Difference between revisions of "Cyborg"

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(→‎Module Types: Fix some mentions of refining ore at a material processor. Those basically don't exist anymore, as a result of PR #18838 being merged.)
 
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'''Cyborgs''' are robots installed with human brains, usually constructed in [[Robotics]] by the [[Roboticist|Roboticists]]. Cyborgs are more durable and sturdy than [[Human|humans]] and do not suffer from stunning, poison, or suffocation, but there are many limitations in return. Cyborgs are considered to be assistants directly to the [[AI]] and share its laws, so if an AI is corrupted or subverted, the Cyborgs will follow suit. They also have access to robotic communications along with the AI, effectively giving them their own private radio channel. (usage: ''say ":s (message)"'').
{{Warning|Notes='''Do not harm anyone unless your laws allow it.'''<br>Even if you are under attack by a traitor, you can't fight back directly.}}
{{jobDetailsHeader
|jobTitle            = Cyborg
|department          = SILICON
|departmentBgColour  = #888888
|departmentTextColour = white
|jobBgColour          = #BBBBBB
|jobTextColour        = black
|img                  = CyborgV3-64x64.gif
|difficulty          = Medium to Hard
|requirements        = None
|access              = All-access
|rpAccess            = None
|supervisors          = Silicon laws, the [[AI]] and station/ship crew, anyone listed as such per your laws
|subordinates        = Anyone listed as such per your laws
|responsibilities    = Follow your laws and serve the humans to the best of your ability
|guides              = [[AI's Guide to the Chain of Command]], [[AI Laws]], [[Human|Humans and Nonhumans]]
}}
'''Cyborgs''' are advanced robots controlled by either human brains or the [[AI]] through an [[Roboticist#AIInterfaceBoard|interface board]]. They are incredibly durable and sturdy (moreso than regular humans), have [[captain]]-level access, and can directly interface with a variety of different machines, among various other benefits. However, there is one big catch: cyborgs have no hands. Instead, they have to rely on the tools that are built into their [[#Modules|modules]]. Besides spawning at roundstart, cyborgs are usually built by the [[roboticist]]s. In addition, it's possible to become a cyborg via [[Chemistry#Nanomachines|nanomachines]] and [[Artifact Research#Cyborg Converter|cyborg converter artifacts]].


Cyborgs have no hands, and therefore cannot pick things up, instead having to use built-in tools to do stuff. Cyborgs have captain-level access, but are bound by the same laws as the AI. <br>
They also have access to robotic communications along with the [[AI]], effectively giving them their own private radio channel. To use it, type:
So whatever you do '''DO NOT HARM ANYONE UNLESS YOUR LAWS ALLOW YOU TO DO SO.''' Even if they are traitors or hitting you, you can't fight back!  <br> Similarly, if the AI is corrupted by a traitor, ion storm, or other shenanigan, the cyborgs follow suit.
 
*'''<code>say :s [your message]</code>'''
 
Cyborgs are considered the AI's assistants and will usually share its laws, unless linked to another law rack, emagged, or straight out syndicate. If an AI is [[Random Events#Law Rack Corruption|corrupted]] or [[Antagonist|subverted]], the cyborgs will follow suit, unless they are emagged.


==Perks==
==Perks==
* Immune to Toxin and Suffocation Damage
* Invulnerable or otherwise resistant to many things that can hurt humans and other fleshy creatures:
* Has a set of items which cannot be removed or lost
** Immune to toxins, suffocation damage and extreme temperatures.
* Cannot be stunned or incapacitated (You can be flashed however.)
** Immune to most maladies (diseases, radiation, etc).
* Immune to most maladies (diseases, radiation, etc)
** Can survive in space and navigate it if equipped with a propulsion upgrade or a fire extinguisher.
* Access to the mostly private Robotic Speech channel
** Less susceptible to stuns in general, but not still not entirely immune. [[Security Objects#Flash|Flashes]] and [[Security Objects#Stun Baton|stun batons]] are still very effective against cyborgs.
* Can survive and navigate in space (with a propulsion upgrade or a fire extinguisher)
** Anyone dumb enough to punch a cyborg suffers mild {{BRUTE}} damage. The cyborg, of course, is not hurt. [[Guide to Genetics#Gamma Ray Exposure|Hulks]], [[Changeling#Shambling Abomination|shamblers]], and [[Werewolf|werewolves]] have better luck.
* Can pull anything without being slowed down, including corpses, downed humans, and a crate/locker/container of player mobs not on {{Help}} intent. [[Nuclear Operative#Sound crew strategies|Nuclear bombs]] are the one exception.
* Being part machine, cyborgs can interface easily with many different machines.
** Has [[Captain]]-level access.
** Can interact with computers from afar.
** Can [[Calling the Escape Shuttle|call the Escape Shuttle]] without having to insert the appropriate ID card. They can't recall the shuttle though, so if the crew wants to send the shuttle back, they'll need a meatbag to do it.
** Has superuser access on the [[TermOS]] network, allowing them full control of the computer system and access to the full suite of commands. They do not need to insert an ID to authenticate for superuser access.
* Has a set of items, which cannot be removed or lost.
* Becomes more power efficient, faster, and stun resistant when given [[Chemicals#Oil|oil]]. More details [[#Well-Oiled Machine: Oil and You|here]].
* Access to the mostly-private robotic channel.
* Get a fancy monospace font option, done by surrounding the text with "`" on either side.
* When their chest unit is destroyed, they leave behind, among other things, a head unit, which can be [[wrench]]ed to extract the brain. When their head unit is destroyed, it leaves behind the brain. Both of these enable the [[Roboticist#Construction|construction of a new borg body]].
* To facilitate revival, when killed, an alert is sent to all Medical PDAs (including, but not limited to, the [[Roboticist]]s' PDAs) notifying the recipient of the cause of death and room location, similar to [[Implants#Health|health implants]].


==Restrictions==
==Restrictions==
* Unable to pick up, use, equip, or interact with external items (except for computers and machines)
* Unable to pick up, use, equip or interact with external items. The exception are most computers, [[Robots|robots]] and other machines, as long as they are powered.
* Must follow the laws of the [[AI]]
* Limited by the charge of their [[#Battery|battery]], which is displayed in the status panel.
* Lifespan is limited by the charge of their cell, which is displayed in the Status panel
* Must follow the laws of the law rack they are bound to.
* Can be forcibly self-destructed by the '''Robotics computer'''
* Can be forcibly self-destructed by using the [[Computers#Robotics Control Computer|robotics computer]] unless [[Syndicate Items#Syndicate Robot Frame|protected]].
* Takes damage from [[Security Objects#Taser|taser]] shots and [[Murder#Energy Weapons|similar energy particles]].
* Stunned much longer by [[Security Objects#Flash|flashes]].
* Very vulnerable to EMPs. In addition to screwing with your vision and making BZZT noises, EMPs cause 55 damage to each cyborg part (chest and head included), stun you for 5 seconds, and give you "Upgrades disabled" for 5 seconds, which, true to its name, turns off your [[#Upgrades|upgrades]] and prevents you from using them (i.e. no [[#Recovery Upgrade|recovery upgrade]] or [[#Repair Pack|repair pack]] for you.) In practical terms, 55 damage means that one EMP will take away all your limbs if they're all light parts, and two EMPs will pretty much annihilate you if you have only light parts. If you have only standard parts, you can withstand one EMP, but the second will take away all your limbs and the third your head.
* Affected by [[Random Events#Law Rack Corruption|Law Rack Corruption events]]. These can mess with [[AI Laws|your laws]] in a weird way. Usually, it's less "murder all the meatbags" and more "it's every crew member's 25th birthday" or "make sure the floors are a dirty as possible".
* Affected by [[Random Events#Ion Storm|ion storms]], which may cause you to hallucinate. This is usually harmless and silly, but it might be a little surprising and/or confusing to start hearing weird noises everywhere.
 
==Cyborg Interface==
[[Image:BorgGUI-NewHUD.jpg|thumb|upright=2|An overview of the user interface as a cyborg.]]
Click on the '''module panel''' to select a [[#Modules|starter module]], if yours starts out empty and just shows a command prompt. Once you've picked one, use the '''module panel''' icon to access your equipment. Pick the tool you need, then click the frame of the corresponding '''item slot''' to select it, just like a hand. You can free that slot for other equipment by using the '''store highlighted item''' button. All things in an active slot consume '''battery charge''' constantly, so needlessly leaving things equipped will mandate more frequent recharging. Also keep an eye on your '''health indicator'''.
 
There are other buttons and icons on your main interface:
 
* Atmosphere and temperature - Of no importance to cyborgs, but this information can be essential for ensuring the safety of humans.
* Radio panel - Change the frequency of your radio or mute the mic.
* Intent and targeting - Determines which part of the body you want to target when you are interacting with a human, and how. Generally [[Doctoring#Surgery|only relevant]] for medical cyborgs.
* Stop pulling - If you're pulling something, click this button to release the object.
* Upgrade panel - Allows you to activate/deactivate installed upgrades. This panel can be hidden when you don't need it.
 
Also, electronic equipment (doors, computers, APCs, etc) may be clicked on and interacted with as though you were the AI. Remember to follow your laws during these interactions, e.g. do not shock doors to subdue the traitor, as that would be harming a human!
 
===Robot Commands===
 
In addition, there are a couple of verbs in the ''Robot Commands'' tab on your right, towards the top:
 
* ''Cyborg PDA'' - Pulls up your internal [[PDA]], equipped with a [[PDA#Cyborg Internal PDA Cart|unique cartridge]].
* ''Show Alerts'' - Not fully functional, but it does list drained or disabled [[Engineering Objects#APC|APCs]].
* ''Show Laws'' - Self-explanatory.
* ''State Standard Laws'' - This makes you recite the default three [[AI Laws]], often called "default laws" or "Asimov", regardless of what your actual laws are. You might use this if you have law that explicitly forbids you from stating a certain law or otherwise want to keep a certain law secret.
* ''State Laws'' - This makes you recite all your current laws into the chat. As the prompt says, if you have a law that requires you not to state it, it'd be breaking the rules to use this command to say your laws--that's why you have ''State Standard Laws''.
* ''Toggle Interface Lock'' - Locks/unlocks your interface, allowing access to your head compartment and chest cover. This would otherwise require a roboticist's (or better) ID.
* ''Open Nearest Door to...'' - Opens up a list of people within range of the station's cameras and, well, opens whatever door is closest to them. Only works if you're a cyborg with an [[Roboticist#AIInterfaceBoard|AI interface board]].
* ''Change vocal pitch'' - Allows you to change your vocal pitch from high to low for things such as text actions and emotes.
* ''Recall to Mainframe'' - If you're a cyborg shell [[Roboticist#AIInterfaceBoard|controlled by the AI]], you move back to your core and regain all the associated [[AI]] abilities. If you aren't, it does nothing.
* ''Change facial expression (screen head only)'' - Lets you choose which expression is displayed on the screen head and whether the facial features shown are the chosen color while the rest of the screen is dark (light-on-dark) or the whole screen is the chosen eye color with the face expression itself having a dark color (dark-on-light). As it says on the tin, this only works if you have the [[#Cyborg Screen Head|cyborg screen head]] for your [[#Head|head]] part.
 
==Charging stations==
[[File:CyborgDockingStationV2-32x32.png|64px]]


== Cyborg Interface ==
The [[General Objects#Cyborg Docking Station|charging stations]] are intended for the maintenance of cyborgs and can be used to repair damage and recharge their power cell. Cyborgs can enter the station by using drag & drop or the ''Move Inside'' verb (right click). [[Roboticist|Roboticists]] may also customize a cyborg's name, appearance, module and upgrades. In the absence of a helping hand, limited self-service is still possible. Simply insert upgrades and clothing by drag-and-dropping them into the charging station. Clothing for the head, mask, exo-suit and jumpsuit slots can be worn by cyborgs.


Click Panel to access your equipment. Click the frame of a slot to select it, just like a hand. Click Store with a slot selected to free that slot for other equipment. All things in an active slot take power constantly, so needlessly leaving things equipped will mandate more frequent recharging.
Charging stations are available in the following areas:


Also, electronic equipment (doors, computers, APCs, etc) may be clicked on and interacted with as though you were the AI. Remember to follow your laws during these interactions - do not shock doors to subdue the traitor (this is harming a human), or ignore a busy door that you find electrified (inaction allowing humans to come to harm).
<tabs plain>
<tab name="Cogmap2">
*[[Robotics#Cogmap2|Robotics]].
*[[Emergency Storage B]]
*[[Tool Storage#Cogmap2|Tool Storage]].
*[[Mining Department#Cogmap2|Mining Department]].
*[[AI Chamber#Cogmap2|AI Chamber]], which stands out for having not one, but ''four'' stations.
*The [[Mining Outpost]].
</tab>


== Charging stations ==
<tab name="Cogmap1">
*[[Robotics#Cogmap1|Robotics]].
*[[Tool Storage#Cogmap1|Tool Storage]].
*[[Engineering Power Room#Cogmap1|Engineering Power Room]], above [[Mechanic's Workshop#Cogmap1|Mechanics Lab]], west of the control room area in [[Engineering#Cogmap1|Engineering]].
*Mining Staff Room, a subsection of the [[Mining Department#Cogmap1|Mining Department]] where the Mining Shuttle to the [[Mining Outpost]] docks, located below the room where all the equipment is kept.
*A room below the [[AI Chamber#Cogmap1|AI Chamber]] with an Engineering airlock, where the AI's SMES is kept. This is technically considered part of the AI Upload Foyer.
*The [[Mining Outpost]].
</tab>


The charging stations in robotics and at the mining station have special functions just for cyborgs as well as allowing them to charge their power and repair their bodies. Roboticists can customize a cyborgs name, appearance, module and upgrades in the charger. Cyborgs can pull upgrades and clothing item up to and into a charging station to self-equip it. Note: Some clothing is not compatible.
<tab name="Nadir">
*[[Robotics#Nadir|Robotics]]
*[[AI Chamber#Nadir|AI Chamber]]. There are four of them, which is even more than Robotics gets, and each one gets its own little room.
*East Maintenance, specifically the west side, near Mining Staff Room and [[EVA#Nadir|EVA Storage]].
*Above the [[Mini-Custodial Closet#Nadir|Janitor's Supply Closet]] and [[Emergency Storage A#Nadir|Emergency Storage A]]. It's by the APC for the Northeast Breach Hull.
*North West Maintenance, an area that's connected to the [[Barbershop#Nadir|Barbershop]] and [[Ranch#Nadir|Ranch]], among other places.
*[[Research Wing#Nadir|Research Hall]], in front the [[Harmonic Siphon]].
*Below the [[Brig#Nadir|Brig]]. This room also contains the APC for the Southwest Breach Hull.
*South East Maintenance, which is located below the [[Mechanics Workshop#Nadir|Mechanic's Lab]] and to the right of the [[Central Warehouse#Nadir|Central Warehouse]].
*[[Tool Storage#Nadir|Tool Storage]].
*West Maintenance, between Bar and Hydroponics. The charger is specifically more on the east end.
</tab>
<!---
<tab name="Destiny">
*[[Robotics#Destiny|Robotics]].
*[[Toilets#Destiny|Bathrooms]].
*The [[Mining Outpost]].
</tab>
-->
<tab name="Clarion">
*[[Robotics#Clarion|Robotics]].
*Outside the [[Locker Room#Clarion|Locker Room]], in the area to the right with wooden floors.
*The [[Mining Outpost]].
</tab>


== Anatomy of a Cyborg ==
<tab name="Oshan">
Cyborgs are a bit more modular than their organic crewmates, so two cyborgs are rarely exactly alike. A cyborg's physical frame is made up of a head, a chest, two arms, and two legs.
*[[Robotics#Oshan|Robotics]]
*[[AI Chamber#Oshan|AI Chamber]]
*[[Research Outpost#Oshan|Research Outpost]] (specifically the hangar area)
*[[Pod Bay#Oshan|Pod Bay]] (the public one)
*[[Ore Processing#Oshan|Refinery]]
</tab>
 
<tab name="Atlas">
*[[Robotics#Atlas|Robotics]]
*The [[Mining Outpost]].
</tab>
 
<tab name="Kondaru">
*[[Robotics#Kondaru|Robotics]]
*North West Maintenance, specifically the section above the [[News Office#Kondaru|News Office]].
*The [[AI Chamber#Kondaru|AI Chamber]], or rather the three tiny rooms beside the main entrance.
*East Inner Maintenance, above the [[Kitchen#Kondaru|Kitchen]]. This docking station is closest to the room with the coolers for the Kitchen's freezer room.
*A room in South East Maintenance, which surrounds the [[Bridge#Kondaru|Bridge]].
*Secure Atmospherics, below the public entrance into [[Security (place)#Kondaru|Security]] and left of the area where several [[Security Objects#Security Equipment Locker|Security Equipment lockers]] spawn.
*South West Maintenance, a little bit west of the strip of maint that separates the [[Plasma Research#Kondaru|Toxin Lab]] from the rest of the [[Research Wing#Kondaru|Research Wing]].
*The [[Mining Outpost]]
</tab>
 
<tab name="Donut 2">
*[[Robotics#Donut 2|Robotics]].
*[[AI Satellite#Donut 2|AI Satellite]], specifically in the area with the red and green pharosium transduction matrix flooring. The two docking stations here  are close by the entrance rooms.
*[[Emergency Storage A#Donut 2|Emergency Storage A]].
*[[Locker Room#Donut 2|Locker Room]]
*Mining Staff Room, which is located below [[Mechanics Workshop#Donut 2|Electronics]], otherwise known as Mechanics.
*North East Maintenance, which links the [[Detective's Office#Donut 2|Detective's Office]] and [[Chapel#Donut 2|Chapel]].
*[[Tool Storage#Donut 2|Tool Storage]].
*West Maintenance, above the [[Kitchen#Donut 2|Kitchen]].
*The [[Observatory#Donut 2|Observatory]] on [[Zeta Research Station#Donut 2|Zeta Research Station]]. It's behind the second door from the top.
*Research Storage, also on [[Zeta Research Station#Donut 2|Zeta Research Station]].
*The [[Mining Outpost]].
</tab>
 
<tab name="Donut 3">
*[[Robotics#Donut 3|Robotics]].
*[[AI Satellite#Donut 3|AI Satellite]]. You don't have to go into the room where the AI's mainframe is housed, just the little atrium below it.
*[[Crew Lounge#Donut 3|Crew Lounge]]. It's not too far from [[Arrivals#Donut 3|Arrivals]], though it is a little isolated.
*[[Escape Arm#Donut 3|Escape Shuttle Hallway]], specifically the east section, near all the escape pods.
*[[Gym#Donut 3|Fitness Room]], below the [[Bar#Donut 3|Bar]]. It's by the wrestling/boxing ring, so it's a good place to patch up contestants and get some extra juice while watching meatbags beat up other meatbags.
*Below the mineral magnet in [[Mining Department#Donut 3|Mining]], hanging out on a catwalk exposed to [[space]]. It's practically tailor-made for [[#Mining|mining borgs]]. This area is technically considered part of the Mining Staff Room.
*Northeast Outer Maintenance, north of the [[Ranch#Donut 3|Ranch]], which is itself north of [[Hydroponics#Donut 3|Hydroponics]].
*Research Storage, below the Chemistry area. Conveniently enough, there's a [[Making and Breaking#Science Fabricator|science fabricator]] and ValuChimp nearby, in the opposite corner of the room.
*South Bathroom, which is west of [[Medbay#Donut 3|Medbay]]. It's even got its own little stall, how cute.
*Southwest Outer Maintenance. To be specific, it's below [[Security (place)#Donut 3|Security]], and to be even more specific, it's south of the Security Officers Quarters. It's also close to the [[Courtroom#Donut 3|Courtroom]].
*[[Technical Storage#Donut 3|Technical Storage]], just a little bit right of the [[Research Wing#Donut 3|research wing]] and [[Medbay#Donut 3|Medbay]].
*[[Tool Storage#Donut 3|Tool Storage]], for all borgs who work in [[Engineering#Donut 3|Engineering]]. And other borgs who happen to be close to [[Cargo Bay#Donut 3|Cargo]], of course.
*The [[Mining Outpost]].
</tab>
<!---
<tab name="Manta">
*[[Robotics#Manta|Robotics]]
*[[AI Chamber#Manta|AI Chamber]]
*[[Main Hangar#Manta|Submarine Bay (Port)]]
*[[Main Hangar#Manta|Submarine Bay (Starboard)]]
*[[Garbage Garbs#Manta|Garbage Garbs]]
*Mining (the refinery one) on the [[Sea Turtle#Manta|Sea Turtle]]
</tab>
 
<tab name="Linemap">
*[[Robotics#Linemap|Robotics]].
*[[AI Chamber#Linemap|The AI Chamber]], in the room just after the catwalk.
</tab>
<tab name="Mushroom">
*[[Robotics#Mushroom|Robotics]].
*The inexplicable, unnamed room in the maintenance tunnel next to [[EVA#Mushroom|EVA]].
*The [[AI Satellite#Mushroom|AI Satellite]], in the inner circle where the AI is actually kept.
*The [[Mining Outpost]].
</tab>
<tab name="Samedi">
*[[Robotics#Samedi|Robotics]].
*[[Tool Storage#Samedi|Tool Storage]].
*[[AI Upload#Samedi|AI Upload]].
*[[Mining Department#Samedi|Mining Magnet]].
*The [[Mining Outpost]].
</tab>-->
</tabs>
 
==Anatomy of a Cyborg==
Cyborgs are a bit more modular than their organic crewmates, so two cyborgs are rarely exactly alike. A cyborg's physical frame is made up of a head, a chest, two arms, and two legs. Players who start the round as cyborgs, or are converted by [[Chemicals#Nanomachines|nanomachines]], will spawn in light frames, which are the fastest and most fragile suits.


