Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).

Repairs

Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using an accessible ID to unlock the Cyborgs Panel, crowbarring it open, using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but has not been blown into scrap can be repaired back to working order.

Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.

For more indepth information about Cyborg maintenance, see the Guide to Robotics

Shortcuts

Being a Station-bound synthetic can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.

APCs

  • Ctrl + Click: Toggle power

Turret Controls

  • Ctrl + Click: Enable/Disable turrets.
  • Alt + Click: Toggle Stun/Lethal mode.

Airlocks

  • Shift + Click: Open/close.
  • Ctrl + Click: Toggle bolts.
  • Alt + Click: Toggle electrification.
  • Middle Click: Toggle bolt lights.

Other Verbs

Besides being able to interface with the ship's electrical mechanisms, the Station-bound has a number of other verbs that can be used.

AI Instant Messaging

The AI IM tab has all of the verbs needed to mimic the basic functionality of PDA messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.

Take, View, and Delete Image

Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).

Show Laws and State Laws

  • Show Laws This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.
  • State Laws You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.

Modules and Tools

Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the 'Robot Commands' tab as any Module.

Engineering

Oldengineering.png Standardengineer.pngBorg Engineer Nonhumanoid.png Landthread.png Borg Engineer Humanoid.png Droneengineer.gif Sleekengineer.png Spiderengineer.png Heavyengineer.png

Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They cannot repair themselves, but can repair other cyborgs. However, all Station-bound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:

  • Cloth Sheet
  • Wood Floor Tile Synthesizer
  • White Floor Tile Synthesizer
  • Freezer Floor Tile Synthesizer
  • Dark Floor Tile Synthesizer
  • Glass Sheet Synthesizer
  • Metal Rod Synthesizer
  • Cable Coil Synthesizer
  • Floor Tile Synthesizer
  • Reinforced Glass Sheer
  • Plasteel Sheer
  • Wood Plank
  • Plastic Sheet
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Fire Extinguisher
  • Flash
  • Crowbar
  • Printing Pen (allows to select color and switch between renaming and writing)
  • Matter Decompiler
  • Metal Sheet
  • T-Ray Scanner
  • Analyzer
  • Magnetic Gripper (for engineering related items)
  • Sheet Holder (can hold stacks of sheets, for loading machines)
  • Light Replacer (can be reloaded from box of replacement lights)
  • Pipe Painter
  • Paint Gun
  • Engineering Tape
  • Inductive Charger
  • Impact Wrench (switch between wrench and screwdriver modes)
  • Welding Tool
  • Screwdriver
  • Wrench
  • Wirecutter
  • Multitool
  • Rapid-Fabrication-Device P-class (for synthesizing pipes and related devices, alt+click to switch modes)
  • Electrified arm - Like a stun baton (When Emagged)

Construction

Oldengineering.png Standardengineer.pngBorg Engineer Nonhumanoid.png Landthread.png Borg Engineer Humanoid.png Droneengineer.gif Sleekengineer.png Spiderengineer.png Heavyengineer.png

A mostly unused variation on the Engineering module. Focused on the construction and deconstruction of things. Just like all Station-bound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:

  • Plasteel Sheet
  • Reinforced Glass Sheet
  • Cloth Sheet
  • Floor Tile Synthesizer
  • Cable Coil Synthesizer
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Fire Extinguisher
  • Flash
  • Crowbar
  • Printing pen (can change color and switch between renaming and writing)
  • Steel Sheet
  • Metal Rod Synthesizer
  • Sheet Holder (can hold stacks of sheets, for loading machines)
  • Magnetic Gripper (for engineering related items)
  • T-Ray Scanner
  • Analyzer
  • Light Replacer (can be reloaded from box of replacement lights)
  • Paint Gun
  • Cyborg Mining Drill
  • Engineering Tape
  • Inductive Charger
  • Impact Wrench (switch between wrench and screwdriver modes)
  • Rapid-Fabrication-Device C-class (instantly build and deconstruct walls, floors, windows, airlocks, very power heavy)
  • Rapid-Fabrication-Device P-class (synthesize pipes and related devices, alt+click to change modes)
  • Screwdriver
  • Wrench
  • Experimental Welding Tool (slowly replenishes fuel)
  • Pipe Painter
  • Electrified arm - Like a stun baton (When Emagged)

Medical

Medbot.png Standardmedical.png Non-Humanoid Humanoid Medicaldroidchemistry.png Medicaldroidsurgery.pngDronechemistry.gif Dronesurgery.gif Sleekchemistry.png Sleeksurgery.png Heavymedic.png

This is one of the two medical modules. It specializes in the Surgery and Pharmacy aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in Surgery and Chemistry. Comes loaded with the following:

  • Fire Extinguisher
  • Flash
  • Crowbar
  • Nanopaste
  • Advanced Trauma Kit
  • Advanced Reagent Scanner
  • Mass Spectrometer
  • Autopsy Scanner
  • Breath Analyzer
  • Medical Tape
  • Engineering Tape
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • FixOVein
  • Bone Setter
  • Circular Saw
  • Surgical Drill
  • Medical Gripper (for medical related items)
  • Cyborg Pipette (for precise measurement of liquids)
  • Roller Bed Rack
  • Syringe
  • Inductive Charger
  • Health Analyzer
  • Cyborg Hypospray (can inject: Bicaridine, Kelotane, Dexalin, Inaprovaline, Dylovene, Perconol, Mortaphenyl, Thetamycin)
  • Scalpel
  • Hemostat
  • Retractor
  • Cautery
  • Bone gel

Rescue

Medbot.png Standardmedical.png Non-Humanoid Humanoid Medicaldroid.png Dronemedical.gif Sleekmedic.png Heavymedic.png

The other Medical Module. It specializes in emergency situations, rescuing and stabilizing patients for transport to the medical bay. Comes loaded with the following:

  • Fire exinguisher
  • Flash
  • Crowbar
  • Paperwork Gripper
  • Ointment (15)
  • Roll of Gauze (15)
  • Medical Splints (15)
  • Syringe
  • Medical Gripper
  • Synthetic Jetpack (allows vertical movement)
  • Mobility Module (highly increases move speed at the cost of heavily draining your battery)
  • Medical Tape
  • Engineering Tape
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Inductive Charger
  • Medical Analyzer
  • Advanced Reagent Scanner
  • Mass Spectrometer
  • Breath Analyzer
  • Roller Bed Rack
  • Cyborg Hypospray (can inject: Tricordrazine, Inaprovaline, Dylovene, Perconol, Moraphenyl, Adrenaline, Coagzolug)
  • Cyborg Pipette (for precise measurement of liquids)

Miner

Borg Miner.png Standardminer.png Mining Droid.png Mining Hulk.png Droneminer.gif Sleekminer.png Spiderminer.png Heavyminer.png

Mining cyborgs are quite convenient, because they can go without a suit or oxygen while mining and maintaining mining drills. Comes loaded with the following:

  • Flash
  • Crowbar
  • Wrench
  • Screwdriver
  • Rapid Part Exchange Device (for upgrading machines)
  • Synthetic Jetpack (allows vertical movement)
  • Metal Rod Synthesizer
  • Station-bound Beacon Deployer
  • Scanner Pad
  • Paperwork Gripper
  • GPS (mining)
  • Custom Kinetic Accelerator
  • Engineering Tape
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS (com)
  • Fire Extinguisher
  • Inductive Charger
  • Mining Satchel
  • Cyborg Mining Drill
  • Sheet Snatcher 9000 (Holds stacks of materials for loading machines)
  • Drill Maintenance Gripper
  • Rapid-Fabrication-Device M-class
  • Ore Detector
  • Deep Ore Scanner
  • Electrified arm - Like a stun baton (When Emagged)

Custodial

Janbot.png Standardjanitor.png Non-Humanoid Humanoid Mechaduster.gif Dronejanitor.gif Sleekjanitor.png

About as useful as a regular Janitor. Cyborgs with the Custodial module automatically clean the floor when they pass over a tile. Comes loaded with the following:

  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Fire Extinguisher
  • Flash
  • Crowbar
  • Inductive Charger
  • Integrated Soap
  • Trash Bag
  • Mop
  • Advanced Light Replacer (automatically stores broken light-tubes, click a Disposal outlet to deposit.)
  • Bucket
  • Matter Decompiler
  • Engineering Tape
  • Lube spray - Causes people to trip (When Emagged)

Service

Waitress Butler Standardservice.png Bro Kent Borghydro.png Rich Borgbotany.png Droneservice.gif Dronehydro.gif Sleekservice.png Heavyservice.png

A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:

  • Rapid-Fabrication-Device S-Class (can produce: Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes)
  • Cyborg Pipette (for precise measurement of liquids)
  • Zippo Lighter
  • RoboTray
  • cyborg drink synthesizer (dispenses: Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic Water, Soda Water, Lemon Lime, Orange Juice, Lime Juice, Watermelon Juice, Coffee, Espresso)
  • NT Quick-Pay
  • Dry Rag
  • Engineering Tape
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Fire Extinguisher
  • Flash
  • Crowbar
  • Wood Rolling Pin
  • Steel Kitchen Knife
  • Integrated Soap
  • Printing Pen (can change color or switch between renaming or writing)
  • Paper Dispenser
  • Paperwork Gripper
  • Hand Labeler
  • Tape Roll
  • Inductive Charger
  • Service Gripper (for service related items)
  • Bucket
  • Steel Mini Hoe
  • Steel Hatchet
  • Plant Analyzer
  • Plant Bag
  • Auto Harvester
  • Mickey Finn's Special Brew - Poisonous (When Emagged)

Clerical

Waitress Butler Standardservice.png Bro Kent Borghydro.png Rich Borgbotany.png Droneservice.gif Dronehydro.gif Sleekservice.png Heavyservice.png

A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:

  • Crowbar
  • Tape Roll
  • NT Quick-Pay
  • Engineering Tape
  • Police Tape
  • Paper Scanner
  • GPS
  • Fire Extinguisher
  • Flash
  • Inductive Charger
  • Printing Pen (can change color or switch between renaming or writing)
  • Paper Dispenser
  • Paperwork Gripper
  • Hand Labeler
  • Destination Tagger
  • Rubber Stamp
  • DENIED Rubber Stamp
  • Chameleon Stamp (When Emagged)

Research

Standardjanitor.png Droidscience.png Dronescience.gif Sleekscience.png Heavyscience.png

A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:

  • Printing Pen (can change color or switch between renaming or writing)
  • Rapid Part Exchange Device (for upgrading machines)
  • Multitool
  • Nanopaste
  • Advanced Reagent Scanner (for analyzing substances)
  • Plant Bag (can harvest plants and pick up all plant material from a square)
  • Engineering Tape
  • Inflatables Dispenser (select to deploy walls or doors)
  • GPS
  • Fire Extinguisher
  • Flash
  • Crowbar
  • Wrench
  • Screwdriver
  • Wirecutter
  • Scalpel
  • Circular saw
  • Syringe
  • Medical gripper (can hold medical items)
  • Cyborg Pipette (for precise measurement of liquids)
  • Inductive Charger
  • Portable Destructive Analyzer (destroys items for research levels)
  • Scientific Gripper (can hold science related items)
  • Sheet Holder (holds stacks of sheets, for loading machines)
  • Cyborg Analyzer (like a medical scanner, can analyze a cyborg's internal systems)
  • Access Code Transmission Device (Locks and unlocks chassis' of cyborgs. Does not work on exosuits.)
  • Cable Coil Synthesizer (can change the color of the coil)
  • Experimental Welding Tool (slowly replenishes welding fuel)
  • Hand teleporter (When Emagged)

Combat

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Syndicate

Syndieborg.png Syndietrack.png Syndiemedbot.gif Heavysyndie.png Syndiespider.png

A highly illegal and advanced Syndicate Cyborg. This Module is only available to highly funded elements and for purchase through the black market. It is very lethal and equipped with a powerful arsenal of anti-personnel weaponry. while not as mobile as the Combat Module, it has more than enough tools to cause some serious damage.

