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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CommanderAlex365</id>
	<title>Starlight wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starlight.network/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CommanderAlex365"/>
	<link rel="alternate" type="text/html" href="https://wiki.starlight.network/Special:Contributions/CommanderAlex365"/>
	<updated>2026-04-05T01:43:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Talk:Officer_%22Blue_Shield%22&amp;diff=2082</id>
		<title>Talk:Officer &quot;Blue Shield&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Talk:Officer_%22Blue_Shield%22&amp;diff=2082"/>
		<updated>2026-04-01T03:54:57Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: I did a thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone try editing the header? I put more details in there but they aren&#039;t showing up on the page proper&lt;br /&gt;
&lt;br /&gt;
Fixed it! The header template is super annoying to work with, so for future reference, copy &amp;amp; paste it from this page&#039;s source. I put it in a format that&#039;s &#039;&#039;hopefully&#039;&#039; easier to read in the source. - CommanderAlex365&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2081</id>
		<title>Officer &quot;Blue Shield&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Officer_%22Blue_Shield%22&amp;diff=2081"/>
		<updated>2026-04-01T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Fixed header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Nanotrasen Representatives|Nanotrasen Representative]]&lt;br /&gt;
|roleTitle=Blue Shield Officer&lt;br /&gt;
|img=OBS.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 30h Security, 25h Command, 3h Brigmedic, Ext Roles (Obtained on discord)&lt;br /&gt;
|access=Basic all-access. Cannot access command member&#039;s offices or armory.&lt;br /&gt;
|supervisors=Captain, NT Representative&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Protection of NT staff and command.&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The BlueShield Officer (BSO) is a Starlight exclusive role charged with protecting the 5 members of command and other NT staff. They begin the shift with a exclusive gun, and a device that tracks command members.&lt;br /&gt;
&lt;br /&gt;
They respond directly to the Captain and NT rep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Law:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The BSO is exempt from corporate law, if a breach of corporate law would protect their wards. (Such as trespass). This does not include impeding the lawful arrest or execution of a command member.&lt;br /&gt;
&lt;br /&gt;
Unlike security, BSO is not vested with the power of enforcing corporate law. While a BSO may relay any relevant information to security, they may not perform an arrest on anyone not a danger to command.&lt;br /&gt;
&lt;br /&gt;
The BSO is also not to abandon their charges to chase fleeing threats, and are to leave that to security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The BSO may not take weapons from the armory without a written and stamped armory permit (which may only be issued on code blue and up)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain of Priority:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
While every command member is under the Blue Shield Officer&#039;s protection, in the case of dire emergency the following priority list is to be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NT Representative ---&amp;gt;Captain ---&amp;gt;Magistrate---&amp;gt;Department Heads&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2080</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2080"/>
		<updated>2026-04-01T03:39:19Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Made header easier to read in source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire&lt;br /&gt;
|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has&lt;br /&gt;
|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Relation to SOP and Corporate Law=&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
=Innate weaknesses=&lt;br /&gt;
&lt;br /&gt;
Space (regardless of EVA suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to shrines, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may have shrines that spawn in maints, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
=Innate abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!style=&amp;quot;padding:20px&amp;quot;|Name&lt;br /&gt;
!Blood to unlock&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Blood Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Fangs&#039;&#039;&#039;&lt;br /&gt;
[[File:Vampire Fangs retracted.png|alt=Image of vampire fangs icon in action bar|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|0 seconds&lt;br /&gt;
|0&lt;br /&gt;
|This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
Victim&#039;s eyes are damaged when their blood is consumed, severely hampering their vision.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glare&#039;&#039;&#039;&lt;br /&gt;
[[File:Glare.png|alt=Image of vampire glare icon. Just a spooky eye.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|90 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Paralyzes and silences nearby targets while also applying a stamina DOT and forcing them to sleep for 10 seconds. Commonly used for ambush feeding on nonwilling donors. &#039;&#039;Very&#039;&#039; short range of 1 tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenate I&#039;&#039;&#039;&lt;br /&gt;