===Body===
===Body===
* '''Head''': This is a critical part for all cyborgs, as it carries the brain that allows them to function. If the head is destroyed, the cyborg is irrevocably gone; his brain is eradicated in the explosion and there is no way to retrieve it. For this reason, cyborgs benefit greatly from having the [[Roboticist]] reinforce their head with metal. After a cyborg is active, however, the head cannot be reinforced, so this is usually a consideration if you are designing your own body prior to being borged.<br>
====Frame and chest====
* '''Chest''': The chest unit houses the cyborg's battery, module, and any upgrades it may have. It is also critical, and the cyborg will be killed if the chest unit is destroyed.  It cannot be reinforced, but that point is largely academic as the chest is so sturdy it will often be the only thing left intact if a cyborg is caught in a bomb blast or something.<br>
Centerpieces which keep the cyborg together and function as mounting points for the extremities and internal components. They cannot be reinforced despite their importance.
* '''Arms''': Cyborgs ideally have both a right and left arm, which allows them to pull things around and use tools from their module. Arms can be reinforced with metal, but doing so is rarely worth the trouble. Attackers do not focus on a cyborg's arms, and if you do lose an arm somehow, you remain active. A Roboticist can install a new arm or two if you find yourself short.<br>
 
* '''Legs''': Cyborgs can choose between a right and left leg or a pair of treads, which consolidates all the hit points of both legs into one unit and allows slightly faster movement. For almost all intents, treads are objectively better than legs, though not so much that a player should spend 20 minutes pestering the Roboticist for a set when they already have functional legs. Legs are non-critical, but losing them will slow your movement speed quite a lot.
{| class="wikitable sortable mw-collapsible" style="text-align: left"
* '''Battery''': Cyborgs run on batteries, which must be recharged periodically. Without a battery, a cyborg is nonfunctional. A cyborg will spawn with a battery that has 7500 power capacity, but the Roboticist has replacements that have 15000 power capacity. This increase is huge and you should definitely pester your Roboticist to replace your battery immediately. There are better batteries, including a self-recharging one, but the Roboticist will never get the materials to make one unless you bring it personally, so don't worry about it.
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 5%" class="unsortable" | Image
!scope = "col" style="width: 5%" | Health
!scope = "col" style="width: 75%" class="unsortable" | Description
 
|- id="CyborgFrame"
! Frame
| <center>[[File:CyborgFrameV3-32x32.png]]</center>
| 5000
| The part which holds everything together. Can be [[emag|emagged]] to make a Emagged frame with no laws.
 
|- id="CyborgFrameSyndicate"
! Frame (Syndicate)
| <center>[[File:CyborgFrameV3-32x32.png]]</center>
| 5000
| Activated cyborg (excluding AI-controlled ones) will have a [[Syndicate Items#Syndicate Robot Frame|special set]] of laws and capabilities.
 
|- id="Light Cyborg Chest"
! Light Cyborg Chest
| <center>[[File:CyborgChestLightV2-32x32.png]]</center>
| 75
| Houses the cyborg's battery, module, and any upgrades it may have. It is also critical, and the cyborg will be killed if the chest unit is destroyed. Unlike other light parts, this doesn't give a speed boost.
 
|- id="CyborgChestStandard"
! Chest (Standard)
| <center>[[File:CyborgChestStandardV2-32x32.png]]</center>
| 250
| Significantly more durable, but that point is largely academic as even a light chest will often be the only thing left intact if a cyborg is caught in a bomb blast.
|}
 
====Battery====
Cyborgs run on batteries. Your battery is slowly but constantly depleting, even when you're not doing anything, and every time you use one of your tools, it drains your battery, some more than others. To recharge your battery, you can do one of the following: <!-- TODO: give relative speeds, e.g. "slower than charging stations" -->
*Dock at a [[#Charging stations|charging station]]. Just being inside of it automatically fills up your battery over time, and if you have someone else around, you can also get them to replace your battery entirely.
*Transfer power from an APC battery to your battery using [[#Tools with Each Module|cell cables on the negative (down arrow) mode]]. This also recharges you over time.
*Use a [[#Recharge Pack|Recharge Pack]]. This instantly gives you 15000 PU, making it a great option if you need a lot of charge quickly. However, it can only be used every 7 minutes.
*Stand near a [[Spatial Interdictor Guide|spatial interdictor]] with a Nimbus-class mainboard. This is even more automatic than a charging station because all you need to do is be in its area of effect. It's wireless too, so you don't have to be right next to it.
 
Without a battery, a cyborg is nonfunctional. When your battery starts running below 1000 PU or so, your item slots empty out, and you can't use your them until you recharge. If you let trickle down to zero, you can't talk or make emotes, and you are unable to pull or interact with things. Luckily, if you have no battery or one that with less than 100 PU, you'll periodically broadcast a sad boop and a little icon with a lightning bolt ([[File:CyborgBatteryDistressIndicator.gif]]) indicating to nearby humans that you need some juice.
 
The vast majority of the time, you'll have a 15000 PU battery. For most non-[[#Engineering|engineering]] borgs, this lasts almost an entire hour with moderate use. There are better batteries, including self-recharging ones, but robotics rarely gets the materials to make one unless you bring it personally, so don't worry about it.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 10%" class="unsortable" | Image
!scope = "col" style="width: 75%" class="unsortable" | Description
 
|- id="Power Cell"
! Power Cell
| <center>[[File:PowerCellV2-32x32.png]]</center>
| Your standard 15k [[Engineering Objects#Power Cell|battery]], found in [[Robotics]] and on [[General Objects#Cell Charger|cell chargers]] everywhere.
 
|- id="Cerenkite Power Cell"
! Cerenkite Power Cell
| <center>[[Image:CerenkitePowerCellV2-32x32.png]]</center>
| A 15000 capacity cell that recharges itself. The recharge rate is pretty slow, but visiting a recharger less often is still nice. Made by [[Making and Breaking#Robotics Fabricator|robotics]] and [[Making and Breaking#Mining Fabricator|mining fabs]].
 
|- id="Erebite Power Cell"
! Erebite Power Cell
| <center>[[Image:ErebitePowerCellV2-32x32.png]]</center>
| More capacity than a [[#Cerenkite Power Cell|cerenkite cell]] (20000 PU vs. 15000) and self-recharges twice as quickly, but is highly reactive, practically making you a walking bomb. Keep away from sparks, fire, lasers, and other heat sources when equipped with one. An active [[#Heat Shield Upgrade|Heat Shield]] can, in certain situations, protect the cell from heat and keep it from exploding. Made by [[Making and Breaking#Robotics Fabricator|robotics]] and [[Making and Breaking#Mining Fabricator|mining fabs]].
 
|- id="Hyper Capacity Power Cell"
! Hyper Capacity Power Cell
| <center>[[File:HyperCapacityPowerCell.png]]</center>
| Contains a whopping 25000 PU capacity, giving it highest capacity outside of artifact cells, though it has no self-charge ability. Can be produced by [[Making and Breaking#General Manufacturer|general manufacturers]], [[Making and Breaking#Robotics Fabricator|robotics fabricators]] and [[Making and Breaking#Mining Fabricator|mining fabricators]], with a suitably high material cost.
 
|- id="Custom Large Energy Cell"
! Custom Large Energy Cell
| <center>[[Image:CustomLargeCell.png]]</center>
| Large cells made through the [[Ore Processing#The Nano-Fabricator|the nano-fab]]. Can be self-recharging with certain materials and can have exceptionally large capacity if the material used has high conductivity.
 
|- id="Artifact Cell"
! Artifact Cell
| <center>[[Image:EgunPowerCellArtifact.gif]]</center>
| Capacity can vary wildly, from a rather laughable 1500 to a handsome 100000, with most going below 15000. In any case, it always has an high self-recharge rate that can offset the power drain from most tools. Sometimes dug up through [[Guide to Mining#Interesting Finds|mining]] and can be one of the possible [[Artifact Research#Types|random artifact spawns]] in [[Artifact Research]], the [[Debris Field]], the [[Trench]], the [[Mining Level]], and the [[Adventure Zone]].
 
|- id="Potato Cell"
! Potato Cell
| <center>[[Image:PotatoCellV2.png]]</center>
| Get your GLaDOS on with a little help from [[Botanist|your neighborhood gardener]]. Potato batteries have a very low default capacity (inferior to even standard cells), but a well-cultivated strain can be viable enough to self-charge after harvest, making them a feasible option for cyborgs with low power requirements. They're also [[Construction#Large potato battery|quite easy to make]].
|}
 
====Head====
This is a critical part for all cyborgs, as it carries the brain that allows them to function. If the head is destroyed, the cyborg immediately shuts down and drops its incredibly vulnerable brain onto the floor at its feet. For this reason, cyborgs benefit greatly from having the roboticist [[Roboticist#Reinforcing|reinforce]] their head. The head cannot be reinforced after a cyborg is activated, so this is usually a consideration if you are designing your own body prior to being borged.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 5%" class="unsortable" | Image
!scope = "col" style="width: 5%" | Health
!scope = "col" style="width: 75%" class="unsortable" | Description
 
|- id="Light Cyborg Head"
! Light Cyborg Head
| <center>[[File:CyborgHeadLightV2-32x32.png ]]</center>
| 60
| Weak and very fragile, but it does make the cyborg move noticeably faster. The speed boost of a light head can completely offset the speed penalty of a single [[#CyborgLegSturdy|sturdy leg]] or [[#CyborgArmSturdy|arm]]. You'll need multiple [[#CyborgLegLight|light legs]] or [[#CyborgArmLight|arms]] to completely counteract a heavy part or multiple sturdy limbs though.
 
|- id="CyborgHeadStandard"
! Head (Standard)
| <center>[[File:CyborgHeadStandardV2-32x32.png]]</center>
| 160
| The middle ground so to speak. No movement speed boost, but significantly sturdier without the excessive weight of reinforced heads.
 
|- id="CyborgHeadSturdy"
! Head (Sturdy)
| <center>[[File:CyborgHeadSturdyV2-32x32.png]]</center>
| 225
| Can withstand a bit more abuse. Incurs a slight speed penalty, which can be counteracted by having at least one [[#CyborgArmLight|light arm]], [[#CyborgLegLight|light leg]], [[#CyborgLegTreads|tread]], or [[#Alastor Pattern Thrusters|thruster]].
 
|- id="CyborgHeadHeavy"
! Head (Heavy)
| <center>[[File:CyborgHeadHeavyV2-32x32.png]]</center>
| 350
| Impressively durable. One of these will slow the cyborg down a lot, and you'd need either two [[#CyborgArmLight|light arms]], two [[#CyborgLegLight|light legs]], two [[#CyborgLegTreads|treads]], two [[#Alastor Pattern Thrusters|thrusters]], or a combination of thereof to complete balance it.
 
|- id="Cyborg Screen Head"
! Cyborg Screen Head
| <center>[[File:CyborgScreenHead-32x32.png]]</center>
| 90
| A CRT with many expressions and colors. Colors are tied to cyborg eye color and so can be changed at a [[#Charging stations|docking station]], and you can choose the expression and arrangement of colors shown via ''Change facial expression (screen head only)'' in the Robot Commands tab. Sturdiness is between standard and light models, and it has some slight slowdown, to the same degree as the [[#CyborgHeadSturdy|sturdy head]].  
|}
 
====Arms and legs====
Cyborgs ideally have both a pair of arms and legs. Arms allow them to pull things around and use tools from their module, and as such represent a specific slot each (left equals No 1, right is No 3). If both arms are destroyed, the cyborg remains active but is limited to the No 2 item slot. There is no movement speed penalty with missing just the arms; on the contrary, you actually move faster without arms, because weight savings (assuming you still have your legs, of course). Of course, any speed penalties or boosts associated with the arms will, logically, no longer apply.
 
Cyborg arms in particular can be [[emag]]ged, causing it to periodically change tools. If you have an emagged arm, then every four seconds, there's a 20% <!-- 60% chance to do nothing, then 50% chance to actually do something. Math works out to (1-.60) * .5 = .20 for something happening -->chance your active slot will suddenly switch to a different tool in your [[#Modules|module]], chosen at random. This is per arm, so you'll run into this issue more often if both your arms are emagged.
 
Legs are likewise non-critical, yet losing them slows your movement speed dramatically. If you're missing a leg, but the arm on the same side is still intact (e.g. your right leg is gone, but you still have your right arm), that arm can offset the movement penalty somewhat (you can imagine you're dragging yourself forward with your arm.) That also means a cyborg missing a right arm AND leg moves slower than one just missing a right leg, and it's same deal with the left side. As you might expect, you are slowest when missing all your limbs, just like with humans.
 
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 15%" | Item
!scope = "col" style="width: 5%" class="unsortable" | Image
!scope = "col" style="width: 5%" | Health<br>(Per Part)
!scope = "col" style="width: 75%" class="unsortable" | Description
 
|- id="CyborgArmLight"
! Arm (Light)
| <center>[[File:LightCyborgArmsV2-32x32.png]]</center>
| 25
| Each light arm makes the cyborg faster, but the limb is easily destroyed. The speed boost from one arm is high enough to exactly offset the slowdown caused by one sturdy part, whether that is a [[#CyborgArmSturdy|sturdy arm]], a [[#CyborgLegSturdy|leg]], or [[#CyborgHeadSturdy|head]]. It only partially offsets the slowdown of a [[#CyborgArmHeavy|heavy arm]] or [[#CyborgHeadHeavy|heavy head]] though.
 
|- id="CyborgArmStandard"
! Arm (Standard)
| <center>[[File:StandardCyborgArmsV2-32x32.png]]</center>
| 60
| Average durability. No speed boosts, but no speed penalty either.
 
|- id="CyborgArmSturdy"
! Arm (Sturdy)
| <center>[[File:SturdyCyborgArmsV2-32x32.png]]</center>
| 115
| Less likely to be blown off by an explosion. Incurs a slight speed penalty, per arm (i.e. having two of these slows you down more than just one, logically).
 
|- id="CyborgArmHeavy"
! Arm (Heavy)
| <center>[[File:HeavyCyborgArmsV2-32x32.png]]</center>
| 175
| Extremely resistant to damage, but also very heavy, so they reduce movement speed significantly. This is per arm, so the slowdown is more drastic when you've two of them, as you'd expect. Most importantly, if either of your arms is heavy, it allows you to use the *flex emote (Hotkey: {{Key|Ctrl}} + {{Key|X}}) to show off your steel.
 
|- id="CyborgLegLight"
! Leg (Light)
| <center>[[File:LightCyborgLegsV2-32x32.png]]</center>
| 25
| Similar to light arms, light cyborg legs are are easily destroyed, but each one boosts the cyborg's movement speed, per leg, so two light legs boost speed more than just one. One light leg can completely counter the slowdown incurred by a [[#CyborgHeadSturdy|sturdy head]] or one [[#CyborgArmSturdy|sturdy arm]] (but not two sturdy parts unless you've two light legs) and mitigates the slowdown of one [[#CyborgArmHeavy|heavy arm]] or a [[#CyborgHeadHeavy|heavy head]].
 
|- id="CyborgLegStandard"
! Leg (Standard)
| <center>[[File:StandardCyborgLegsV2-32x32.png]]</center>
| 115
| Medium durability. No effect on speed of cyborg.
 
|- id="CyborgLegTreads"
! Leg (Treads)
| <center>[[File:CyborgTreadsV2-32x32.png ‎]]</center>
| 60
| Trades health and power consumption for speed. They allow slightly faster movement and directly cut slowdown from heavy and sturdy components by a third. A borg with treads, a [[#CyborgArmSturdy|sturdy arms]], and [[#CyborgHeadSturdy|sturdy head]] for example moves faster than one with [[#CyborgLegStandard|standard legs]], [[#CyborgArmStandard|arms]], and [[#CyborgHeadStandard|head]]. Treads can even make a borg with a [[#CyborgHeadHeavy|heavy head]] and [[#CyborgArmHeavy|arms]] move faster than a borg with fully standard parts, though only slightly. However, they also tax the power cell quite a bit and they have less health than standard legs (though they still have leg up on light ones).
 
|- id="Alastor Pattern Thrusters"
! Alastor Pattern Thrusters
| <center>[[Image:AlastorPatternThrusters.png]]</center>
| 100
| Hover in the air with magical rocket legs! Gives a better speed boost than treads at the cost of higher power consumption. A full set of thrusters can completely counteract the speed penalties of a [[#CyborgHeadSturdy|sturdy]] AND two [[#CyborgArmSturdy|sturdy arms]], making a full-sturdy cyborg move as fast a full-standard-parts one, and even borgs with a [[#CyborgHeadHeavy|heavy head]] and [[#CyborgArmHeavy|heavy arms]] can move at a tolerable pace, albeit still slower than normal human speed. <br><br>Rocket flames, not surprisingly, heat tiles below borgs, ignite plasma clouds, trigger fire alarms, and can cause general calamity, and they do not work as a [[jetpack]] or keep cyborgs from falling into holes. They do let borgs move over tables though.<br><br> Blueprints for these are in some [[Adventure Zone]] location. It's possible also to find thrusters in [[Guide to Mining#Abandoned Crates|abandoned crates]], as part of the "departmental" item pool. You get the full set in this case; you won't, say, get a right thruster but not a left thruster.  
|}


===Patching up===
===Patching up===
As mentioned, Cyborgs are immune to suffocation and toxins. They can still get dented and burnt, though. A welder will fix the former, and a strategically applied cable coil will fix the latter.
As mentioned, cyborgs are immune to many types of damage. They can still get dented and burnt, though, so repairs might become necessary:
 
;Brute damage
 
* Automatic - Enter a charging station, select ''Repair Structural Damage'' and an appropriate amount of welding fuel.
* Manual - Use a [[Engineering Objects#Welder|welding tool]] on the damaged cyborg. Works for [[Roboticist#AI shells|AI shells]] as well.
 
;Burn damage
 
* Automatic - Enter a charging station, select ''Repair Burn Damage'' and an appropriate amount of wiring.
* Manual - Unlock the cyborg's interface, open the cover with a [[crowbar]] and expose the wiring with a [[screwdriver]]. You can then replace the burnt wiring with a [[Engineering Objects#Wire|cable coil]]. AI shells: simply use the cable coil on them, nothing else is required.


===Upgrades===
===Upgrades===
In addition to the tools provided by their module (see below), Cyborgs have can get a few extra perks from installed upgrade packages. You will occasionally get one of these for free when choosing your initial module. Upgrades are cataloged below, color coded based on a general composite of usefulness and ease to obtain. <span style="color:#A37717">Must-have</span> -> <span style="color:#25A317">Great</span> -> <span style="color:#1937E3">Good</span> -> <span style="color:#E34519">Meh</span> -> <span style="color:#8C2E14">Practically Unusable</span>
In addition to the tools provided by their module (see below), cyborgs have can get a few extra perks from installed upgrade packages. By default, every cyborg has three slots for upgrades. You will occasionally get one of these for free when choosing your initial module.
 
EMPs disable upgrades for 5 seconds, so you can't always rely on these if you're facing, say, someone with a [[Security Objects#Pulse Rifle|pulse rifle on EMP mode]] or a [[Traitor]] wielding [[Syndicate Items#EMP Grenades|EMP grenades]].
 
All of these upgrades can be manufactured at [[Making and Breaking#Robotics Fabricator|robotics fabricators]], though many of them have special material requirements. Four of these ([[#Efficiency Upgrade|efficiency upgrade]], [[#Force Shield Upgrade|force shield upgrade]], [[#Propulsion Upgrade|propulsion upgrade]], and [[#Teleporter Upgrade|teleporter upgrade]]) can also appear [[Guide to Mining#Abandoned Crates|abandoned crates]], as part of the "departmental" item pool.
{| class="wikitable sortable mw-collapsible" style="text-align: left"
!scope = "col" style="width: 20%" | Item
!scope = "col" style="width: 5%" | Battery drain
!scope = "col" style="width: 5%" | Single-<br>use?
!scope = "col" style="width: 5%" class="unsortable" | Sprite
!scope = "col" style="width: 70%" class="unsortable" | Description
 
|- id="Efficiency Upgrade"
! Efficiency Upgrade
| <center>-1</center>
| {{No}}
| [[File:PowerEfficiencyUpgrade.png|center]]
| As a cyborg, you will constantly be looking with worry at your battery. This useful upgrade lowers your base power usage by 1. Besides making them at a [[Making and Breaking#Robotics Fabricator|robotics fab]], you can also sometimes find them in [[Guide to Mining#Abandoned Crates|abandoned crates]]; they spawn as part of the "departmental" item pool.
 
|- id="Expansion Upgrade"
! Expansion Upgrade
| <center>N/A</center>
| {{Yes}}
| [[File:ExpansionPackUpgrade.png|center]]
| Adds another slot for upgrades. The more expansion upgrades you take, the more power you draw. Lots more. As in, exponentially more.
 
|- id="Force Shield Upgrade"
! Force Shield Upgrade
| <center>250</center>
| {{No}}
| [[File:ForceShieldUpgrade.png|center]]
| When activated, envelops you in 1x1 forcefield that lessens damage you take from explosions and reduces damage from melee attacks and kinetic bullets, but not thrown items and energy weapon shots, by 4, e.g. a [[Engineering Objects#Mechanical Toolbox|blue toolbox]] goes from 8 {{BRUTE}} to just 4, while a [[Murder#Sirius Assault Rifle|round from a Sirius rifle]] does 26 {{BRUTE}} instead of 30. It has a considerable power cost; it drains 100 PU every few seconds while active and drains another 100 PU for every point of damage taken. Great for [[Syndicate Items#Syndicate Robot Frame|Syndicate cyborgs]] who want to go in swinging with a fire extinguisher.<br><br>It's possible to find these inside [[Guide to Mining#Abandoned Crates|abandoned crates]], as part of the "departmental" item pool. This is noteworthy because making one at a [[Making and Breaking#Robotics Fabricator|robotics fabricator]] requires rather rare materials.
 
|- id="Heat Shield Upgrade"
! Heat Shield Upgrade
| <center>100</center>
| {{No}}
| [[File:HeatShieldUpgrade.png|center]]
| Exactly like the force shield, except instead of {{BRUTE}}, it reduces {{BURN}} damage, e.g. from a [[Murder#Phaser|phaser]], at the same rate of energy consumption. It still decreases damage from explosions, draining the same amount of battery power as the force shield does at the same task. If you're powered by an [[#Erebite Power Cell|erebite cell]], an active shield can also prevent it from exploding when exposed to heat, in certain cases. Excellent for resisting [[Chemicals#Fluorosulfuric Acid|acidfoam]], but [[Murder#LaserGun|laser]] shots and the like can still give you trouble.
 
|- id="Optical Meson Upgrade"
! Meson Upgrade
| <center>5</center>
| {{No}}
| [[File:OpticalMesonsUpgrade.png|center]]
| Gives you the benefit of [[Optical Meson Scanner|Meson Goggles]], allowing you to see the layout of the station and asteroids. This is absolutely critical if you are going mining as a cyborg and somewhat useful for [[Power_Grid|messing with the engine]]
 
|- id="ProDoc Healthgoggles"
! ProDoc Healthgoggles
| <center>5</center>
| {{No}}
| [[File:ProDocHealthGogglesUpgrade.png|center]]
| Allows you to assess the health of humans at a glance, just like [[Medical Objects#ProDoc Health Goggles|health goggles]]. Exceptionally useful for [[Doctoring|doctoring]].
 
|- id="Spectroscopic Scanner Upgrade"
! Spectroscopic Scanner Upgrade
| <center>5</center>
| {{No}}
| [[File:SpectroscopicScannerUpgrade.png|center]]
| Works like [[Chemistry#Spectroscopic Scanner Goggles|spectroscopic scanner goggles]], in that it lets you assess the [[chemicals]] inside certain containers, such as beakers, bottles, and glasses, just by Examining them.
 
|- id="Propulsion Upgrade"
! Propulsion Upgrade
| <center>25</center>
| {{No}}
| [[File:JetpackUpgrade.png|center]]
| This lets you navigate in space as though you had a [[jetpack]], which makes you infinitely more useful to the station and also makes playing as a borg infinitely more fun. Instead of being confined to the station, you can go EVA to rescue people or explore the [[Debris Field]] with someone. Without one of these, your only hope to navigate is to use a [[Fire Extinguisher|fire extinguisher]], which not all modules have.<br><br>In addition to making it at a [[Making and Breaking#Robotics Fabricator|robotics fab]], you can also randomly this inside [[Guide to Mining#Abandoned Crates|abandoned crates]], as part of the "departmental" item pool.
 
|- id="Recharge Pack"
! Recharge Pack
| <center>N/A</center>
| {{Yes}}
| [[File:RechargePackUpgrade.png|center]]
| Activating this single-use upgrade instantly restores 15000 PU. Useful if you're planning on going exploring or want to work on a project without worrying about your battery every so often. However, it also gives you the "Quick charged" status effect for 7 minutes, preventing you from using another recharge pack and essentially acting as a cooldown.
 
|- id="Recovery Upgrade"
! Recovery Upgrade
| <center>3333</center>
| {{No}}
| [[File:RecoveryPackUpgrade.png|center]]
| Immediately reboots your systems, nullifying the effects of [[Flash|flashes]] and other stun weaponry. Drains 3333 PU per use.
 
|- id="Repair Pack"
! Repair Pack
| <center>N/A</center>
| {{Yes}}
| [[File:RepairPackUpgrade.png|center]]
| Cyborgs are generally resilient, but they pay for this by not being able to recover from damage very easily, since most modules can only repair themselves by returning to a recharging station. This single-use upgrade fixes this by giving the cyborg a full repair that they can activate at their convenience.
 
|- id="Security HUD Upgrade"
! Security HUD Upgrade
| <center>5</center>
| {{No}}
| [[File:SecHUDUpgrade.png|center]]
| When turned on, works like a pair of [[Security Objects#Security HUD|SecHUDs]], which allowing you to see whether someone is set to arrest, released, paroled, and other statuses in the [[ThinkDOS#Secmate|SecMate]] records.
 
|- id="Self-Repair Upgrade"
! Self-Repair Upgrade
| <center>60</center>
| {{No}}
| [[File:SelfRepairPackUpgrade.png|center]]
| Allows the cyborg to continually expend energy to repair itself. Can be a saving grace if the charging stations are destroyed, but it drains the cyborg's battery quite rapidly.
 
|- id="Speed Upgrade"
! Speed Upgrade
| <center>100</center>
| {{No}}
| [[File:SpeedBoostUpgrade.png|center]]
| Standard and reinforced cyborgs are much slower than humans, and you are going to lose any footrace with a healthy human. The speed upgrade changes that, effectively turning you into a massive metal Speedy Gonzalez. Absolutely fantastic any time you want to cover a lot of ground in a straight line, but very obnoxious any time you need to make turns. The module can be difficult to control, so make sure to turn it off when you don't want to be dashing down the hallways at the speed of sound.


* '''<span style="color:#A37717">Propulsion Upgrade</span>''': This lets you navigate in space as though you had a [[jetpack]], which makes you infinitely more useful to the station and also makes playing as a borg infinitely more fun.  Instead of being confined to the station, you can go EVA to rescue people, or to go exploring the void with someone.  Without one of these, your only hope to navigate is to use a [[Fire Extinguisher]], which not all modules have. They require only common materials to make, and you can even get one for free by starting with the Construction or Mining module.<br>
|- id="Teleporter Upgrade"
* '''<span style="color:#25A317">Speed Upgrade</span>''': By default, Cyborgs are much slower than humans, and you are going to lose any footrace with a healthy human.  The Speed Upgrade changes that, effectively turning you into a massive metal Speedy Gonzalez.  Absolutely fantastic any time you want to cover a lot of ground in a straight line, but very obnoxious any time you need to make turns.  The module is very difficult to control with the laggy BYOND client, so be sure to turn it the hell off any time you're not dashing down a hallway at the speed of sound.  Better, they are made of common, simple materials that will not tax the Roboticist to give you.
! Teleporter Upgrade
* '''<span style="color:#25A317">Efficiency Upgrade</span>''': As a Cyborg, you will constantly be looking with worry at your battery.  If it dies, your fun will too, very quickly.  The Efficiency Upgrade goes a long way toward mitigating this.  The upgrade takes some exotic materials to make, but if your Roboticist is paying attention, you can get one for free by starting off with the Standard Module and then immediately requesting a change to something less pointless.
| <center>250</center>
* '''<span style="color:#1937E3">Repair Pack</span>''': Cyborgs are only vulnerable to Brute and Burn damage, and they are generally very resilient, but they pay for this by not being able to recover from damage very easily.  The Engineering module can repair brute damage on itself and other Cyborgs with its [[welder]], and a few modules can repair burn damage with a [[Cable Coil]], but most modules can only repair themselves by returning to a recharging port. The Repair Pack fixes this by giving the cyborg a one time full heal that they can activate at their convenience.  It's also absolutely dirt cheap for the Roboticist to make.
| {{No}}
* '''<span style="color:#1937E3">Recharge Pack</span>''': As with the Repair Pack, this is a one-time full recharge of the cyborg's battery.  Useful if you're planning on going exploring or have a project you don't want to be distracted from.  Also dirt cheap to create.
| [[File:TeleportUpgrade.png|center]]
* '''<span style="color:#E34519">Teleport Upgrade</span>''': Essentially equips you with a [[hand tele]].  Very nice if your Roboticist gets lucky and uncovers one in an abandoned crate, but failing that there's no way you're ever getting one of these, so its usefulness is limited by its availability.
| When activated, brings up a menu similar to the [[Teleporter Room|teleporter room]] computer and teleports you to any valid [[tracking beacon]]. If you're using this with a [[#Magnetic Traction Upgrade|magnetic traction upgrade]], turn that off first, because it prevents you from using the teleporter upgrade while it's active (the game will say you can't use the teleporter because you're magnetized.)<br><br>Can randomly appear in [[Guide to Mining#Abandoned Crates|abandoned crates]]; they're part of the "departmental" item pool. Popping some open can be worthwhile, given that creating a teleporter upgrade at the [[Making and Breaking#Robotics Fabricator|robotics fab]] takes a significant amount of materials.
* '''<span style="color:#E34519">Optical Meson Scanner Upgrade</span>''': Gives you the benefit of an [[Optical Meson Scanner]], allowing you to see the layout of things without seeing any objects in the terrain. This is absolutely critical if you are going mining as a cyborg, but for everyone else it is a pointless waste of time.
 
* '''<span style="color:#8C2E14">Thermal Scan Upgrade</span>''': Gives you the benefit of [[thermal goggles]], but there have been many, many reports of them not working properly on borgs.  Even if they did work, spotting an antagonist doing something bad is not useful as a borg, because all it does is invite the now-angry antagonist to smash you to pieces.  And unless they're a [[changeling]], you can't fight back with your default laws, and they know it.
|- id="Construction Visualizer"
! Construction Visualizer
| <center>5</center>
| {{No}}
| [[File:ConstructionVisualizerUpgrade.png|center]]
| Allows cyborg to see the overlays created by the [[Engineering Objects#Floor and Wall Designer|Floor and Wall Designer]] and [[Engineering Objects#Window Planner|Window Planner]]. Useless if neither are around.
 
|- id="Magnetic Traction Upgrade"
! Magnetic Traction Upgrade
| <center>10</center>
| {{No}}
| [[File:MagneticTractionUpgrade.png|center]]
| [[Engineering Objects#Magnetic Boots|Magboots]] for cyborgs, basically. When activated, it magnetically anchors you to the floor and prevents you from being pushed, pulled, or teleported, while also significantly slowing you down. This can be both a blessing (repair [[Thermoelectric Generator|TEG]] pipes without the air pushing you around, body-block baddies from entering rooms like you're a bouncer) and a curse (no [[#Teleporter Upgrade|teleporter upgrade]] for you.) People can still crawl under you while you're magnetized. You cannot use this upgrade if you have no legs or if your legs are [[#Alastor Pattern Thrusters|thrusters]].  
|}


==Modules==
==Modules==
The majority of a cyborg's functionality comes from its module, which defines which tools it has access to.  This can be changed with the help of a Roboticist, though a rewritten or inserted module will not give you any initial upgrade associated with that module.
[[File:CyborgBlankModule.png|64px]]
 
The majority of a cyborg's functionality comes from its module, which defines which tools it has access to.  This can be changed with the help of a [[Roboticist|roboticist]], though a rewritten or inserted module will not give you any initial upgrade associated with that module.
 
All cyborgs equipped with beakers/drinking glasses/bottles or similar containers have access to drag & drop functionality for ease of use. To directly transfer reagents from containers that aren't in your inventory, click-drag them onto a suitable receptacle in one of your item slots. Large [[General Objects#Tank|water and fuel tanks]] also support the same mechanic for certain target receptacles. Furthermore, cyborgs can use drag & drop to attach [[Quartermaster#Belt Hell|barcode labels]] to crates and other objects.
 
===Switching and Modifying Modules===
{{Main|Roboticist#Module changes}}
 
If you want to switch to a different module, remove some unwanted tools, or rearrange them, it is fortunately relatively easy to change it, though you usually will need a human's aid at some point! You also need access to a [[Medical Objects#Module Rewriter|module rewriter]]. Access to a [[#Charging stations|docking station]] is not necessary but makes things far easier, for you need a human only at the step of inserting a module into the [[Medical Objects#Module Rewriter|module rewriter]]. If you don't have access, then you need a human to help you remove your module and put it back into you, in addition to having them to load the module into the rewriter.
 
===Tools with Each Module===
When you open your panel interface for the first time, you get to pick a free starter module.  This will give you an initial upgrade. Every module comes with:
 
* [[File:FlashlightOffV2-32x32.png]] [[General Objects#Flashlight|Flashlight]] 
* Omnitool - a Swiss Knife of tools. Click on it to set it to one of five modes.
** [[File:OmnitoolSiliconPryingV2-32x32.png]] Prying - [[Engineering Objects#Crowbar|Crowbar mode]]. Pry open firelocks and unpowered doors.
** [[File:OmnitoolSiliconScrewingV2-32x32.png]] Screwing - [[Engineering Objects#Screwdriver|Screwdriver mode]].
** [[File:OmnitoolSiliconPulsingV2-32x32.png]] Pulsing - [[Engineering Objects#Multitool|Multitool mode]]. Mostly pointless, but can be used to [[Hacking#Vending Machines and Fabricators|hack vending machines]] or [[Construction#APCs|repair APCs]] if you have wires available.
** [[File:OmnitoolSiliconSnippingV2-32x32.png]] Snipping - [[Engineering Objects#Wirecutters|Wirecutters mode]].
** [[File:OmnitoolSiliconWrenchingV2-32x32.png]] Wrenching - [[Engineering Objects#Wrench|Wrench mode]]. Handy for turning manual valves in in air hookups and engine loops, securing and unsecuring plant trays, connecting gas canisters and portable filters to ports, things like that.
* [[File:AtmosphericAnalyzerV2-32x32.png]] [[Engineering Objects#Atmospheric Analyzer|Atmospheric analyzer]] - Click on a tile or container of [[gas]], and it'll tell you what gases are in there. Starts upgraded, so you can also scan tiles from a distance, though you still need to walk up to canisters and such to scan them.
* [[File:HealthAnalyzerFullyUpgradedV2-32x32.png]] [[Medical Objects#Health Analyzer|Health analyzer]] - Comes with the reagent scanner upgrade by default too.
* [[File:ReagentScannerV2-32x32.png]] [[Science Objects#Reagent Scanner|Reagent scanner]]
* Cell cables - Recharge APCs manually or use them to recharge yourself. Expose the wiring with your screwdriver, then attach the cables. The direction of power flow depends on the mode of the cables. Both are 1:1 ratio of APC power to cell power.
**[[Image:CellCablesChargeAPCMode32.png]] Positive (up arrow) mode: Uses power from your internal battery to charge the APC's.
**[[Image:CellCablesChargeSelfMode32.png]] Negative (down arrow) mode: Uses the APC's battery to recharge your  cell.
*[[Image:PortableTypewriter.png]] Portable Typewriter - A small typewriter for taking notes on the go, that doesn't need paper refills. It prints out messages on special smokeless thermal paper in a <FONT FACE="courier new"> monospaced font</FONT>
 
In additions, all modules come with an internal [[PDA]] with the [[PDA#Cyborg Internal PDA Cart|Cyborg Internal cartridge]], which, as previously mentioned, you can pull up with the ''Cyborg PDA'' command. It comes with apps for stuff tasks like writing [[Security Officer#Tickets to the Prom|tickets]] and sending [[packets]], among other things, and messaging is handy if you want something more private.
 
Each module also grants access to a particular [[Game FAQ#Job Specific Frequencies|department-specific radio channel]]. Unlike with the free upgrade that comes with some modules, if you swap out to a different module, you lose access to that frequency.
 
===Module Types [[Image:CyborgCivilianModule.png]][[Image:CyborgEngineeringModule.png]][[Image:CyborgMedicalModule.png]][[Image:CyborgMiningModule.png]][[Image:CyborgChemistryModule.png]][[Image:CyborgBrobocopModule.png]]===
<!-- There used to headers in each tab that included the sprite for each module, but that turned out to mess up the links to said module.
Anybody is free to try to recreate the effect in a way that doesn't affect links or just put the images for the modules in a more interesting format (and they can this comment once it's done.) -->
<tabs>
<tab name="Civilian">
[[File:CyborgCivilianModule.png]]
[[Chef|Cooks your food]], [[Botanist|grows your weed]], and [[Janitor|cleans after all that too!]] To plant seeds, use drag and drop or synthesize them directly with your fabricator. You can also use drag and drop to stuff seeds, produce and plant formulas into the [[Guide to Botany#PlantMaster|PlantMaster]] for experimentation, and produce into the [[Guide to Botany#Reagent Extractor|reagent extractor]] for extraction. Use click-drag to combine food items together and put food and other objects into kitchen appliances. For example, you could drag a [[Foods and Drinks#Pizza Base|pizza]] into an oven, or drag a [[Foods and Drinks#Hotdog|hotdog]] onto a [[Foods and Drinks#Slice of Bread|slice of bread]] to put it into a bun. If you're going [[fishing]], drag and drop also allows you to organize research tickets from the [[Fishing#Aquatic Research Upload Terminal|Aquatic Research Upload Terminal]] and turn them in to the [[Fishing#Fishing Supplies Vendor|Fishing Supplies Vendor]].


When you open your panel interface for the first time, you get to pick a free starter module. This WILL give you an initial upgrade for some choices, depending on the module.  A [[Flashlight]] and radio equipment are standard with all the modules.
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#E1F2EC"><b> Civilian 135.5 :c </b></FONT>
=== Standard ===
The local equivalent of the [[Staff Assistant]], this gives the cyborg enough tools to do a lot of little things, but not enough tools to really do anything well.  The only reason to use this module is the starter upgrade.


'''Equipment:'''
'''Starting Upgrade:''' [[Image:RechargePackUpgrade.png]] [[#Recharge Pack|Recharge Pack]]
* Cell Cables - What, station-wide blackout and genetics needs to clone the captain in a hurry? Use a screwdriver to expose the APC wiring, equip this tool and transfer some charge from your internal power source.
* [[Fire extinguisher]] - A nice jetpack. Or I guess until it runs out you can fight fires. Or deface the horrible nubs upon the shoulders of the nonhumans on the station.
* [[Wrench]] - It turns things.
* [[Crowbar]] - Only weapon a hero needs.
* [[Pen]] - To draw mustaches.
* [[General Objects#Lighter|Zippo lighter]] - Useful for lighting the smokes of weird destructive humans.
* [[Analyzer]] - Standard issue atmospheric identifier. You don't breathe, so I guess use it so you can push the not humans into dangerous areas.
* [[Health Analyzer]] - Useful for figuring out if you should drag those <s>idiotic, stupid, dangerous humans to the morgue</s> nice humans to medbay.
* [[Security Objects#Portable Camera Viewer|Camera Monitor]] - Lets you view the cameras. Remember to deselect the module containing the monitor, or you won't be able to affect anything you see.


'''Starting Upgrade:''' Efficiency Upgrade
{| class="wikitable mw-collapsible" width=100%
|+ Equipment:
! Image
! style="width:10%" | Name
! Description
|-
|[[File:FireExtinguisherV2-32x32.png|center]]
|Fire extinguisher XL
| Like a regular [[General Objects#Fire Extinguisher|fire extinguisher]], including doubling as an impromptu jetpack, but it holds 300 units of [[Chemicals#Carbon Tetrachloride|firefighting foam]] instead of just 100. Remember to press {{key|C}} to disable the safety before using.
|-
|[[File:PenNew.png|center]]
|[[General Objects#Pen|Pen]]
|Write notes and menus that no one will read!
|-
|[[File:PlantAnalyzerV3.gif|center]]
|[[Guide to Botany#Plant Analyzer|Plant analyzer]]
|Reads out the stats of a given plant.
|-
|[[File:GardenTrowelV2.png|center]]
|[[Guide to Botany#Garden Trowel|Garden trowel]]
|Transfer plants from [[Guide to Botany#Hydroponics Tray|hydroponics trays]] to [[Guide to Botany#Plant Pot|decorative plant pots]] or just remove plants quickly.
|-
|[[File:PortableSeedFabricator-32x32.png|center]]
|Portable seed fabricator
|Everything, including the fun stuff (weed, slurrypods etc).
|-
|[[File:IgniterV2-32x32.png|center]]
|[[Science Objects#Igniter|Igniter]]
|Get rid of a plant without dumping the tray out.
|-
|[[File:ElectricChainsawV2.png|center]]
|[[Guide to Botany#Chainsaw|Chainsaw]]
|Very effective at trimming hedges, not so good at trimming human heads.
|-
|[[File:HydroSatchel.png|center]]
|[[Guide to Botany#Produce Satchel|Produce satchel (x3)]]
|Each one holds up to 50 different produce items or seed packets.
|-
|[[File:PaperBinV2.png|center]]
|[[General Objects#Paper Bin|Paper bin]]
|For making [[General Objects#Cigarette|joints]], of course.
|-
|[[File:CyberneticCleanerBottle-32x32.png|center]]
|Cybernetic cleaner bottle
|Works like a [[General Objects#Spray Bottle|standard spray bottle]] of [[Chemicals#Space Cleaner|space cleaner]], with a capacity of 50 units of cleaner. Regenerates 2.5 unit of cleaner every few seconds until you're back up to 50.
|-
|[[File:SpongeV2.png|center]]
|[[Janitor#Sponge|Sponge]]
|A companion to the mop that can remove [[Chemicals#Space Lube|space lube]] by clicking on a tile to soak it up. Don't forget it can be wetted with your bucket.
|-
|[[File:MopV2-32x32.png|center]]
|[[Janitor#Mop|Mop]]
|Won't be very useful without the mop bucket. Click the mop onto a bucket to wet it.
|-
|[[File:MiniaturizedLampManufacturerSiliconYellow-32x32.png|center]]
|[[Engineering Objects#Miniaturized Lamp Manufacturer|Miniaturized lamp manufacturer]]
|Light maker/replacer/remover. Unlike the version used by meatbags, this one runs off your internal battery rather than metal sheets. See [[Engineering Objects#Miniaturized Lamp Manufacturer|here]] for all to use it. Good for replacing broken lights or making mood lighting!
|-
|[[File:BucketV2-32x32.png|center]]
|[[Janitor#Bucket|Bucket]]
|To transfer water to said bucket, click a sink or [[General Objects#Tank|large water tanks]] with it. Also doubles as a beaker.
|-
|[[File:PortableCameraViewerV2-32x32.png|center]]
|[[Security Objects#Portable Camera Viewer|Camera monitor]]
|Lets you view the cameras. Remember to deselect the tool slot containing the monitor, or you won't be able to affect anything you see.
|-
|[[File:RollingPinV2.png|center]]
|Lightweight rolling pin
|Still lets you make pizza dough and such, but does little damage. 
|-
|[[File:BreadKnifeV2.png|center]]
|[[Foods and Drinks#Bread Knife|Bread knife]]
|Great for cutting delicious pizza and cake. Not so great for cutting humans.
|-
|[[File:LadleV2.png|center]]
|[[Foods and Drinks#Ladle|Ladle]]
|For pouring [[Foods and Drinks#Stove|soup]] into bowls, naturally.
|-
|[[File:IcingTubeNewer.png|center]]
|[[Foods and Drinks#Icing tube|Icing tube]]
|Accepts liquid chemicals that can then be frosted onto [[Foods and Drinks#Cakes|cakes]]!
|-
|[[File:Tongs32x32.png|center]]
|Tongs
|A lot of recipes require using your hands, but since borgs don't have hands, these tongs (which are exclusive to your module) exist to help you get around that issue, at least partially. You can click on an item with the tongs, then click the tongs sprite to use the item in-hand. This is handy for making things like [[Foods and Drinks#Tortilla Chips|tortilla chips]] or [[Foods and Drinks#Dough Circle|dough circles]]. It also lets you take things out of containers, e.g. [[Foods and Drinks#Egg|eggs]] from cartons, [[Foods and Drinks#Cheese|cheese]] from cheese boxes.
|-
|[[File:Basicfishingrod.png]]
|Cybernetic fishing rod
|For [[fishing]], naturally. It starts at the basic level, and you upgrade it by clicking on higher tier rods with it, changing its appearance and granting you access to more fishing spots. (The target rod is used up in the process, so you can't borrow someone's rod temporarily to upgrade yours.)  Rod tiers only go up, so you can't accidentally downgrade your rod, and you don't have to go through all the tiers, meaning you can go straight to master level if you've found a master rod.
|-
|[[File:PortableAquarium.png]]
|Small portable aquarium
|Store the fish your cybernetic fishing rod caught, so you can turn them in later to the [[Fishing#Aquatic Research Upload Terminal|Aquatic Research Upload Terminal]] for fishing credits. The small portable aquarium has space for only 3 fish (i.e. half that of the regular portable aquarium). Holds only fish, i.e. it can't hold the research tickets the terminal gave you or accept [[chemicals]].
|}
</tab>
<tab name="Engineering">
[[File:CyborgEngineeringModule.png]]
The ultimate [[Engineer|engineer]], this cyborg is the only one that can fully repair its fellow borgs.  You are expected to assist with the [[Power_Grid|engine]] startup and fix up damage all across the station, big and small.


=== Engineering ===
This module comes with various stacks of [[Engineering Objects#Building Materials|building materials]]. If you have a stack of sheets/rods/tiles/cable/etc. in your active slot, you can click on another stack of the respective material to refill/increase your own stack. For cyborg, the stack limit is 300, i.e. you can have 300 sheets, 300 rods, etc. at maximum.
Effectively an [[Engineer|engineer]], this cyborg is the only one that can fully repair its fellow borgs.  You are expected to assist with the [[Powering the station|engine]] startup and fix minor damage to the interior of the station, primarily wiring and [[Construction#Fixing bombed APCs|APCs]].


'''Equipment:'''
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#FFFDE5"><b> Engineering 135.7 :e </b></FONT>
* Cell Cables - Ditto. Be careful not to overtax your battery though, as there is no easy way to check if the APC in question is still operating with the default 2500 W power cell.
* Atmospherics Transporter - So you can remove those dangerous plasma containers for <s>destroying</s> protecting the humans from dangerous fumes.
* [[Fire Extinguisher]] - Still a great jetpack.
* [[Screwdriver]] - A good [[Food|drink]], but you don't have a mouth.
* [[Welder]] - Good to repair the true beings on the station.
* [[Wrench]] - Turns and goes around, including manual valves found in engineering and elsewhere.
* [[Analyzer]] - That oxygen canister you collected from toxin research might not be ideal to repressurize the escape arm at all...
* [[Engineering Objects#T-Ray Scanner|T-Ray Scanner]] - Lets you see the wiring under the floor so you can pull it up to repair or check its load. Might have some effect on other humans clothing.
* [[Crowbar]] - Still the only weapon.
* [[Wirecutters]] - Useful for removing power to the living quarters, removing the nonhumans from door access, and so disconnect the dishes.
* [[Multitool]] - Required to hack vending machines and repair APCs damaged by explosions. Concerning doors, just mend the wires to restore AI control and interface with it directly.
* [[Wire|Cable Coil]] - Useful for writing in code on the floor and repairing burn damage on your brothers.


'''Starting Upgrade:''' Optical Meson Scanner Upgrade
'''Starting Upgrade:''' [[Image:OpticalMesonsUpgrade.png]]  [[#Optical Meson Upgrade|Optical Meson Scanner Upgrade]]


=== Medical ===
{| class="wikitable mw-collapsible" width=100%
Much like a [[Medical Doctor]], which basically means you're made redundant by a [[Medbot]].
|+ Equipment:
! Image
! style="width:10%" | Name
! Description
|-
|[[File:AtmosphericsTransporterV2-32x32.png‎|center]]
|Atmospherics transporter
|Holds up to two portable atmos/fluids objects ([[General Objects#Canister|canister]], [[Engineering Objects#Air Siphon|pump]], [[Engineering Objects#Air Scrubber|scrubber]], [[Engineering Objects#Fluid Tank|fluid tank]]) at a time.
|-
|[[File:FireExtinguisherV2-32x32.png|center]]
|Fire extinguisher XL
|Like a regular [[General Objects#Fire Extinguisher|fire extinguisher]], but with 300 units of capacity instead of just 100. Helpful in event of an engine catastrophe and as a poor cyborg's substitute for a jetpack.
|-
|[[File:WelderV2-32x32.gif|center]]
|[[Engineering Objects#Welder|Welder]]
|Can also be used to repair the chassis of yourself, other cyborgs or the [[Roboticist#AI Mainframe|AI]].
|-
|[[File:TRayScannerV2-32x32.gif|center]]
|[[Engineering Objects#T-Ray Scanner|T-ray scanner]]
|Lets you see the wiring under the floor so you can pull it up to repair or check its load. Also causes nearby [[Syndicate Items#Cloaking Device|cloaking devices]] to flicker.
|-
|[[File:DeviceAnalyzerV2-32x32.png|center]]
|[[Engineering Objects#Device Analyzer|Device analyzer]]
|For assisting the [[engineer]]s. Can store several scans at once.
|-
|[[File:SolderingIronV2.png|center]]
|[[Engineering Objects#Soldering Iron|Soldering iron]]
|Allows you to deploy [[Engineering Objects#Frame|frames]].
|-
|[[File:RCDBaseV2-32x32.png|center]]
|[[Engineering Objects#RCD|Rapid construction device]]
|Lets you [[Engineering Objects#RCD|create and destroy walls, floors, lights and airlocks]] quickly and easily. Uses your cell power in the place of matter units.
|-
|[[File:MiniaturizedLampManufacturerSiliconYellow-32x32.png|center]]
|[[Engineering Objects#Miniaturized Lamp Manufacturer|Miniaturized lamp manufacturer]]
| Can add in new light bulbs/tubes, change the color of existing ones, replace broken ones, and remove lights entirely, very useful for fixing up lighting in places that have been blown up. See [[Engineering Objects#Miniaturized Lamp Manufacturer|here]] for how to use it. Worth noting that unlike the human version, this uses your internal battery charge, so there's no need to "refill" it with metal.
|-
|[[File:DeconstructionDeviceV2.png|center]]
|[[Engineering Objects#Deconstruction Device|Deconstruction device]]
|Can take apart certain machinery. Click on the machine with the device, then click on the various buttons that appear with the appropriate tools. Unlike the ones humans get to use, this version does no damage.
|-
|[[File:PowerShovel.png|center]]
|[[Engineering Objects#Power Shovel|Power shovel]]
| Behaves just like the [[Engineering Objects#Power Shovel|non-borg version]], i.e. it can break basic rock walls, is required to set up the [[Oshan Laboratory]]'s [[Geothermal Generator]], and is a rather weak weapon. Unlike the human version, though, it draws from your cyborg battery rather than the tool's internal cell. Appears only if you're playing on [[Oshan]] (i.e. if you're on [[Cogmap1]], you won't see this.)
|-
|[[File:SteelFloorTilesV2.png|center]]
|[[Engineering Objects#Floor Tiles|Floor tiles x200]]
|Allows you to lay new flooring.  For fastest use, simply move and tap {{key|Page Down}}, which will automatically use the selected tool.
|-
|[[File:SteelRodsV2.png|center]]
|[[Engineering Objects#Rods|Metal rods x200]]
|Useful for [[Construction#Reinforced_window_.28full.29|building reinforced windows]] and making [[Construction#Barricades|barricades]].
|-
|[[Image:SteelSheetV2.png|center]]
|[[Engineering Objects#Metal Sheets|Metal sheets x200]]
|For repairing walls, building chairs and various other objects.
|-
|[[File:GlassV2.png|center]]
|[[Engineering Objects#Glass Sheets|Glass sheets x200]]
|Handy for [[Construction#Glass Walls|making windows]], which tend to be more attractive than endless hallways.  Use your [[screwdriver]] to secure them in place.
|-
|[[File:Wire.png|center]]
|[[Engineering Objects#Wire|Cable coil x200]]
|Suitable for [[Construction#APCs|fixing APCs]], hotwiring the solars, and, of course, [[Guide to Wiring|wire art!]]
|-
|[[File:ReinforcedCableCoil.png|center]]
|[[Engineering Objects#Reinforced Wire|Reinforced cable coil x300]]
|Can be used for many of the same tasks as [[Engineering Objects#Wire|regular wire]], but it's more durable. Reinforced cable that's been plopped down on a [[seafloor]] tile won't fall into the [[Trench]] in the event of a [[Geothermal Generator#Earthquakes|hotspot quake]], making them the preferred choice when stacking hotspots for the [[Geothermal Generator]].  
|}


'''Equipment:'''
</tab>
* [[Medical Objects#Health Analyzer|Health Analyzer]] - Figure out how screwed this guy is.
<tab name="Medical">
* Defibrillator - The robotic form of CPR. Used to stabilize critical patients and address cardiac arrest (heart failure).
[[File:CyborgMedicalModule.png]]
* [[Medical Objects#Scalpel|Scalpel]] - For slicing things on the surgery table while the roboticist is getting high.
Much like a [[Medical Doctor|medical doctor]], or [[Robots#Medibot|medibot]] with a brain. Remember: you can click-drag people onto [[Medical Objects#Operating Table|operating tables]] to put them on there, and you can click-drag organs to attach them on/insert them into patients. Organs that have left and right versions will pick sides at random, and for surgeries that care about handed-ness, such as [[Doctoring#Eyeball|eyeball removal]], tool slot 1 counts as a left hand and tool slot 3 counts as a right hand. For surgeries that need extra items besides organs and surgery tools, such as [[Doctoring#Chest Item Implant|implanting items in someone's chest]], you need a human to aid you. Surgery is generally allowed under your "do not harm humans" law, e.g. it's within your laws remove [[Doctoring#Bullets, shrapnel|shrapnel]] lodged into the patient, though obviously it's still harm if you try to say, [[Doctoring#Head|cut off a living person's head]].
* [[Medical Objects#Circular Saw|Circular Saw]] - For sawing things on the surgery table while the roboticist is getting drunk.
* Post-incendary dermal repair stamp - Heals a small amount of burn damage. Unlimited supply.
* Tissue reapplication stamp - The same, but for brute damage.
* [[Medical Objects#Syringe|Syringe x2]] - Empty syringes you can fill with whatever you want. It's generally a good idea to keep one of them loaded with epinephrine at all times. Remember, picking up toxins and injecting them is harming a human!
* [[Doctoring#Drugs|Epinephrine Reserve Tank]] - 100 units of epinephrine, to be used with your syringes. Keeps critically-injured patients alive while you prepare damage-specific medicine.
* Styptic Reserve Tank - Heals brute damage.
* Burn Ointment Reserve Tank - Also known as silver sulfadiazine. Heals burn damage.
* Anti-Toxin Reserve Tank - Charcoal, to be precise. Heals toxin damage.


'''Starting Upgrade:''' Health Goggles
In addition, remember that clicking on a pill with a beaker dissolves all of the pill's contents into the beaker. This is useful for obtaining medicines that most commonly come in pill form, e.g. [[Doctoring#Salbutamol|salbutamol]].


=== Janitor ===
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#E0F2ff"><b> Medical 135.6 :m </b></FONT>
Exactly what it says on the tin. You are a [[Janitor]], go slip people up.


'''Equipment:'''
'''Starting Upgrade:''' [[Image:ProDocHealthGogglesUpgrade.png]]   [[#ProDoc Healthgoggles|Health Scanner Upgrade]]
* Cleaner - A spray bottle of cleaner that lets you clean things up in an efficient manner, if for some reason you wanted to do that.
* Mop - One arm in what you're ACTUALLY going to do.
* Bucket - And the other.  Wet the mop, clean the floor, make passive-aggressive comments when people slip on it.
* [[Analyzer]] - God damnit even the air is dirty
* [[Fire Extinguisher]] - FIRE IS NOT AN APPROPRIATE DISPOSAL METHOD


'''Starting Upgrade:''' None
{| class="wikitable mw-collapsible" width=100%
|+ Equipment:
! Image
! style="width:10%" | Name
! Description
|-
|[[File:DefibrillatorV2-32x32.png|center]]
|[[Medical Objects#Defibrillator|Defibrillator]]
|Fixes [[Doctoring#Cardiac arrest|cardiac arrest]] (heart failure). Apply [[Chemicals#Epinephrine|drugs]] to stabilize patients or they'll get new heart attacks.
|-
|[[File:Scalpel.png|center]]
|[[Medical Objects#Scalpel|Scalpel]]
|For [[Doctoring#Bullets, shrapnel|cutting out]] bullets, shrapnel and implants. Use drag & drop to put people on a [[Medical Objects#Operating Table|surgery table]].
|-
|[[File:CircSaw.png|center]]
|[[Medical Objects#Circular Saw|Circular saw]]
|Used together with scalpel to [[Doctoring#Surgery|remove body parts]]. Patient must be on a [[Medical Objects#Operating Table|surgery table]].
|-
|[[File:SurgicalSpoon.png|center]]
|[[Medical Objects#Enucleation Spoon|Enucleation spoon]]
|[[Doctoring#Eyeball|Cut their eyes out]]...with a spoon! Use tool slot 1 on your HUD to target the left eye and tool slot 3 to target the right eye.
|-
|[[File:Surgical_Scissors.png|center]]
|[[Medical Objects#Surgical Scissors|Surgical scissors]]
|Essential in removing [[Roboticist#Heart|various organs]] hidden in the chest.
|-
|[[File:StapleGun.png|center]]
|[[Medical Objects#Staple Gun|Staple gun]]
|Required for [[Doctoring#Limb replacement|replacing limbs]] and such.
|-
|[[File:Hemostat.png|center]]
|[[Medical Objects#Hemostat|Hemostat]]
|Reduces the amount of bleeding damage taken during surgery.
|-
|[[File:Suture.png|center]]
|[[Medical Objects#Suture|Suture]]
|Closes open wounds and stops bleeding.
|-
|[[File:BloodBag.png|center]]
|[[Medical Objects#Blood Bag|Blood pack]]
|Use this if somebody has suffered severe blood loss. Can be refilled by drawing blood from a donor or by transferring blood from a beaker, dropper or syringe.
|-
|[[File:AutoMenderBurnV2-32x32.png|center]]
|Burn [[Medical Objects#Auto-Mender|auto-mender]]
|Heals BURN damage when applied, with more healing the longer` it's been applied. While the tooltip might say it has only 200 units, it actually has infinite [[Doctoring#Silver Sulfadiazine|silver sulfadiazine]].
|-
|[[File:AutoMenderBruteV2-32x32.png|center]]
|Brute [[Medical Objects#Auto-Mender|auto-mender]]
|The same, but for brute damage and with infinite [[Doctoring#Styptic Powder|styptic powder]].
|-
|[[File:SyringeV2.png|center]]
|[[Medical Objects#Syringe|Syringe (x2)]]
|Empty syringes you can fill with whatever you want. It's generally a good idea to keep one of them loaded with [[Chemicals#Epinephrine|epinephrine]], and the other filled with [[Chemicals#Charcoal|anti-toxin]] at all times. Remember, injecting toxins is harming a human!
|-
|[[File:Hypo.png|x32px|center]]
|[[Medical Objects#Hypospray|Hypospray]]
|A special injector that will automatically transfer whatever contents it has upon clicking a target. It filters out harmful chemicals automatically.
|-
|[[File:CyberneticHypospray32x32.png|center]]
|Cybernetic hypospray
|A [[Medical Objects#Hypospray|hypospray]] that draws an internal reservoir (i.e. you can't fill it with anything else). This reservoir contains 25 units each of the following chems: [[Doctoring#Epinephrine|epinephrine]], [[Doctoring#Salbutamol|salbutamol]], [[Doctoring#Mannitol|mannitol]], [[Doctoring#Saline|saline-glucose solution]], [[Doctoring#Charcoal|charcoal]], and [[Doctoring#Potassium Iodide|potassium iodide]]. Each one replenishes 1 unit every 2 seconds, you click on it while it's in your active slot to cycle between all the possible reagents.
|-
|[[File:DropperV3-32x32.png|center]]
|[[Medical Objects#Dropper|Dropper]]
|For topical drugs. Refer to [[Doctoring#Drugs|Doctoring]] for the whole list.
|-
|[[File:LargeBeakerV3.png|center]]
|[[Medical Objects#Beaker|Large beaker (x2)]]
|100u capacity, for all those [[Chemicals#Medical Chems|odd medicines]].
|-
|}


=== Hydroponics ===
</tab>
This module turns you into a [[Botanist|botanist]] bot.
<tab name="Mining">
[[File:CyborgMiningModule.png]]
Your job is to use the mineral magnet and help the [[Miner]]s. Note that you do not get an optical meson upgrade when you choose this module, so '''insist''' upon getting one from your roboticist or make one yourself.


'''Equipment:'''
You can still use click-drag to load raw ore into [[Making and Breaking#Portable Reclaimers|portable reclaimers]] and load refined materials into [[Making and Breaking#Automated|fabricators and manufacturers]]. If you prefer more indirect means, like shoving refined materials into a crate and then click-dragging the crate onto the fabricator/manufacturer, that works too.
* [[Engineering Objects#Crowbar|Crowbar]]
* [[Engineering Objects#Multitool|Multitool]]
* [[Screwdriver]] - Move plant trays around.
* [[Engineering Objects#Wrench|Wrench]]
* [[Guide to Botany#Plant Analyzer|Plant Analyzer]]
* [[Guide to Botany#Watering Can|Watering Can]]
* Portable Seed Fabricator - Everything, minus the fun stuff (weed, slurrypods etc).
* [[Guide to Botany#Compost|Compost Bag]] - Make use of a compost tank if you wish to refill it.
* [[Science Objects#Igniter|Igniter]] - Get rid of a plant without dumping the tray out.
* [[Guide to Botany#Chainsaw|Chainsaw]] - Very effective at trimming hedges, not so good at trimming human heads.
* [[Guide to Botany#Produce Satchel|Produce Satchel]]


'''Starting Upgrade:''' Recharge Pack
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#FFF1D1"><b>Engineering 135.7 :e</b></FONT>


=== Mining ===
'''Starting Upgrade:''' [[Image:JetpackUpgrade.png]]  [[#Propulsion Upgrade|Propulsion Upgrade]] ― On underwater maps (i.e. [[Oshan Laboratory]], [[Nadir]]), you instead get the [[File:OpticalMesonsUpgrade.png]] [[#Meson Upgrade|Meson Upgrade]]
Your job is to go to the mining Z-level and help the [[Miner|Miners]]. Mining Cyborgs get a special popup when the module is chosen, which gives them a one-time teleport to the mining Z-level. Note that you do not get an optical meson upgrade when you choose this module, so ''insist'' upon getting one from your Roboticist!


'''Equipment:'''
{| class="wikitable mw-collapsible" width=100%
* [[Guide to Mining#Laser Drill|Laser drill]] - This is the best personal digging tool out there, so it's nice that you get one right off.
|+ Equipment:
* [[Cargo Transporter]] - This allows you to teleport crates full of ore back to the station.  Click the crate with some other tool highlighted to close it properly.
! Image
* [[Guide to Mining#Geological Scanner|Geological Scanner]] - Scans the local area for fun things like explosive veins, gems, and other shit you should probably be aware of.
! style="width:10%" | Name
* [[Guide to Mining#Large Ore Satchel|Large Mining Satchel x2]] - For holding all the stuff you steal from nature.
! Description
* [[Space GPS]] - Allows you to get your specific coordinates.
|-
* [[Fire Extinguisher]] - If all else fails, I guess.
|[[File:LaserDrillV2.png|center]]
|[[Guide to Mining#Laser Drill|Laser drill]]  
|One of the best personal digging tools out there, can break rocks with a [[Guide to Mining#Ore|toughness of up to 3]] and has an infinite charge
|-
|[[File:CargoTransporterV2-32x32.png]]
|[[Guide to Mining#Cargo Transporter|Cargo transporter]]  
|This allows you to teleport crates full of ore back to the station.  Click the crate with an empty hand to close it properly. You can attach [[Quartermaster#Other sources of money|barcodes]] onto crates by clickdragging a barcode from the floor onto a closed crate.
|-
|[[File:GeologicalScannerV2-32x32.png|center]]
|[[Guide to Mining#Geological Scanner|Geological scanner]]  
|Scans the local area for things like [[Guide to Mining#Special Rocks|explosive veins, gems, and other dangers]].
|-
|[[File:OreScoop.png|center]]
|[[Guide to Mining#Ore Scoop|Ore scoop]]
|Comes with a satchel, which cannot be detached. Walk over loose ore, then click on a floor tile, table or crate to dump the ore. You can also click on a [[Making and Breaking#Portable Reclaimers|portable reclaimer]] to load your ore directly into the machine to be refined.
|-
|[[File:Satchel.png|center]]
|[[Guide to Mining#Large Ore Satchel|Large mining satchel (x2)]]  
|If either of them has somehow ended up on the floor, the ''Store'' button on the HUD should add it back to your inventory.
|-
|[[File:SpaceGPSV3-32x32.gif|center]]
|[[Science Objects#Space GPS|Space GPS]]
|Allows you to landmark your location if you get lost or predict danger. Your [[PDA]] also has one of these installed, thought with less capabilities. Also shows locations of distress signals from other GPSes.
|-
|[[File:FireExtinguisherV2-32x32.png|center]]
|Fire extinguisher XL
|Holds 300 units of [[Chemicals#Carbon Tetrachloride|firefighting foam]] instead of just 100; otherwise functions identically to a standard [[General Objects#Fire Extinguisher|fire extinguisher]]. Good for putting out fires from [[Guide to Mining#Plasmastone|mining accidents]] and can be used as a slightly less fancy version of the propulsion module.
|-
|[[File:MaterialAnalyzerV2-32x32.png|center]]
|[[Ore Processing#Material Analyzer|Material analyzer]]
| When used on a piece of ore or other suitable substance, provides information on its [[Ore Processing#Properties|properties]], for [[Ore Processing|material science]] nerdery.
|-
|[[File:CargoAppraiser.png|center]]
|Cargo appraiser
|Tells you how much something will sell when  [[Quartermaster#Buy! Sell!|sold to the public market via Cargo]]. This works on both individual items and crates of things, so you can tell the QMs that your crateful of [[Guide to Mining#Fibrilith|space asbestos]] is actually worth a pretty penny.
|}


'''Starting Upgrade:''' Propulsion Upgrade
</tab>
<tab name="Science">
[[File:CyborgChemistryModule.png]]
A robot [[Scientist]], which is kinda badass if you think about it. The toolset is heavily geared towards doing [[chemistry]], but you can go into other fields. You have a space GPS for helping out with [[Telescience]], and you can remotely operate both the science teleporter computer and the various valves in [[Plasma Research]], among many other things. You also have a pen and [[Artifact Research#Artifact Analysis Forms|artifact analysis forms]] for [[Artifact Research]]; do note that you can activate some artifacts simply by touching (i.e. clicking on) them. Formerly known as the chemistry module before the module gained the tools to do more than just resupply [[Medbay]] and unleash [[Chemicals#Colorful Reagent|colorful reagent]] smoke everywhere. For a brief time after that, it was also called the Research module.


=== Construction ===
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#F7E5FF"><b>Research 135.4 :r </b></FONT>
One of the most popular modules due to its great ability and self-sufficiency.


'''Equipment:'''
'''Starting upgrade:''' [[Image:SpectroscopicScannerUpgrade.png]] [[#Spectroscopic Scanner Upgrade|Spectroscopic Scanner Upgrade]]
* [[Screwdriver]] - You're driving this car mister
* [[Wrench]] - Ow that hurts
* [[Crowbar]] - What sort of bar does a crow use anyway
* [[Wirecutters]] - Because sometimes a wire goes wrong
* [[Rapid Construction Device]] - Pretty much the big reason to take this module. Lets you create walls, floors, and airlocks quickly and easily.
* [[Engineering Objects#Floor Tiles|Floor Tile]] - Allows you to lay new floors.  For fastest use, simply move and tap ''Page Down'', which will automatically use the selected tool.
* [[Engineering Objects#Rods|Metal Rods]] - Mostly useful for applying to the floors you create to reinforce them, giving them a snazzy post-industrial look and making it harder to punch a big ass hole in them.
* [[Engineering Objects#Reinforced Glass Sheets|Reinforced Glass]] - Handy for making windows, which tend to be more attractive than endless hallways.  Use your Screwdriver to secure them in place.
* [[Wire|Cable Coil]] - Sometimes you just gotta wire, man


'''Starting upgrade:''' Propulsion Upgrade
{| class="wikitable mw-collapsible" width=100%
|+ Equipment:,
! Image
! style="width:10%" | Name
! Description
|-
|[[File:HandLabeler.png|center]]
|[[General Objects#Hand Labeler|Hand labeler]]
|Label your [[Chemicals#Methamphetamine|meth]] beakers! Click/activate it in-hand to set the label, click on anything else to put the label on it. Putting nothing for the label text lets you remove labels.
|-
|[[File:PenNew.png|center]]
|[[General Objects#Pen|Pen]]
|Fill in [[Artifact Research#Artifact Analysis Forms|artifact analysis forms]] for [[artifact research]] and record recipes, observations, and other notes for your forays into '''''SCIENCE!'''''
|-
|[[File:Item box.png|center]]
|Box shaped artifact form dispensor
|You can't pick up [[Artifact Research#Artifact Analysis Forms|artifact analysis forms]], but fortunately, this device handles the job for you. Just click on the artifact with the "dispensor" in your active slot to stick a form on it, and then click on the form with your pen to start filling it in.
|-
|[[File:MiniChemMaster32.png|center]]
|[[Science Objects#CheMaster 3000|Mini-CheMaster]]
|Will not dispense chemicals.  Will allow you to isolate chemicals and such on the fly though. It also lets you create patches, pills (and pill bottles), chemical bottles, and ampoules, as with a stationary CheMaster.
|-
|[[File:SyringeV2.png|center]]
|[[Medical Objects#Syringe|Syringe (x2)]]
|Useful for extracting small amounts of things from a larger container.
|-
|[[File:DropperV3-32x32.png|center]]
|[[Medical Objects#Dropper|Dropper]]
|Useful for extract even smaller amounts of things from a larger container.
|-
|[[File:MechanicalDropper.png|center]]
|[[Medical Objects#Mechanical Dropper|Mechanical dropper]]
|Useful for extracting ''the smallest'' amounts of things from a larger container.
|-
|[[File:LargeBeakerV3.png|center]]
|[[Medical Objects#Beaker|Large beaker (x3)]]
|With a capacity of 100 units each.
|-
|[[File:DrinkingGlassV2.png|center]]
|[[Foods and Drinks#Drinking Glass|Drinking glass]]
|Effectively another 50 unit container, but the contents of this one may be fed to humans instead of splashed on them.
|-
|[[File:FireExtinguisherV2-32x32.png|center]]
|Fire extinguisher XL
|Perhaps a [[Scientist|chemist's]] most important tool. It's XL because it can hold up to 300 units instead of just 100. Safety first! Also a handy jetpack in a pinch.
|-
|[[File:SpaceGPSV3-32x32.gif|center]]
|[[Science Objects#Space GPS|Space GPS]]
| This device allows you to mark your location if you get lost while exploring and can give you the coordinates of other GPS units, so you can help the [[Scientist]]s calibrate the [[Telescience]] computer and find locations to teleport into/from, whether for search and rescue, exploration, or silly pranks.
|}


=== Chemistry ===
</tab>
Your mission, should you choose to accept it, is to be a [[Scientist]] and create more space lube smoke to unleash everywhere. Or help resupply medbay maybe.
<tab name="Brobocop">
[[File:CyborgBrobocopModule.png]]
An assistant to security, or perhaps a mashup of [[Clown]], [[Detective]], [[Chef]], and [[Bartender]]. Has few weapons for arresting criminals (and really isn't expected to), but does have a few tools for conducting [[Detective#Forensics|forensics]] and can access places and items most Security personnel can't. Should follow [[Space Law]] as well as the [[AI Laws]] shared by all cyborgs and [[AI]] units by default. Or in more stylish fashion:


'''Equipment:'''
<FONT FACE="courier new"><b>PRIME DIRECTIVES:
* [[Health Analyzer]] - For figuring out the human's weak points before you apply the coup-de-grace.
* [[Science Objects#CheMaster 3000|Mini-ChemMaster]] - Will not dispense chemicals.  Will allow you to isolate chemicals and such on the fly though.
* [[Syringe]] - It's technically science because I'm observing what happens after I put Napalm in his blood stream
* [[Medical Objects#Dropper|Dropper]] - A tool that allows you to pick up 5 units of material, then transfer it somewhere else.  Efficient for getting a sample of something.
* [[General Objects#Glass|Drinking Glass]] - Effectively another 50 unit container, but the contents of this one may be fed to humans instead of splashed on them.
* [[Beaker]] - Two 50-unit beakers for mixing your superweapons.
* Large [[Beaker]] - And another 100 unit beaker for mixing more superweapons, because the other two clearly weren't enough.


'''Starting upgrade:''' None
1: Uphold your (actual) [[AI Laws|laws]].
=== Brobot ===
WWWYKI


'''Equipment:'''
2: Protect the innocent by assisting Security personnel in enforcing [[Space Law]].


* Sound Synthesiser - Makes a lovely tune for you to listen to.
3: Serve the public trust quality entertainment.
* [[Food|Space Beer]] - The best party favor.
* Probability Disc - Useful for determining what the best route to take to the bar is.
* [[General Objects#Dice|Probability Cube]] - Used to answer more complex questions.
* Cardboard tube - Used to blow air into George's ear.... wait....
* [[General Objects#Lighter|Zippo lighter]] - How snazzy would it be to have a flamethrower on your finger? Sadly, that roboticist did not give you one of those.


'''Starting Upgrade:''' None - Stupid human. <s>You should remove HIS brain see how he-</s>BZZT
4: <span class="mw-customtoggle-myDivision">[CLASSIFIED]</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myDivision"><font size=7>''<u>!!!<font color=red>P</font><font color=orange>A</font><font color=yellow>R</font><font color=green>T</font><font color=blue>Y</font> <font color=purple>H</font><font color=red>A</font><font color=orange>R</font><font color=yellow>D</font>!!!</u>''</font></div>
</b></FONT>


=== Discontinued Modules ===
'''Department Radio Channel:''' <FONT FACE="courier new" span style="background:#FFE5E5"><b>Security 135.9 :g</b></FONT>
*Atmospherics - Assist with re-pressurization of station assets. Removed for being utterly useless.
 
*Vendor - Produce synthetic food for the crew to eat. Removed due to uselessness.  
'''Starting upgrade:''' [[Image:SecHUDUpgrade.png]]  [[#Security HUD Upgrade|Security HUD]]
*Security - Detain criminals and assist security officers. Removed due to rampant abuse, killing and law breaking.
 
{| class="wikitable mw-collapsible" width=100%
|+ Equipment:
! Image
! style="width:10%" | Name
! Description
|-
 
|[[File:BikeHornV2.png|center]]
|Sound synthesizer
|Become a mobile noise generator. Honk to your heart's content as you move closer and closer to being a glorified bike horn. Click on yourself with it to change its tune.
|-
|[[File:KitchenwareRecyclerNew.png|center]]
|Food synthesizer
|Dispenses a small variety of synthetic foods. Click on yourself with it to clear the selection, then use the synthesizer itself to pick a different item.
|-
|[[File:SpaceBeerV3-32x32.png|center]]
|[[Foods#Drinks|Space beer]]
|Plain old beer. Why not use the [[Foods and Drinks#Dispenser|dispensers]] to spice things up?
|-
|[[File:ZippoLighterOnV2.gif|center]]
|[[General Objects#Lighter|Zippo lighter]]
|How snazzy would it be to have a flamethrower on your finger? Sadly, that roboticist did not give you one of those.
|-
|[[File:PenNew.png|center]]
|[[General Objects#Pen|Pen]]
|Write down clues and show those fun-hating scum what you really think of them.
|-
|[[File:GlassPitcherV2.png|center]]
|[[Foods and Drinks#Pitcher|Pitcher]]
|An additional container for you to mix [[Chemicals#Sparkles|sparkles]] in.
|-
|[[File:Crayons.gif|center]]
|[[General Objects#Crayon|Crayon]]
|The more light-hearted counterpart to the pen. Click on yourself with it randomizes the color. Good for helpful signage and colorful art!
|-
|[[Image:ProbabilityDisc.png|center]]
|Probability disc
|In other words, a coin.
|-
|[[File:D6New.png|center]]
|[[General Objects#Dice|Probability cube]]
|Aka, a die. Clicking on it while it's in your active slot changes how many sides it has. Who knows what side this unpredictable object will land on?
|-
|[[File:StickerBox.png|center]]
|[[General Objects#Sticker Box|Box-shaped sticker dispenser]]
|Infinite stickers, on a cooldown. Reward good, law-abiding crew members or mark those who are not.
|-
|[[File:RecordTrak.png|center]]
|[[Security Objects#Security RecordTrak|Security RecordTrak]]
|For changing the arrest status of crew members, particularly when processing arrested and released criminals.
|-
|[[File:ForensicScannerNew.png|center]]
|[[Security Objects#Forensic Scanner|Forensic scanner]]
|Conduct [[Detective#Forensics|forensics]] and investigate crime in the places where no [[Security Officer]] can go.
|-
|[[Image:CardboardTube.png|center]]
|Cardboard tube
|The latest in non-lethal technology. It's perfectly harmless!
|-
|[[File:AudioLoggerV3.png|center]]
|[[General Objects#Audio Log|Audio tape]]
|Record incriminating evidence. Or your latest [[The Rapper|mix tape]]. Note you can insert tapes in the machine via click-drag.
|-
|[[File:PortableCameraViewerV2-32x32.png|center]]
|[[Security Objects#Portable Camera Viewer|Camera monitor]]
|Lets you view the cameras. Remember to deselect the module containing the monitor, or you won't be able to affect anything you see.
|-
|[[File:HandLabeler.png|center]]
|[[General Objects#Hand Labeler|Hand labeler]]
|Put amusing and/or useful labels on people and objects. Click/activate it in-hand to set the label, click on anything else to put the label on it. Putting nothing for the label text lets you remove labels.
|-
|[[Image:SecurityTicketWriter.png|center]]
|[[Security Objects#Security TicketWriter 2000|Security TicketWriter 2000]]
|A snazzy miniature typewriter set to produce tickets. Your [[PDA]] has the same function embedded, but this machine's got flair!
|-
|[[File:SecurityTapex32x32.png|center]]
|[[Security Objects#Security Tape|Security tape roll]]
|Designate crime scenes, just like in those police procedural shows.
|-
|[[Image:FoamDartGunV2.png|center]]
| Cybernetic foam dart gun
|A fun dart gun for annoying humans. It synthesizes darts using internal battery charge, and unlike the [[Murder#Super! Gun Friend|standard foam dart gun]], it does not require you to pull a tab back. Darts degrade shortly after hitting the ground.
|}
</tab>
</tabs>
 
===Discontinued Modules===
* [[Image:AtmosBot.png|64px]] Atmospherics - Assisted with re-pressurization of station assets. Added on January 1st, 2011, discontinued on June 23rd, 2012.  Merged with engineering.
* [[Image:VenderBot.png|64px]] Vendor - Produced synthetic food for the crew to eat. Added on January 1st, 2011, discontinued on June 23rd, 2012. Merged with brobot.  
* [[Image:SecBot.png|64px]] Security - Detained criminals and assisted security officers. Removed due to rampant abuse, killing and law breaking.
* [[Image:ConBot.png|64px]] Construction - Built and repaired the station. Merged with engineering  on March 6th, 2018.
* [[Image:GarBot.png|64px]] Hydroponics - Grew produce. Added on June 12, 2010. Merged with civilian on March 6th, 2018.
* [[Image:JanBot.png|64px]] Janitor - Cleaned up messes. Merged with civilian on March 6th, 2018.
* [[Image:BroBot.png|64px]] Brobot - Synthesized food and spammed funny sounds. Revamped into brobocop on March 6th, 2018.
* [[Image:StaBot.png|64px]] Standard - Had lots of random junk. Removed for being useless, redundant and boring to play on March 6th, 2018. Camera monitor given to brobocop.
 
==Well-Oiled Machine: Oil and You==
Since you're part machine, you also gain benefits from [[Chemicals#Oil|oil]], because it reduces friction between your mechanical parts. If somebody (including yourself) lubricates you with oil (e.g. by clicking on you with a [[Chemistry#Beaker|beaker]] or an oil can), you get the Freshly Oiled [[File:FreshlyOiledStatusEffect.png]] status effect, at a ratio of 0.5 seconds per unit of oil (e.g. 10 units of oil equals 5 seconds of Freshly Oiled). This is capped at 15 seconds, which is equivalent to 30 units of oil. Freshly Oiled gives you the following benefits:
*Reduces your movement delay by 50%, i.e. makes you pretty fast (at this speed, you can go through half of Oshan's central hallway in around 15 seconds). It's handy if you want to escape attackers or reach people screaming "HELP!" over the radio; just pour some on yourself and blast off.
*Halves passive power consumption. This includes power consumption from activating [[#Upgrades|upgrades]], possessing extra upgrade slots (after using  [[#Expansion Upgrade|expansion upgrades]]), and having active tool slots, but it does not include tool use. Compatible with the [[#Efficiency Upgrade|efficiency upgrade]], though that uses a different method for reducing passive power consumption, so the amount of power saved doesn't add up to a neat number.
*Gives you 25% stun resistance, lowering duration of incoming Knocked-down, Stunned, & Unconscious debuffs by 25%. This is equivalent to the stun resistance from drinking [[Chemicals#Expresso|expresso]], so you can think of oil as the robot version of that chem.
 
Once this expires, you get the Oiled [[File:OiledStatusEffect.png]] status effect. It lasts 24 times the duration of Freshly Oiled and is capped at 6 minutes, or 720 seconds (e.g. 5 seconds of Freshly Oiled means 120 seconds of Oiled afterwards). Oiled also gives 25% stun resistance, but it reduces movement delay and passive power consumption by only 15%. If you receive oil while Oiled, you lose the Oiled status effect and gain Freshly Oiled instead.


==Supplementary Video==
==Supplementary Video==
{{#widget:YouTube|id=VXa9tXcMhXQ}}
<youtube>okhQtoQFG5s</youtube>
 
<youtube>2IPAOxrH7Ro</youtube>
<youtube>Y62utHUKa2I</youtube>
<youtube>ppfSPzbAQYc</youtube>
----
----
{{JobMenu}}
{{JobMenu}}
[[Category: Jobs]][[Category:Tutorial]]
{{Game Mechanics}}
[[Category:Tutorial]]

Latest revision as of 06:20, 19 November 2024

HeadOfSecurityHatless-64x64.png Warning!
Do not harm anyone unless your laws allow it.
Even if you are under attack by a traitor, you can't fight back directly.
SILICON
Cyborg
CyborgV3-64x64.gif
Cyborg
Difficulty: Medium to Hard
Requirements: None
Access Level: All-access
Additional Roleplay Access Level: None
Supervisors: Silicon laws, the AI and station/ship crew, anyone listed as such per your laws
Subordinates: Anyone listed as such per your laws
Responsibilities: Follow your laws and serve the humans to the best of your ability
Guides: AI's Guide to the Chain of Command, AI Laws, Humans and Nonhumans

Cyborgs are advanced robots controlled by either human brains or the AI through an interface board. They are incredibly durable and sturdy (moreso than regular humans), have captain-level access, and can directly interface with a variety of different machines, among various other benefits. However, there is one big catch: cyborgs have no hands. Instead, they have to rely on the tools that are built into their modules. Besides spawning at roundstart, cyborgs are usually built by the roboticists. In addition, it's possible to become a cyborg via nanomachines and cyborg converter artifacts.

They also have access to robotic communications along with the AI, effectively giving them their own private radio channel. To use it, type:

  • say :s [your message]

Cyborgs are considered the AI's assistants and will usually share its laws, unless linked to another law rack, emagged, or straight out syndicate. If an AI is corrupted or subverted, the cyborgs will follow suit, unless they are emagged.

Perks

  • Invulnerable or otherwise resistant to many things that can hurt humans and other fleshy creatures:
    • Immune to toxins, suffocation damage and extreme temperatures.
    • Immune to most maladies (diseases, radiation, etc).
    • Can survive in space and navigate it if equipped with a propulsion upgrade or a fire extinguisher.
    • Less susceptible to stuns in general, but not still not entirely immune. Flashes and stun batons are still very effective against cyborgs.
    • Anyone dumb enough to punch a cyborg suffers mild BRUTE damage. The cyborg, of course, is not hurt. Hulks, shamblers, and werewolves have better luck.
  • Can pull anything without being slowed down, including corpses, downed humans, and a crate/locker/container of player mobs not on Help intent. Nuclear bombs are the one exception.
  • Being part machine, cyborgs can interface easily with many different machines.
    • Has Captain-level access.
    • Can interact with computers from afar.
    • Can call the Escape Shuttle without having to insert the appropriate ID card. They can't recall the shuttle though, so if the crew wants to send the shuttle back, they'll need a meatbag to do it.
    • Has superuser access on the TermOS network, allowing them full control of the computer system and access to the full suite of commands. They do not need to insert an ID to authenticate for superuser access.
  • Has a set of items, which cannot be removed or lost.
  • Becomes more power efficient, faster, and stun resistant when given oil. More details here.
  • Access to the mostly-private robotic channel.
  • Get a fancy monospace font option, done by surrounding the text with "`" on either side.
  • When their chest unit is destroyed, they leave behind, among other things, a head unit, which can be wrenched to extract the brain. When their head unit is destroyed, it leaves behind the brain. Both of these enable the construction of a new borg body.
  • To facilitate revival, when killed, an alert is sent to all Medical PDAs (including, but not limited to, the Roboticists' PDAs) notifying the recipient of the cause of death and room location, similar to health implants.

Restrictions

  • Unable to pick up, use, equip or interact with external items. The exception are most computers, robots and other machines, as long as they are powered.
  • Limited by the charge of their battery, which is displayed in the status panel.
  • Must follow the laws of the law rack they are bound to.
  • Can be forcibly self-destructed by using the robotics computer unless protected.
  • Takes damage from taser shots and similar energy particles.
  • Stunned much longer by flashes.
  • Very vulnerable to EMPs. In addition to screwing with your vision and making BZZT noises, EMPs cause 55 damage to each cyborg part (chest and head included), stun you for 5 seconds, and give you "Upgrades disabled" for 5 seconds, which, true to its name, turns off your upgrades and prevents you from using them (i.e. no recovery upgrade or repair pack for you.) In practical terms, 55 damage means that one EMP will take away all your limbs if they're all light parts, and two EMPs will pretty much annihilate you if you have only light parts. If you have only standard parts, you can withstand one EMP, but the second will take away all your limbs and the third your head.
  • Affected by Law Rack Corruption events. These can mess with your laws in a weird way. Usually, it's less "murder all the meatbags" and more "it's every crew member's 25th birthday" or "make sure the floors are a dirty as possible".
  • Affected by ion storms, which may cause you to hallucinate. This is usually harmless and silly, but it might be a little surprising and/or confusing to start hearing weird noises everywhere.

Cyborg Interface

An overview of the user interface as a cyborg.

Click on the module panel to select a starter module, if yours starts out empty and just shows a command prompt. Once you've picked one, use the module panel icon to access your equipment. Pick the tool you need, then click the frame of the corresponding item slot to select it, just like a hand. You can free that slot for other equipment by using the store highlighted item button. All things in an active slot consume battery charge constantly, so needlessly leaving things equipped will mandate more frequent recharging. Also keep an eye on your health indicator.

There are other buttons and icons on your main interface:

  • Atmosphere and temperature - Of no importance to cyborgs, but this information can be essential for ensuring the safety of humans.
  • Radio panel - Change the frequency of your radio or mute the mic.
  • Intent and targeting - Determines which part of the body you want to target when you are interacting with a human, and how. Generally only relevant for medical cyborgs.
  • Stop pulling - If you're pulling something, click this button to release the object.
  • Upgrade panel - Allows you to activate/deactivate installed upgrades. This panel can be hidden when you don't need it.

Also, electronic equipment (doors, computers, APCs, etc) may be clicked on and interacted with as though you were the AI. Remember to follow your laws during these interactions, e.g. do not shock doors to subdue the traitor, as that would be harming a human!

Robot Commands

In addition, there are a couple of verbs in the Robot Commands tab on your right, towards the top:

  • Cyborg PDA - Pulls up your internal PDA, equipped with a unique cartridge.
  • Show Alerts - Not fully functional, but it does list drained or disabled APCs.
  • Show Laws - Self-explanatory.
  • State Standard Laws - This makes you recite the default three AI Laws, often called "default laws" or "Asimov", regardless of what your actual laws are. You might use this if you have law that explicitly forbids you from stating a certain law or otherwise want to keep a certain law secret.
  • State Laws - This makes you recite all your current laws into the chat. As the prompt says, if you have a law that requires you not to state it, it'd be breaking the rules to use this command to say your laws--that's why you have State Standard Laws.
  • Toggle Interface Lock - Locks/unlocks your interface, allowing access to your head compartment and chest cover. This would otherwise require a roboticist's (or better) ID.
  • Open Nearest Door to... - Opens up a list of people within range of the station's cameras and, well, opens whatever door is closest to them. Only works if you're a cyborg with an AI interface board.
  • Change vocal pitch - Allows you to change your vocal pitch from high to low for things such as text actions and emotes.
  • Recall to Mainframe - If you're a cyborg shell controlled by the AI, you move back to your core and regain all the associated AI abilities. If you aren't, it does nothing.
  • Change facial expression (screen head only) - Lets you choose which expression is displayed on the screen head and whether the facial features shown are the chosen color while the rest of the screen is dark (light-on-dark) or the whole screen is the chosen eye color with the face expression itself having a dark color (dark-on-light). As it says on the tin, this only works if you have the cyborg screen head for your head part.

Charging stations

CyborgDockingStationV2-32x32.png

The charging stations are intended for the maintenance of cyborgs and can be used to repair damage and recharge their power cell. Cyborgs can enter the station by using drag & drop or the Move Inside verb (right click). Roboticists may also customize a cyborg's name, appearance, module and upgrades. In the absence of a helping hand, limited self-service is still possible. Simply insert upgrades and clothing by drag-and-dropping them into the charging station. Clothing for the head, mask, exo-suit and jumpsuit slots can be worn by cyborgs.

Charging stations are available in the following areas:

  • Robotics
  • North West Maintenance, specifically the section above the News Office.
  • The AI Chamber, or rather the three tiny rooms beside the main entrance.
  • East Inner Maintenance, above the Kitchen. This docking station is closest to the room with the coolers for the Kitchen's freezer room.
  • A room in South East Maintenance, which surrounds the Bridge.
  • Secure Atmospherics, below the public entrance into Security and left of the area where several Security Equipment lockers spawn.
  • South West Maintenance, a little bit west of the strip of maint that separates the Toxin Lab from the rest of the Research Wing.
  • The Mining Outpost
  • Robotics.
  • AI Satellite. You don't have to go into the room where the AI's mainframe is housed, just the little atrium below it.
  • Crew Lounge. It's not too far from Arrivals, though it is a little isolated.
  • Escape Shuttle Hallway, specifically the east section, near all the escape pods.
  • Fitness Room, below the Bar. It's by the wrestling/boxing ring, so it's a good place to patch up contestants and get some extra juice while watching meatbags beat up other meatbags.
  • Below the mineral magnet in Mining, hanging out on a catwalk exposed to space. It's practically tailor-made for mining borgs. This area is technically considered part of the Mining Staff Room.
  • Northeast Outer Maintenance, north of the Ranch, which is itself north of Hydroponics.
  • Research Storage, below the Chemistry area. Conveniently enough, there's a science fabricator and ValuChimp nearby, in the opposite corner of the room.
  • South Bathroom, which is west of Medbay. It's even got its own little stall, how cute.
  • Southwest Outer Maintenance. To be specific, it's below Security, and to be even more specific, it's south of the Security Officers Quarters. It's also close to the Courtroom.
  • Technical Storage, just a little bit right of the research wing and Medbay.
  • Tool Storage, for all borgs who work in Engineering. And other borgs who happen to be close to Cargo, of course.
  • The Mining Outpost.

Anatomy of a Cyborg

Cyborgs are a bit more modular than their organic crewmates, so two cyborgs are rarely exactly alike. A cyborg's physical frame is made up of a head, a chest, two arms, and two legs. Players who start the round as cyborgs, or are converted by nanomachines, will spawn in light frames, which are the fastest and most fragile suits.

Body

Frame and chest

Centerpieces which keep the cyborg together and function as mounting points for the extremities and internal components. They cannot be reinforced despite their importance.

Item Image Health Description
Frame
CyborgFrameV3-32x32.png
5000 The part which holds everything together. Can be emagged to make a Emagged frame with no laws.
Frame (Syndicate)
CyborgFrameV3-32x32.png
5000 Activated cyborg (excluding AI-controlled ones) will have a special set of laws and capabilities.
Light Cyborg Chest
CyborgChestLightV2-32x32.png
75 Houses the cyborg's battery, module, and any upgrades it may have. It is also critical, and the cyborg will be killed if the chest unit is destroyed. Unlike other light parts, this doesn't give a speed boost.
Chest (Standard)
CyborgChestStandardV2-32x32.png
250 Significantly more durable, but that point is largely academic as even a light chest will often be the only thing left intact if a cyborg is caught in a bomb blast.

Battery

Cyborgs run on batteries. Your battery is slowly but constantly depleting, even when you're not doing anything, and every time you use one of your tools, it drains your battery, some more than others. To recharge your battery, you can do one of the following:

  • Dock at a charging station. Just being inside of it automatically fills up your battery over time, and if you have someone else around, you can also get them to replace your battery entirely.
  • Transfer power from an APC battery to your battery using cell cables on the negative (down arrow) mode. This also recharges you over time.
  • Use a Recharge Pack. This instantly gives you 15000 PU, making it a great option if you need a lot of charge quickly. However, it can only be used every 7 minutes.
  • Stand near a spatial interdictor with a Nimbus-class mainboard. This is even more automatic than a charging station because all you need to do is be in its area of effect. It's wireless too, so you don't have to be right next to it.

Without a battery, a cyborg is nonfunctional. When your battery starts running below 1000 PU or so, your item slots empty out, and you can't use your them until you recharge. If you let trickle down to zero, you can't talk or make emotes, and you are unable to pull or interact with things. Luckily, if you have no battery or one that with less than 100 PU, you'll periodically broadcast a sad boop and a little icon with a lightning bolt (CyborgBatteryDistressIndicator.gif) indicating to nearby humans that you need some juice.

The vast majority of the time, you'll have a 15000 PU battery. For most non-engineering borgs, this lasts almost an entire hour with moderate use. There are better batteries, including self-recharging ones, but robotics rarely gets the materials to make one unless you bring it personally, so don't worry about it.

Item Image Description
Power Cell
PowerCellV2-32x32.png
Your standard 15k battery, found in Robotics and on cell chargers everywhere.
Cerenkite Power Cell
CerenkitePowerCellV2-32x32.png
A 15000 capacity cell that recharges itself. The recharge rate is pretty slow, but visiting a recharger less often is still nice. Made by robotics and mining fabs.
Erebite Power Cell
ErebitePowerCellV2-32x32.png
More capacity than a cerenkite cell (20000 PU vs. 15000) and self-recharges twice as quickly, but is highly reactive, practically making you a walking bomb. Keep away from sparks, fire, lasers, and other heat sources when equipped with one. An active Heat Shield can, in certain situations, protect the cell from heat and keep it from exploding. Made by robotics and mining fabs.
Hyper Capacity Power Cell
HyperCapacityPowerCell.png
Contains a whopping 25000 PU capacity, giving it highest capacity outside of artifact cells, though it has no self-charge ability. Can be produced by general manufacturers, robotics fabricators and mining fabricators, with a suitably high material cost.
Custom Large Energy Cell
CustomLargeCell.png
Large cells made through the the nano-fab. Can be self-recharging with certain materials and can have exceptionally large capacity if the material used has high conductivity.
Artifact Cell
EgunPowerCellArtifact.gif
Capacity can vary wildly, from a rather laughable 1500 to a handsome 100000, with most going below 15000. In any case, it always has an high self-recharge rate that can offset the power drain from most tools. Sometimes dug up through mining and can be one of the possible random artifact spawns in Artifact Research, the Debris Field, the Trench, the Mining Level, and the Adventure Zone.
Potato Cell
PotatoCellV2.png
Get your GLaDOS on with a little help from your neighborhood gardener. Potato batteries have a very low default capacity (inferior to even standard cells), but a well-cultivated strain can be viable enough to self-charge after harvest, making them a feasible option for cyborgs with low power requirements. They're also quite easy to make.

Head

This is a critical part for all cyborgs, as it carries the brain that allows them to function. If the head is destroyed, the cyborg immediately shuts down and drops its incredibly vulnerable brain onto the floor at its feet. For this reason, cyborgs benefit greatly from having the roboticist reinforce their head. The head cannot be reinforced after a cyborg is activated, so this is usually a consideration if you are designing your own body prior to being borged.

Item Image Health Description
Light Cyborg Head
CyborgHeadLightV2-32x32.png
60 Weak and very fragile, but it does make the cyborg move noticeably faster. The speed boost of a light head can completely offset the speed penalty of a single sturdy leg or arm. You'll need multiple light legs or arms to completely counteract a heavy part or multiple sturdy limbs though.
Head (Standard)
CyborgHeadStandardV2-32x32.png
160 The middle ground so to speak. No movement speed boost, but significantly sturdier without the excessive weight of reinforced heads.
Head (Sturdy)
CyborgHeadSturdyV2-32x32.png
225 Can withstand a bit more abuse. Incurs a slight speed penalty, which can be counteracted by having at least one light arm, light leg, tread, or thruster.
Head (Heavy)
CyborgHeadHeavyV2-32x32.png
350 Impressively durable. One of these will slow the cyborg down a lot, and you'd need either two light arms, two light legs, two treads, two thrusters, or a combination of thereof to complete balance it.
Cyborg Screen Head
CyborgScreenHead-32x32.png
90 A CRT with many expressions and colors. Colors are tied to cyborg eye color and so can be changed at a docking station, and you can choose the expression and arrangement of colors shown via Change facial expression (screen head only) in the Robot Commands tab. Sturdiness is between standard and light models, and it has some slight slowdown, to the same degree as the sturdy head.

Arms and legs

Cyborgs ideally have both a pair of arms and legs. Arms allow them to pull things around and use tools from their module, and as such represent a specific slot each (left equals No 1, right is No 3). If both arms are destroyed, the cyborg remains active but is limited to the No 2 item slot. There is no movement speed penalty with missing just the arms; on the contrary, you actually move faster without arms, because weight savings (assuming you still have your legs, of course). Of course, any speed penalties or boosts associated with the arms will, logically, no longer apply.

Cyborg arms in particular can be emagged, causing it to periodically change tools. If you have an emagged arm, then every four seconds, there's a 20% chance your active slot will suddenly switch to a different tool in your module, chosen at random. This is per arm, so you'll run into this issue more often if both your arms are emagged.

Legs are likewise non-critical, yet losing them slows your movement speed dramatically. If you're missing a leg, but the arm on the same side is still intact (e.g. your right leg is gone, but you still have your right arm), that arm can offset the movement penalty somewhat (you can imagine you're dragging yourself forward with your arm.) That also means a cyborg missing a right arm AND leg moves slower than one just missing a right leg, and it's same deal with the left side. As you might expect, you are slowest when missing all your limbs, just like with humans.

Item Image Health
(Per Part)
Description
Arm (Light)
LightCyborgArmsV2-32x32.png
25 Each light arm makes the cyborg faster, but the limb is easily destroyed. The speed boost from one arm is high enough to exactly offset the slowdown caused by one sturdy part, whether that is a sturdy arm, a leg, or head. It only partially offsets the slowdown of a heavy arm or heavy head though.
Arm (Standard)
StandardCyborgArmsV2-32x32.png
60 Average durability. No speed boosts, but no speed penalty either.
Arm (Sturdy)
SturdyCyborgArmsV2-32x32.png
115 Less likely to be blown off by an explosion. Incurs a slight speed penalty, per arm (i.e. having two of these slows you down more than just one, logically).
Arm (Heavy)
HeavyCyborgArmsV2-32x32.png
175 Extremely resistant to damage, but also very heavy, so they reduce movement speed significantly. This is per arm, so the slowdown is more drastic when you've two of them, as you'd expect. Most importantly, if either of your arms is heavy, it allows you to use the *flex emote (Hotkey: Ctrl + X) to show off your steel.
Leg (Light)
LightCyborgLegsV2-32x32.png
25 Similar to light arms, light cyborg legs are are easily destroyed, but each one boosts the cyborg's movement speed, per leg, so two light legs boost speed more than just one. One light leg can completely counter the slowdown incurred by a sturdy head or one sturdy arm (but not two sturdy parts unless you've two light legs) and mitigates the slowdown of one heavy arm or a heavy head.
Leg (Standard)
StandardCyborgLegsV2-32x32.png
115 Medium durability. No effect on speed of cyborg.
Leg (Treads)
CyborgTreadsV2-32x32.png
60 Trades health and power consumption for speed. They allow slightly faster movement and directly cut slowdown from heavy and sturdy components by a third. A borg with treads, a sturdy arms, and sturdy head for example moves faster than one with standard legs, arms, and head. Treads can even make a borg with a heavy head and arms move faster than a borg with fully standard parts, though only slightly. However, they also tax the power cell quite a bit and they have less health than standard legs (though they still have leg up on light ones).
Alastor Pattern Thrusters
AlastorPatternThrusters.png
100 Hover in the air with magical rocket legs! Gives a better speed boost than treads at the cost of higher power consumption. A full set of thrusters can completely counteract the speed penalties of a sturdy AND two sturdy arms, making a full-sturdy cyborg move as fast a full-standard-parts one, and even borgs with a heavy head and heavy arms can move at a tolerable pace, albeit still slower than normal human speed.

Rocket flames, not surprisingly, heat tiles below borgs, ignite plasma clouds, trigger fire alarms, and can cause general calamity, and they do not work as a jetpack or keep cyborgs from falling into holes. They do let borgs move over tables though.

Blueprints for these are in some Adventure Zone location. It's possible also to find thrusters in abandoned crates, as part of the "departmental" item pool. You get the full set in this case; you won't, say, get a right thruster but not a left thruster.

Patching up

As mentioned, cyborgs are immune to many types of damage. They can still get dented and burnt, though, so repairs might become necessary:

Brute damage
  • Automatic - Enter a charging station, select Repair Structural Damage and an appropriate amount of welding fuel.
  • Manual - Use a welding tool on the damaged cyborg. Works for AI shells as well.
Burn damage
  • Automatic - Enter a charging station, select Repair Burn Damage and an appropriate amount of wiring.
  • Manual - Unlock the cyborg's interface, open the cover with a crowbar and expose the wiring with a screwdriver. You can then replace the burnt wiring with a cable coil. AI shells: simply use the cable coil on them, nothing else is required.

Upgrades

In addition to the tools provided by their module (see below), cyborgs have can get a few extra perks from installed upgrade packages. By default, every cyborg has three slots for upgrades. You will occasionally get one of these for free when choosing your initial module.

EMPs disable upgrades for 5 seconds, so you can't always rely on these if you're facing, say, someone with a pulse rifle on EMP mode or a Traitor wielding EMP grenades.

All of these upgrades can be manufactured at robotics fabricators, though many of them have special material requirements. Four of these (efficiency upgrade, force shield upgrade, propulsion upgrade, and teleporter upgrade) can also appear abandoned crates, as part of the "departmental" item pool.

Item Battery drain Single-
use?
Sprite Description
Efficiency Upgrade
-1
No
PowerEfficiencyUpgrade.png
As a cyborg, you will constantly be looking with worry at your battery. This useful upgrade lowers your base power usage by 1. Besides making them at a robotics fab, you can also sometimes find them in abandoned crates; they spawn as part of the "departmental" item pool.
Expansion Upgrade
N/A
Yes
ExpansionPackUpgrade.png
Adds another slot for upgrades. The more expansion upgrades you take, the more power you draw. Lots more. As in, exponentially more.
Force Shield Upgrade
250
No
ForceShieldUpgrade.png
When activated, envelops you in 1x1 forcefield that lessens damage you take from explosions and reduces damage from melee attacks and kinetic bullets, but not thrown items and energy weapon shots, by 4, e.g. a blue toolbox goes from 8 BRUTE to just 4, while a round from a Sirius rifle does 26 BRUTE instead of 30. It has a considerable power cost; it drains 100 PU every few seconds while active and drains another 100 PU for every point of damage taken. Great for Syndicate cyborgs who want to go in swinging with a fire extinguisher.

It's possible to find these inside abandoned crates, as part of the "departmental" item pool. This is noteworthy because making one at a robotics fabricator requires rather rare materials.
Heat Shield Upgrade
100
No
HeatShieldUpgrade.png
Exactly like the force shield, except instead of BRUTE, it reduces BURN damage, e.g. from a phaser, at the same rate of energy consumption. It still decreases damage from explosions, draining the same amount of battery power as the force shield does at the same task. If you're powered by an erebite cell, an active shield can also prevent it from exploding when exposed to heat, in certain cases. Excellent for resisting acidfoam, but laser shots and the like can still give you trouble.
Meson Upgrade
5
No
OpticalMesonsUpgrade.png
Gives you the benefit of Meson Goggles, allowing you to see the layout of the station and asteroids. This is absolutely critical if you are going mining as a cyborg and somewhat useful for messing with the engine
ProDoc Healthgoggles
5
No
ProDocHealthGogglesUpgrade.png
Allows you to assess the health of humans at a glance, just like health goggles. Exceptionally useful for doctoring.
Spectroscopic Scanner Upgrade
5
No
SpectroscopicScannerUpgrade.png
Works like spectroscopic scanner goggles, in that it lets you assess the chemicals inside certain containers, such as beakers, bottles, and glasses, just by Examining them.
Propulsion Upgrade
25
No
JetpackUpgrade.png
This lets you navigate in space as though you had a jetpack, which makes you infinitely more useful to the station and also makes playing as a borg infinitely more fun. Instead of being confined to the station, you can go EVA to rescue people or explore the Debris Field with someone. Without one of these, your only hope to navigate is to use a fire extinguisher, which not all modules have.

In addition to making it at a robotics fab, you can also randomly this inside abandoned crates, as part of the "departmental" item pool.
Recharge Pack
N/A
Yes
RechargePackUpgrade.png
Activating this single-use upgrade instantly restores 15000 PU. Useful if you're planning on going exploring or want to work on a project without worrying about your battery every so often. However, it also gives you the "Quick charged" status effect for 7 minutes, preventing you from using another recharge pack and essentially acting as a cooldown.
Recovery Upgrade
3333
No
RecoveryPackUpgrade.png
Immediately reboots your systems, nullifying the effects of flashes and other stun weaponry. Drains 3333 PU per use.
Repair Pack
N/A
Yes
RepairPackUpgrade.png
Cyborgs are generally resilient, but they pay for this by not being able to recover from damage very easily, since most modules can only repair themselves by returning to a recharging station. This single-use upgrade fixes this by giving the cyborg a full repair that they can activate at their convenience.
Security HUD Upgrade
5
No
SecHUDUpgrade.png
When turned on, works like a pair of SecHUDs, which allowing you to see whether someone is set to arrest, released, paroled, and other statuses in the SecMate records.
Self-Repair Upgrade
60
No
SelfRepairPackUpgrade.png
Allows the cyborg to continually expend energy to repair itself. Can be a saving grace if the charging stations are destroyed, but it drains the cyborg's battery quite rapidly.
Speed Upgrade
100
No
SpeedBoostUpgrade.png
Standard and reinforced cyborgs are much slower than humans, and you are going to lose any footrace with a healthy human. The speed upgrade changes that, effectively turning you into a massive metal Speedy Gonzalez. Absolutely fantastic any time you want to cover a lot of ground in a straight line, but very obnoxious any time you need to make turns. The module can be difficult to control, so make sure to turn it off when you don't want to be dashing down the hallways at the speed of sound.
Teleporter Upgrade
250
No
TeleportUpgrade.png
When activated, brings up a menu similar to the teleporter room computer and teleports you to any valid tracking beacon. If you're using this with a magnetic traction upgrade, turn that off first, because it prevents you from using the teleporter upgrade while it's active (the game will say you can't use the teleporter because you're magnetized.)

Can randomly appear in abandoned crates; they're part of the "departmental" item pool. Popping some open can be worthwhile, given that creating a teleporter upgrade at the robotics fab takes a significant amount of materials.
Construction Visualizer
5
No
ConstructionVisualizerUpgrade.png
Allows cyborg to see the overlays created by the Floor and Wall Designer and Window Planner. Useless if neither are around.
Magnetic Traction Upgrade
10
No
MagneticTractionUpgrade.png
Magboots for cyborgs, basically. When activated, it magnetically anchors you to the floor and prevents you from being pushed, pulled, or teleported, while also significantly slowing you down. This can be both a blessing (repair TEG pipes without the air pushing you around, body-block baddies from entering rooms like you're a bouncer) and a curse (no teleporter upgrade for you.) People can still crawl under you while you're magnetized. You cannot use this upgrade if you have no legs or if your legs are thrusters.

Modules

CyborgBlankModule.png

The majority of a cyborg's functionality comes from its module, which defines which tools it has access to. This can be changed with the help of a roboticist, though a rewritten or inserted module will not give you any initial upgrade associated with that module.

All cyborgs equipped with beakers/drinking glasses/bottles or similar containers have access to drag & drop functionality for ease of use. To directly transfer reagents from containers that aren't in your inventory, click-drag them onto a suitable receptacle in one of your item slots. Large water and fuel tanks also support the same mechanic for certain target receptacles. Furthermore, cyborgs can use drag & drop to attach barcode labels to crates and other objects.

Switching and Modifying Modules

If you want to switch to a different module, remove some unwanted tools, or rearrange them, it is fortunately relatively easy to change it, though you usually will need a human's aid at some point! You also need access to a module rewriter. Access to a docking station is not necessary but makes things far easier, for you need a human only at the step of inserting a module into the module rewriter. If you don't have access, then you need a human to help you remove your module and put it back into you, in addition to having them to load the module into the rewriter.

Tools with Each Module

When you open your panel interface for the first time, you get to pick a free starter module. This will give you an initial upgrade. Every module comes with:

  • FlashlightOffV2-32x32.png Flashlight
  • Omnitool - a Swiss Knife of tools. Click on it to set it to one of five modes.
  • AtmosphericAnalyzerV2-32x32.png Atmospheric analyzer - Click on a tile or container of gas, and it'll tell you what gases are in there. Starts upgraded, so you can also scan tiles from a distance, though you still need to walk up to canisters and such to scan them.
  • HealthAnalyzerFullyUpgradedV2-32x32.png Health analyzer - Comes with the reagent scanner upgrade by default too.
  • ReagentScannerV2-32x32.png Reagent scanner
  • Cell cables - Recharge APCs manually or use them to recharge yourself. Expose the wiring with your screwdriver, then attach the cables. The direction of power flow depends on the mode of the cables. Both are 1:1 ratio of APC power to cell power.
    • CellCablesChargeAPCMode32.png Positive (up arrow) mode: Uses power from your internal battery to charge the APC's.
    • CellCablesChargeSelfMode32.png Negative (down arrow) mode: Uses the APC's battery to recharge your cell.
  • PortableTypewriter.png Portable Typewriter - A small typewriter for taking notes on the go, that doesn't need paper refills. It prints out messages on special smokeless thermal paper in a monospaced font

In additions, all modules come with an internal PDA with the Cyborg Internal cartridge, which, as previously mentioned, you can pull up with the Cyborg PDA command. It comes with apps for stuff tasks like writing tickets and sending packets, among other things, and messaging is handy if you want something more private.

Each module also grants access to a particular department-specific radio channel. Unlike with the free upgrade that comes with some modules, if you swap out to a different module, you lose access to that frequency.

Module Types CyborgCivilianModule.pngCyborgEngineeringModule.pngCyborgMedicalModule.pngCyborgMiningModule.pngCyborgChemistryModule.pngCyborgBrobocopModule.png

CyborgCivilianModule.png Cooks your food, grows your weed, and cleans after all that too! To plant seeds, use drag and drop or synthesize them directly with your fabricator. You can also use drag and drop to stuff seeds, produce and plant formulas into the PlantMaster for experimentation, and produce into the reagent extractor for extraction. Use click-drag to combine food items together and put food and other objects into kitchen appliances. For example, you could drag a pizza into an oven, or drag a hotdog onto a slice of bread to put it into a bun. If you're going fishing, drag and drop also allows you to organize research tickets from the Aquatic Research Upload Terminal and turn them in to the Fishing Supplies Vendor.

Department Radio Channel: Civilian 135.5 :c

Starting Upgrade: RechargePackUpgrade.png Recharge Pack

Equipment:
Image Name Description
FireExtinguisherV2-32x32.png
Fire extinguisher XL Like a regular fire extinguisher, including doubling as an impromptu jetpack, but it holds 300 units of firefighting foam instead of just 100. Remember to press C to disable the safety before using.
PenNew.png
Pen Write notes and menus that no one will read!
PlantAnalyzerV3.gif
Plant analyzer Reads out the stats of a given plant.
GardenTrowelV2.png
Garden trowel Transfer plants from hydroponics trays to decorative plant pots or just remove plants quickly.
PortableSeedFabricator-32x32.png
Portable seed fabricator Everything, including the fun stuff (weed, slurrypods etc).
IgniterV2-32x32.png
Igniter Get rid of a plant without dumping the tray out.
ElectricChainsawV2.png
Chainsaw Very effective at trimming hedges, not so good at trimming human heads.
HydroSatchel.png
Produce satchel (x3) Each one holds up to 50 different produce items or seed packets.
PaperBinV2.png
Paper bin For making joints, of course.
CyberneticCleanerBottle-32x32.png
Cybernetic cleaner bottle Works like a standard spray bottle of space cleaner, with a capacity of 50 units of cleaner. Regenerates 2.5 unit of cleaner every few seconds until you're back up to 50.
SpongeV2.png
Sponge A companion to the mop that can remove space lube by clicking on a tile to soak it up. Don't forget it can be wetted with your bucket.
MopV2-32x32.png
Mop Won't be very useful without the mop bucket. Click the mop onto a bucket to wet it.
MiniaturizedLampManufacturerSiliconYellow-32x32.png
Miniaturized lamp manufacturer Light maker/replacer/remover. Unlike the version used by meatbags, this one runs off your internal battery rather than metal sheets. See here for all to use it. Good for replacing broken lights or making mood lighting!
BucketV2-32x32.png
Bucket To transfer water to said bucket, click a sink or large water tanks with it. Also doubles as a beaker.
PortableCameraViewerV2-32x32.png
Camera monitor Lets you view the cameras. Remember to deselect the tool slot containing the monitor, or you won't be able to affect anything you see.
RollingPinV2.png
Lightweight rolling pin Still lets you make pizza dough and such, but does little damage.
BreadKnifeV2.png
Bread knife Great for cutting delicious pizza and cake. Not so great for cutting humans.
LadleV2.png
Ladle For pouring soup into bowls, naturally.
IcingTubeV3.png
Icing tube Accepts liquid chemicals that can then be frosted onto cakes!
Tongs32x32.png
Tongs A lot of recipes require using your hands, but since borgs don't have hands, these tongs (which are exclusive to your module) exist to help you get around that issue, at least partially. You can click on an item with the tongs, then click the tongs sprite to use the item in-hand. This is handy for making things like tortilla chips or dough circles. It also lets you take things out of containers, e.g. eggs from cartons, cheese from cheese boxes.
Basicfishingrod.png Cybernetic fishing rod For fishing, naturally. It starts at the basic level, and you upgrade it by clicking on higher tier rods with it, changing its appearance and granting you access to more fishing spots. (The target rod is used up in the process, so you can't borrow someone's rod temporarily to upgrade yours.) Rod tiers only go up, so you can't accidentally downgrade your rod, and you don't have to go through all the tiers, meaning you can go straight to master level if you've found a master rod.
PortableAquarium.png Small portable aquarium Store the fish your cybernetic fishing rod caught, so you can turn them in later to the Aquatic Research Upload Terminal for fishing credits. The small portable aquarium has space for only 3 fish (i.e. half that of the regular portable aquarium). Holds only fish, i.e. it can't hold the research tickets the terminal gave you or accept chemicals.

CyborgEngineeringModule.png The ultimate engineer, this cyborg is the only one that can fully repair its fellow borgs. You are expected to assist with the engine startup and fix up damage all across the station, big and small.

This module comes with various stacks of building materials. If you have a stack of sheets/rods/tiles/cable/etc. in your active slot, you can click on another stack of the respective material to refill/increase your own stack. For cyborg, the stack limit is 300, i.e. you can have 300 sheets, 300 rods, etc. at maximum.

Department Radio Channel: Engineering 135.7 :e

Starting Upgrade: OpticalMesonsUpgrade.png Optical Meson Scanner Upgrade

Equipment:
Image Name Description
AtmosphericsTransporterV2-32x32.png
Atmospherics transporter Holds up to two portable atmos/fluids objects (canister, pump, scrubber, fluid tank) at a time.
FireExtinguisherV2-32x32.png
Fire extinguisher XL Like a regular fire extinguisher, but with 300 units of capacity instead of just 100. Helpful in event of an engine catastrophe and as a poor cyborg's substitute for a jetpack.
WelderV2-32x32.gif
Welder Can also be used to repair the chassis of yourself, other cyborgs or the AI.
TRayScannerV2-32x32.gif
T-ray scanner Lets you see the wiring under the floor so you can pull it up to repair or check its load. Also causes nearby cloaking devices to flicker.
DeviceAnalyzerV2-32x32.png
Device analyzer For assisting the engineers. Can store several scans at once.
SolderingIronV2.png
Soldering iron Allows you to deploy frames.
RCDBaseV2-32x32.png
Rapid construction device Lets you create and destroy walls, floors, lights and airlocks quickly and easily. Uses your cell power in the place of matter units.
MiniaturizedLampManufacturerSiliconYellow-32x32.png
Miniaturized lamp manufacturer Can add in new light bulbs/tubes, change the color of existing ones, replace broken ones, and remove lights entirely, very useful for fixing up lighting in places that have been blown up. See here for how to use it. Worth noting that unlike the human version, this uses your internal battery charge, so there's no need to "refill" it with metal.
DeconstructionDeviceV2.png
Deconstruction device Can take apart certain machinery. Click on the machine with the device, then click on the various buttons that appear with the appropriate tools. Unlike the ones humans get to use, this version does no damage.
PowerShovel.png
Power shovel Behaves just like the non-borg version, i.e. it can break basic rock walls, is required to set up the Oshan Laboratory's Geothermal Generator, and is a rather weak weapon. Unlike the human version, though, it draws from your cyborg battery rather than the tool's internal cell. Appears only if you're playing on Oshan (i.e. if you're on Cogmap1, you won't see this.)
SteelFloorTilesV2.png
Floor tiles x200 Allows you to lay new flooring. For fastest use, simply move and tap Page Down, which will automatically use the selected tool.
SteelRodsV2.png
Metal rods x200 Useful for building reinforced windows and making barricades.
SteelSheetV2.png
Metal sheets x200 For repairing walls, building chairs and various other objects.
GlassV2.png
Glass sheets x200 Handy for making windows, which tend to be more attractive than endless hallways. Use your screwdriver to secure them in place.
Wire.png
Cable coil x200 Suitable for fixing APCs, hotwiring the solars, and, of course, wire art!
ReinforcedCableCoil.png
Reinforced cable coil x300 Can be used for many of the same tasks as regular wire, but it's more durable. Reinforced cable that's been plopped down on a seafloor tile won't fall into the Trench in the event of a hotspot quake, making them the preferred choice when stacking hotspots for the Geothermal Generator.

CyborgMedicalModule.png Much like a medical doctor, or medibot with a brain. Remember: you can click-drag people onto operating tables to put them on there, and you can click-drag organs to attach them on/insert them into patients. Organs that have left and right versions will pick sides at random, and for surgeries that care about handed-ness, such as eyeball removal, tool slot 1 counts as a left hand and tool slot 3 counts as a right hand. For surgeries that need extra items besides organs and surgery tools, such as implanting items in someone's chest, you need a human to aid you. Surgery is generally allowed under your "do not harm humans" law, e.g. it's within your laws remove shrapnel lodged into the patient, though obviously it's still harm if you try to say, cut off a living person's head.

In addition, remember that clicking on a pill with a beaker dissolves all of the pill's contents into the beaker. This is useful for obtaining medicines that most commonly come in pill form, e.g. salbutamol.

Department Radio Channel: Medical 135.6 :m

Starting Upgrade: ProDocHealthGogglesUpgrade.png Health Scanner Upgrade

Equipment:
Image Name Description
DefibrillatorV2-32x32.png
Defibrillator Fixes cardiac arrest (heart failure). Apply drugs to stabilize patients or they'll get new heart attacks.
Scalpel.png
Scalpel For cutting out bullets, shrapnel and implants. Use drag & drop to put people on a surgery table.
CircSaw.png
Circular saw Used together with scalpel to remove body parts. Patient must be on a surgery table.
SurgicalSpoon.png
Enucleation spoon Cut their eyes out...with a spoon! Use tool slot 1 on your HUD to target the left eye and tool slot 3 to target the right eye.
Surgical Scissors.png
Surgical scissors Essential in removing various organs hidden in the chest.
StapleGun.png
Staple gun Required for replacing limbs and such.
Hemostat.png
Hemostat Reduces the amount of bleeding damage taken during surgery.
Suture.png
Suture Closes open wounds and stops bleeding.
BloodBag.png
Blood pack Use this if somebody has suffered severe blood loss. Can be refilled by drawing blood from a donor or by transferring blood from a beaker, dropper or syringe.
AutoMenderBurnV2-32x32.png
Burn auto-mender Heals BURN damage when applied, with more healing the longer` it's been applied. While the tooltip might say it has only 200 units, it actually has infinite silver sulfadiazine.
AutoMenderBruteV2-32x32.png
Brute auto-mender The same, but for brute damage and with infinite styptic powder.
SyringeV2.png
Syringe (x2) Empty syringes you can fill with whatever you want. It's generally a good idea to keep one of them loaded with epinephrine, and the other filled with anti-toxin at all times. Remember, injecting toxins is harming a human!
Hypo.png
Hypospray A special injector that will automatically transfer whatever contents it has upon clicking a target. It filters out harmful chemicals automatically.
CyberneticHypospray32x32.png
Cybernetic hypospray A hypospray that draws an internal reservoir (i.e. you can't fill it with anything else). This reservoir contains 25 units each of the following chems: epinephrine, salbutamol, mannitol, saline-glucose solution, charcoal, and potassium iodide. Each one replenishes 1 unit every 2 seconds, you click on it while it's in your active slot to cycle between all the possible reagents.
DropperV3-32x32.png
Dropper For topical drugs. Refer to Doctoring for the whole list.
LargeBeakerV3.png
Large beaker (x2) 100u capacity, for all those odd medicines.

CyborgMiningModule.png Your job is to use the mineral magnet and help the Miners. Note that you do not get an optical meson upgrade when you choose this module, so insist upon getting one from your roboticist or make one yourself.

You can still use click-drag to load raw ore into portable reclaimers and load refined materials into fabricators and manufacturers. If you prefer more indirect means, like shoving refined materials into a crate and then click-dragging the crate onto the fabricator/manufacturer, that works too.

Department Radio Channel: Engineering 135.7 :e

Starting Upgrade: JetpackUpgrade.png Propulsion Upgrade ― On underwater maps (i.e. Oshan Laboratory, Nadir), you instead get the OpticalMesonsUpgrade.png Meson Upgrade

Equipment:
Image Name Description
LaserDrillV2.png
Laser drill One of the best personal digging tools out there, can break rocks with a toughness of up to 3 and has an infinite charge
CargoTransporterV2-32x32.png Cargo transporter This allows you to teleport crates full of ore back to the station. Click the crate with an empty hand to close it properly. You can attach barcodes onto crates by clickdragging a barcode from the floor onto a closed crate.
GeologicalScannerV2-32x32.png
Geological scanner Scans the local area for things like explosive veins, gems, and other dangers.
OreScoop.png
Ore scoop Comes with a satchel, which cannot be detached. Walk over loose ore, then click on a floor tile, table or crate to dump the ore. You can also click on a portable reclaimer to load your ore directly into the machine to be refined.
Satchel.png
Large mining satchel (x2) If either of them has somehow ended up on the floor, the Store button on the HUD should add it back to your inventory.
SpaceGPSV3-32x32.gif
Space GPS Allows you to landmark your location if you get lost or predict danger. Your PDA also has one of these installed, thought with less capabilities. Also shows locations of distress signals from other GPSes.
FireExtinguisherV2-32x32.png
Fire extinguisher XL Holds 300 units of firefighting foam instead of just 100; otherwise functions identically to a standard fire extinguisher. Good for putting out fires from mining accidents and can be used as a slightly less fancy version of the propulsion module.
MaterialAnalyzerV2-32x32.png
Material analyzer When used on a piece of ore or other suitable substance, provides information on its properties, for material science nerdery.
CargoAppraiser.png
Cargo appraiser Tells you how much something will sell when sold to the public market via Cargo. This works on both individual items and crates of things, so you can tell the QMs that your crateful of space asbestos is actually worth a pretty penny.

CyborgChemistryModule.png A robot Scientist, which is kinda badass if you think about it. The toolset is heavily geared towards doing chemistry, but you can go into other fields. You have a space GPS for helping out with Telescience, and you can remotely operate both the science teleporter computer and the various valves in Plasma Research, among many other things. You also have a pen and artifact analysis forms for Artifact Research; do note that you can activate some artifacts simply by touching (i.e. clicking on) them. Formerly known as the chemistry module before the module gained the tools to do more than just resupply Medbay and unleash colorful reagent smoke everywhere. For a brief time after that, it was also called the Research module.

Department Radio Channel: Research 135.4 :r

Starting upgrade: SpectroscopicScannerUpgrade.png Spectroscopic Scanner Upgrade

Equipment:,
Image Name Description
HandLabeler.png
Hand labeler Label your meth beakers! Click/activate it in-hand to set the label, click on anything else to put the label on it. Putting nothing for the label text lets you remove labels.
PenNew.png
Pen Fill in artifact analysis forms for artifact research and record recipes, observations, and other notes for your forays into SCIENCE!
Item box.png
Box shaped artifact form dispensor You can't pick up artifact analysis forms, but fortunately, this device handles the job for you. Just click on the artifact with the "dispensor" in your active slot to stick a form on it, and then click on the form with your pen to start filling it in.
MiniChemMaster32.png
Mini-CheMaster Will not dispense chemicals. Will allow you to isolate chemicals and such on the fly though. It also lets you create patches, pills (and pill bottles), chemical bottles, and ampoules, as with a stationary CheMaster.
SyringeV2.png
Syringe (x2) Useful for extracting small amounts of things from a larger container.
DropperV3-32x32.png
Dropper Useful for extract even smaller amounts of things from a larger container.
MechanicalDropper.png
Mechanical dropper Useful for extracting the smallest amounts of things from a larger container.
LargeBeakerV3.png
Large beaker (x3) With a capacity of 100 units each.
DrinkingGlassV2.png
Drinking glass Effectively another 50 unit container, but the contents of this one may be fed to humans instead of splashed on them.
FireExtinguisherV2-32x32.png
Fire extinguisher XL Perhaps a chemist's most important tool. It's XL because it can hold up to 300 units instead of just 100. Safety first! Also a handy jetpack in a pinch.
SpaceGPSV3-32x32.gif
Space GPS This device allows you to mark your location if you get lost while exploring and can give you the coordinates of other GPS units, so you can help the Scientists calibrate the Telescience computer and find locations to teleport into/from, whether for search and rescue, exploration, or silly pranks.

CyborgBrobocopModule.png An assistant to security, or perhaps a mashup of Clown, Detective, Chef, and Bartender. Has few weapons for arresting criminals (and really isn't expected to), but does have a few tools for conducting forensics and can access places and items most Security personnel can't. Should follow Space Law as well as the AI Laws shared by all cyborgs and AI units by default. Or in more stylish fashion:

PRIME DIRECTIVES:

1: Uphold your (actual) laws.

2: Protect the innocent by assisting Security personnel in enforcing Space Law.

3: Serve the public trust quality entertainment.

4: [CLASSIFIED]

!!!PARTY HARD!!!

Department Radio Channel: Security 135.9 :g

Starting upgrade: SecHUDUpgrade.png Security HUD

Equipment:
Image Name Description
BikeHornV2.png
Sound synthesizer Become a mobile noise generator. Honk to your heart's content as you move closer and closer to being a glorified bike horn. Click on yourself with it to change its tune.
KitchenwareRecyclerNew.png
Food synthesizer Dispenses a small variety of synthetic foods. Click on yourself with it to clear the selection, then use the synthesizer itself to pick a different item.
SpaceBeerV3-32x32.png
Space beer Plain old beer. Why not use the dispensers to spice things up?
ZippoLighterOnV2.gif
Zippo lighter How snazzy would it be to have a flamethrower on your finger? Sadly, that roboticist did not give you one of those.
PenNew.png
Pen Write down clues and show those fun-hating scum what you really think of them.
GlassPitcherV2.png
Pitcher An additional container for you to mix sparkles in.
Crayons.gif
Crayon The more light-hearted counterpart to the pen. Click on yourself with it randomizes the color. Good for helpful signage and colorful art!
ProbabilityDisc.png
Probability disc In other words, a coin.
D6New.png
Probability cube Aka, a die. Clicking on it while it's in your active slot changes how many sides it has. Who knows what side this unpredictable object will land on?
StickerBox.png
Box-shaped sticker dispenser Infinite stickers, on a cooldown. Reward good, law-abiding crew members or mark those who are not.
RecordTrak.png
Security RecordTrak For changing the arrest status of crew members, particularly when processing arrested and released criminals.
ForensicScannerV2.png
Forensic scanner Conduct forensics and investigate crime in the places where no Security Officer can go.
CardboardTube.png
Cardboard tube The latest in non-lethal technology. It's perfectly harmless!
AudioLoggerV3.png
Audio tape Record incriminating evidence. Or your latest mix tape. Note you can insert tapes in the machine via click-drag.
PortableCameraViewerV2-32x32.png
Camera monitor Lets you view the cameras. Remember to deselect the module containing the monitor, or you won't be able to affect anything you see.
HandLabeler.png
Hand labeler Put amusing and/or useful labels on people and objects. Click/activate it in-hand to set the label, click on anything else to put the label on it. Putting nothing for the label text lets you remove labels.
SecurityTicketWriter.png
Security TicketWriter 2000 A snazzy miniature typewriter set to produce tickets. Your PDA has the same function embedded, but this machine's got flair!
SecurityTapex32x32.png
Security tape roll Designate crime scenes, just like in those police procedural shows.
FoamDartGunV2.png
Cybernetic foam dart gun A fun dart gun for annoying humans. It synthesizes darts using internal battery charge, and unlike the standard foam dart gun, it does not require you to pull a tab back. Darts degrade shortly after hitting the ground.

Discontinued Modules

  • AtmosBot.png Atmospherics - Assisted with re-pressurization of station assets. Added on January 1st, 2011, discontinued on June 23rd, 2012. Merged with engineering.
  • VenderBot.png Vendor - Produced synthetic food for the crew to eat. Added on January 1st, 2011, discontinued on June 23rd, 2012. Merged with brobot.
  • SecBot.png Security - Detained criminals and assisted security officers. Removed due to rampant abuse, killing and law breaking.
  • ConBot.png Construction - Built and repaired the station. Merged with engineering on March 6th, 2018.
  • GarBot.png Hydroponics - Grew produce. Added on June 12, 2010. Merged with civilian on March 6th, 2018.
  • JanBot.png Janitor - Cleaned up messes. Merged with civilian on March 6th, 2018.
  • BroBot.png Brobot - Synthesized food and spammed funny sounds. Revamped into brobocop on March 6th, 2018.
  • StaBot.png Standard - Had lots of random junk. Removed for being useless, redundant and boring to play on March 6th, 2018. Camera monitor given to brobocop.

Well-Oiled Machine: Oil and You

Since you're part machine, you also gain benefits from oil, because it reduces friction between your mechanical parts. If somebody (including yourself) lubricates you with oil (e.g. by clicking on you with a beaker or an oil can), you get the Freshly Oiled FreshlyOiledStatusEffect.png status effect, at a ratio of 0.5 seconds per unit of oil (e.g. 10 units of oil equals 5 seconds of Freshly Oiled). This is capped at 15 seconds, which is equivalent to 30 units of oil. Freshly Oiled gives you the following benefits:

  • Reduces your movement delay by 50%, i.e. makes you pretty fast (at this speed, you can go through half of Oshan's central hallway in around 15 seconds). It's handy if you want to escape attackers or reach people screaming "HELP!" over the radio; just pour some on yourself and blast off.
  • Halves passive power consumption. This includes power consumption from activating upgrades, possessing extra upgrade slots (after using expansion upgrades), and having active tool slots, but it does not include tool use. Compatible with the efficiency upgrade, though that uses a different method for reducing passive power consumption, so the amount of power saved doesn't add up to a neat number.
  • Gives you 25% stun resistance, lowering duration of incoming Knocked-down, Stunned, & Unconscious debuffs by 25%. This is equivalent to the stun resistance from drinking expresso, so you can think of oil as the robot version of that chem.

Once this expires, you get the Oiled OiledStatusEffect.png status effect. It lasts 24 times the duration of Freshly Oiled and is capped at 6 minutes, or 720 seconds (e.g. 5 seconds of Freshly Oiled means 120 seconds of Oiled afterwards). Oiled also gives 25% stun resistance, but it reduces movement delay and passive power consumption by only 15%. If you receive oil while Oiled, you lose the Oiled status effect and gain Freshly Oiled instead.

Supplementary Video


Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus
Game Mechanics
The Basics Getting Started · Super Quick Tutorial · Rules · Game FAQ · Quick guide to station systems · Mentorhelp · SpicyChickenGod Tutorials
Critters Remy.png Critters · CyborgV3-64x64.gif Cyborgs · RobuddyLoveV2.gif Robots · BiosuitNew.png Viruses
Game Abstractions IDCardBlankV2-27x13.png Access Levels · MartianRover.png Adventure Zone · Basicfishingrod.png Fishing · OmniTraitorV2-64x64.gif Game Modes · HealthImplantNewHUD.png Health Indicators · 2k13VintageSantaHatV2-32x32.png Holiday Cheer · InHand.png Inventory · WarMedal-32x32.png Medals · BasketballV2.png Random Events · Clipboard2.png Station Grade · MonsieurStirstirV2-32x32.png Traitor Objectives · GraduationCap-32x32.png XP · ScienceTeleporterComputer.png Z-level
Miscellaneous Falsemustache.png Being A Better Traitor · WizardSpellbookV2-32x32.gif Books · CommunicationsComputer.png Calling the Escape Shuttle · PaintMachine.png Fixing the Paint Machine · DrinkRobustEezV3.png Guide to Being Robust · LaserGunV2-32x32.png Guide to Murder · Men.png Kendo · NtcommanderNew64.png NT Reputation · StampV2.png Roleplay Tips and Tricks · WallSafe32x32.png Safe-Cracking · SpacebuxToken.png Spacebux · StGDeckV2.png Spacemen: The Grifening · MiniPutt.png Space Travel · NanotrasenBeret.png Traits · ZoldorfSprite.png Zoldorf