Cyborg

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Revision as of 05:23, 17 September 2013 by Dabir (talk | contribs) (→‎Body)
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Cyborgs are robots installed with human brains, usually constructed in Robotics by the Roboticists. Cyborgs are more durable and sturdy than 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)").

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.
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!
Similarly, if the AI is corrupted by a traitor, ion storm, or other shenanigan, the cyborgs follow suit.

Perks

  • Immune to Toxin and Suffocation Damage
  • Has a set of items which cannot be removed or lost
  • Cannot be stunned or incapacitated (You can be flashed however.)
  • Immune to most maladies (diseases, radiation, etc)
  • Access to the mostly private Robotic Speech channel
  • Can survive and navigate in space (with a propulsion upgrade or a fire extinguisher)

Restrictions

  • Unable to pick up, use, equip, or interact with external items (except for computers and machines)
  • Must follow the laws of the AI
  • Lifespan is limited by the charge of their cell, which is displayed in the Status panel
  • Can be forcibly self-destructed by the Robotics computer

Cyborg Interface

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.

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).

Charging stations

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.

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.

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.
  • 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.
  • 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.
  • 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.
  • 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.

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.

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. Must-have -> Great -> Good -> Meh -> Practically Unusable

  • Propulsion Upgrade: 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 module.
  • Speed Upgrade: 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.
  • Efficiency Upgrade: 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.
  • Repair Pack: 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.
  • Recharge Pack: 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.
  • Teleport Upgrade: 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.
  • Optical Meson Scanner Upgrade: 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.
  • Thermal Scan Upgrade: 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.

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.

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.

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:

  • 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.
  • 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 idiotic, stupid, dangerous humans to the morgue nice humans to medbay.
  • Camera Monitor - Lets you view the cameras. Does not seem to let you effect things, though.

Starting Upgrade: Efficiency Upgrade

Engineering

Effectively an Engineer, this cyborg is the only one that can fully repair its fellow borgs. It has a lot of tools for fixing the interior of the station.

Equipment:

  • 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 destroying protecting the humans from dangerous fumes.
  • Fire Extinguisher - Still a great jetpack.
  • Screwdriver - A good drink, but you don't have a mouth.
  • Welder - Good to repair the true beings on the station.
  • Wrench - Turns and goes around.
  • Analyzer - That oxygen canister you collected from toxin research might not be ideal to repressurize the escape arm at all...
  • 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.
  • Cable Coil - Useful for writing in code on the floor and repairing burn damage on your brothers.

Starting Upgrade: Optical Meson Scanner Upgrade

Medical

Much like a Medical Doctor, which basically means you're made redundant by a Medbot.

Equipment:

  • Health Analyzer - Figure out how screwed this guy is.
  • Defibrillator - The robotic form of CPR. Used to stabilize critical patients and address cardiac arrest (heart failure).
  • Scalpel - For slicing things on the surgery table while the roboticist is getting high.
  • 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.
  • 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!
  • 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: Optical Thermal Scanner Upgrade

Janitor

Exactly what it says on the tin. You are a Janitor, go slip people up.

Equipment:

  • 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

Hydroponics

This module turns you into a Botanist bot.

Equipment:

  • Screwdriver - Sometimes those plants needs to know who's boss
  • Plant Analyzer - Well gee it looks like weed, bob
  • Watering Can - I guess MAYBE you could do your job
  • Seed Maker - NO SEX JOKES
  • Compost Bag - plant food is not human food. say it with me now...
  • Igniter - some borgs just want to watch the plants burn
  • Chainsaw - Very effective at trimming hedges, not so good at trimming human heads.

Mining

Your job is to go to the mining Z-level and help the 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:

  • Laser drill - This is the best personal digging tool out there, so it's nice that you get one right off.
  • 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.
  • Geological Scanner - Scans the local area for fun things like explosive veins, gems, and other shit you should probably be aware of.
  • Large Mining Satchel x2 - For holding all the stuff you steal from nature.
  • Space GPS - Allows you to get your specific coordinates.
  • Fire Extinguisher - If all else fails, I guess.

Starting Upgrade: Propulsion Upgrade

Construction

One of the most popular modules due to its great ability and self-sufficiency.

Equipment:

  • 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.
  • Floor Tile - Allows you to lay new floors. For fastest use, simply move and tap Page Down, which will automatically use the selected tool.
  • 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.
  • Reinforced Glass - Handy for making windows, which tend to be more attractive than endless hallways. Use your Screwdriver to secure them in place.
  • Cable Coil - Sometimes you just gotta wire, man

Starting upgrade: Propulsion Upgrade

Chemistry

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.

Equipment:

  • Health Analyzer - For figuring out the human's weak points before you apply the coup-de-grace.
  • 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
  • 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.
  • 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

Brobot

WWWYKI

Equipment:

  • Sound Synthesiser - Makes a lovely tune for you to listen to.
  • Space Beer - The best party favor.
  • Probability Disc - Useful for determining what the best route to take to the bar is.
  • Probability Cube - Used to answer more complex questions.
  • Cardboard tube - Used to blow air into George's ear.... wait....
  • 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. You should remove HIS brain see how he-BZZT

Discontinued Modules

  • 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.
  • Security - Detain criminals and assist security officers. Removed due to rampant abuse, killing and law breaking.

Supplementary Video

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Jobs on Space Station 13
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Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
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Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
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Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus