Difference between revisions of "Implants"
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===Loyalty=== | ===Loyalty=== | ||
<strike>Brainwashes you into loyalty to NT</strike>Prevents you from becoming a [[Revolutionary]]. A box of these can be found in [[Armory]] of every station, and there's always more of them available in Loyalty Kits from the [[Quartermaster]]. A second box of these can also be found near the Confiscated Items crate in [[Security (place)#Cogmap2|Cogmap2]] and on the center table next to the box of spare cuffs on [[Security (place)#Cogmap1|Cogmap1]]. | <strike>Brainwashes you into loyalty to NT</strike>Prevents you from becoming a [[Revolutionary]]. A box of these can be found in [[Armory]] of every station, and there's always more of them available in Loyalty Kits from the [[Quartermaster]]. A second box of these can also be found near the Confiscated Items crate in [[Security (place)#Cogmap2|Cogmap2]] and on the center table next to the box of spare cuffs on [[Security (place)#Cogmap1|Cogmap1]]. | ||
===Robusttec=== | |||
When you're below 40% health, this implant injects you with [[Chemistry#Medical Chems|omnizine]] every 30 seconds or so. If you reach critical condition, this implant will go into maximum overdrive, injecting you with a chockload of stimulants and healing chems but breaking the implant in the process. Very rare; the only two are in some [[Debris Field|abandoned medical ship]] with loads of robots who'll inject you with something considerably less wholesome. | |||
==Chest Item Implant== | ==Chest Item Implant== |
Revision as of 04:23, 3 April 2018
Implants are subdermal devices injected into a player using an implanter or implant gun. They can also be removed surgically - please refer to Doctoring for more information.
Science/Medical Implants
Machine Translator
Allows humans to communicate on the secure frequency used by the AI and cyborgs by adding :s before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
Tracking
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the bridge and telescience.
Health
Monitors the implantee's health and replaces the default health indicator with a more detailed readout, including an as-needed notification for radiation. It also alerts medical PDAs when and where the implantee is in critical condition or dies. Last but not least, their medical record is updated in real time, which can be accessed with a medical computer or the equivalent PDA program.
All Security Officers start with a special version of these that send alerts to Security as well as Medical PDAs.
Access
Grants implantee access to certain areas, as granted by a Head of Personnel, essentially working like an implantable ID card. Temporary Access ones have 8 charges (e.g. unlocking 8 doors), while the Permanent Access ones you get from hacking a Personal Equipment Manufacturer have essentially infinite.
Loyalty
Brainwashes you into loyalty to NTPrevents you from becoming a Revolutionary. A box of these can be found in Armory of every station, and there's always more of them available in Loyalty Kits from the Quartermaster. A second box of these can also be found near the Confiscated Items crate in Cogmap2 and on the center table next to the box of spare cuffs on Cogmap1.
Robusttec
When you're below 40% health, this implant injects you with omnizine every 30 seconds or so. If you reach critical condition, this implant will go into maximum overdrive, injecting you with a chockload of stimulants and healing chems but breaking the implant in the process. Very rare; the only two are in some abandoned medical ship with loads of robots who'll inject you with something considerably less wholesome.
Chest Item Implant
<img src="https://i.imgur.com/ThNVCkU.png">
Allows you to use whatever item(s) was/were inserted into your chest when you get hit in the chest or fart. Absolutely, completely unlike any of these other implants, except in the general principle of "something inside your chest that's actually useful". Rather than being inserted into the chest through a simple implanter or implant gun, the item is surgically added using special medical procedures, and is removed in a similarly invasive surgery.
As said before, getting punched, shot, etc. in the chest will activate the item. It doesn't matter by who; punching yourself will activate your item, so hitting yourself can a viable strategy. Flipping while there's a beaker or similar container inside your chest will also dump the chemicals directly into your body. With the right amount of pills and Chemistry knowledge, some truly magical things could happen...
Because Goonstation wouldn't be Goonstation if it didn't, *farting will also activate the chest item. If it wasn't secured with sutures during the implanting procedure, the chest item will also be shat out onto the floor, dealing some brute damage (which is called "poopDamage" in the code) depending on the size and sharpness of the item. Particularly sharp or blade-like items will also remove the butt in the process.
Unlike other implants, this does show up on health scanners, with the message "sizable foreign object located below sternum".
Traitor Implants
Freedom
See Syndicate Items.
Microbomb and Macrobomb
See Syndicate Items.
Mindslave
See Syndicate Items.
Deluxe Mindslave
See Syndicate Items.
Discontinued Implants
Security/Security Access
Tasers used to backfire on you unless you had one of these. Security implants were eventually scrapped along with implant locks. Freedom implants also let you use tasers, but because they had another use, they still exist.
Blood Monitor
If the implantee died, the blood monitor was supposed to alert the medical staff by updating their medical record. These were nigh-useless, as no one ever checked said records. Superseded by health implants.
Mindslave 2.0
See Spy.
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Equipment by Department |
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