  • Flash
  • Thermal vision
  • Energy sword
  • Mounted SMG
  • Net gun
  • Grenade launcher
  • Crowbar
  • Cryptographic sequencer
  • Jetpack

Modifications

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Machinist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.

There are three lights in the cyborg with three corresponding wires:

  • LawSync: 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.
    • Pulsing does nothing.
    • Cutting 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's laws.
    • Mending 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's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
  • AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
    • Pulsing 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.
    • Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
    • Mending this wire does nothing. You need to pulse it to reconnect it to an AI.


An emagged cyborg will have no LawSync or AI link and cannot be reset. They will also be immune to Lockdown and being detonated.

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't work.

Resetting Modules

Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.

  1. Robotics reset module circuit.png Build a module reset board from the robotics Exosuit Fabricator.
  2. Use ID on Cyborg to unlock panel.
  3. Crowbar open the Cyborg's panel.
  4. Shove that module reset board into the Cyborg.
  5. Crowbar the panel closed and ID lock it.

Other Notes on Cyborgs

  • You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
  • You can replenish most of your integrated tools/dispensers/synthesizers by recharging in a cyborg recharge pod.
  • Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.
  • You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.
  • You are immune to most (if not all) maladies such as disease and radiation poisoning.
  • You must follow the AI's laws.
  • You cannot pick up, use, or equip external items.
  • You can be locked down or blown up using the Robotics Control Computer in the Research Director's Office.
  • You are considered directly subordinate to the AI if an AI is present and functional.
  • Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console.
  • Like the AI, you can remotely view alarm statuses. Use this to your advantage.
  • You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.
  • Unlike the AI, you cannot use security cameras for remote viewing.
  • You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.
  • Cyborgs have all-access and more, as well as remote door interaction.
  • You will need to recharge using the Cyborg Recharging Stations or the Dormitories.
  • When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.
  • You are very tough, and as fast as, if not faster, than most of your human compatriots.
  • Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
  • Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn't have the right to rush in with a stun baton and beat the Hostage takers.
  • Cyborgs have access to all vessel information. This including contingency plans and First Contact Protocols(FCP). Do not share this information to standard crew members.
  • If your flash breaks due to overuse, it can be repaired by recharging.
  • You can resist from chairs or other buckles through typing 'Resist' in chat.
  • A Cyborg gets distorted speech when highly damaged.

Cyborgs and Hacking

Cyborgs are vulnerable to certain external software that operatives are equipped with, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in illegally compromised AIs, and may extend into related cyborgs via law sync protocols. Certain cyborgs could also have been hacked personally by infiltrating agents.

To emag a cyborg, follow these steps:

  1. Use and Emag or ID to unlock the cover.
  2. Crowbar open the cover.
  3. Use Emag again.

This will turn control of the cyborg over to the person who emagged it and disconnect it from the AI and Cyborg Upload Console.

Note: Many people fail to emag cyborgs for a number of reasons.

  • Emags have a limited amount of charges, around 3-4 sometimes 5.
  • People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.
  • Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.
  • If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.
  • When the panel is opened, using an emag on the cyborg will sometimes display 'You fail to lock Cyborg-X's interface.' and will waste another emag charge.
  • Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of 'Hack attempted'.
  • The Cyborg will be immune to normal solutions such as Detonating and Locking them down.

Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!

Whatever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for malfunctioning behavior, cyborgs are very expensive to rebuild and you may be demoted or fired for destroying them without a valid reason.

Keep in mind, Cyborgs are expected to operate with a certain degree of autonomy, please double check before detonating any ship Cyborgs acting suspiciously by doing routine maintenance on their electrical systems. Also keep in mind that their laws may have in the same process as an AI by simply using the cyborg upload located within the AI upload.

Guides of the Horizon
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles