Difference between revisions of "Implants"

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Implants are subdermal devices injected into a player using an [[Science Objects#Implanter|implanter]]. They can also be removed surgically - please refer to [[Doctoring#Bullets and foreign objects|Doctoring]] for more information.
Implants are subdermal devices injected into a player using an [[Science Objects#Implanter|implanter]] or [[Medical Objects#Implant gun|implant gun]]. They can also be removed surgically - please refer to [[Doctoring#Bullets and foreign objects|Doctoring]] for more information.


==Science/Medical Implants==
==Science/Medical Implants==

Revision as of 01:54, 4 May 2017

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

HealthImplantNewHUD.png

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 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.

Access

Grants implantee access to certain areas, as granted by a Head of Personnel, essentially working like an implantable ID card. Lasts for either 2 charges (e.g. unlocking 2 doors) or indefinitely if the Personal Equipment Manufacturer is hacked.

Traitor Implants

Freedom

See Syndicate Items.

Microbomb and Macrobomb

See Syndicate Items.

Mindslave

See Syndicate Items.

Deluxe Mindslave

See Syndicate Items.

Discontinued Implants

Loyalty

Prevented you from becoming a revolutionary. Revolution isn't a regular game mode anymore, but a set of loyalty implants still exist in security.

Security

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.


Objects and Items
Equipment
by Department
Box2.png General · MopNew.png Janitor · Glovesy.png Engineering · PowerPickV2.png Mining · DefibrillatorV2-32x32.png Medical · PortASci.png Science · Handcuffs.png Security
Machinery MiniPutt.png Pods · ClownCar.png Vehicles · ThinkDOSPCV2-32x32.gif Computers · Fabricator.png Fabricators & Manufacturers · GenericPDAV3-32x32.png PDAs · Implanter2.png Implants
Clothing JumpsuitRanks.gif Clothing
Catering WateringCanV2-32x32.png Plants & Hydro Equipment · THE MONSTER V2.png Foods & Drinks
Weapons CyalumeSaberV4.gif Syndicate Items · RevolverV2.png Guns · ChemGrenadeCompleteV2.png Grenades · TransferTankValveBomb.png Bombs