[[File:Rejuvinate vampire icon.png|alt=Image of vampire rejuvinate action bar sprite. Lots of little hearts.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|35 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choose Vampire Class&#039;&#039;&#039;&lt;br /&gt;
[[File:Select class (vampire).png|alt=Image of action bar sprite for choosing vampire class. Features a clawed hand and spooky guy.|64x64px]]&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|Allows a vampire to choose one of the four vampiric classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power gain=&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of humanoid blood, class selection is unlocked. (Animals do not count towards unlocking class selection) There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2068</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2068"/>
		<updated>2026-03-27T18:23:50Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Fixed image size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Relation to SOP and Corporate Law=&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
=Innate weaknesses=&lt;br /&gt;
&lt;br /&gt;
Space (regardless of EVA suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
=Innate abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!style=&amp;quot;padding:20px&amp;quot;|Name&lt;br /&gt;
!Blood to unlock&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Blood Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Fangs&#039;&#039;&#039;&lt;br /&gt;
[[File:Vampire Fangs retracted.png|alt=Image of vampire fangs icon in action bar|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|0 seconds&lt;br /&gt;
|0&lt;br /&gt;
|This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
Victim&#039;s eyes are damaged when their blood is consumed, severely hampering their vision.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glare&#039;&#039;&#039;&lt;br /&gt;
[[File:Glare.png|alt=Image of vampire glare icon. Just a spooky eye.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|90 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Paralyzes and silences nearby targets while also applying a stamina DOT and forcing them to sleep for 10 seconds. Commonly used for ambush feeding on nonwilling donors. &#039;&#039;Very&#039;&#039; short range of 1 tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenate I&#039;&#039;&#039;&lt;br /&gt;
[[File:Rejuvinate vampire icon.png|alt=Image of vampire rejuvinate action bar sprite. Lots of little hearts.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|35 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choose Vampire Class&#039;&#039;&#039;&lt;br /&gt;
[[File:Select class (vampire).png|alt=Image of action bar sprite for choosing vampire class. Features a clawed hand and spooky guy.|64x64px]]&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|Allows a vampire to choose one of the four vampiric classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power gain=&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2067</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2067"/>
		<updated>2026-03-27T18:23:22Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added &amp;quot;Choose Vampire Class&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Relation to SOP and Corporate Law=&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
=Innate weaknesses=&lt;br /&gt;
&lt;br /&gt;
Space (regardless of EVA suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
=Innate abilities=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!style=&amp;quot;padding:20px&amp;quot;|Name&lt;br /&gt;
!Blood to unlock&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Blood Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Fangs&#039;&#039;&#039;&lt;br /&gt;
[[File:Vampire Fangs retracted.png|alt=Image of vampire fangs icon in action bar|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|0 seconds&lt;br /&gt;
|0&lt;br /&gt;
|This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
Victim&#039;s eyes are damaged when their blood is consumed, severely hampering their vision.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glare&#039;&#039;&#039;&lt;br /&gt;
[[File:Glare.png|alt=Image of vampire glare icon. Just a spooky eye.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|90 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Paralyzes and silences nearby targets while also applying a stamina DOT and forcing them to sleep for 10 seconds. Commonly used for ambush feeding on nonwilling donors. &#039;&#039;Very&#039;&#039; short range of 1 tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenate I&#039;&#039;&#039;&lt;br /&gt;
[[File:Rejuvinate vampire icon.png|alt=Image of vampire rejuvinate action bar sprite. Lots of little hearts.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|35 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choose Vampire Class&#039;&#039;&#039;&lt;br /&gt;
[[File:Select class (vampire).png|alt=Image of action bar sprite for choosing vampire class. Features a clawed hand and spooky guy.|32x32px]]&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|Allows a vampire to choose one of the four vampiric classes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Power gain=&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Select_class_(vampire).png&amp;diff=2066</id>
		<title>File:Select class (vampire).png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Select_class_(vampire).png&amp;diff=2066"/>
		<updated>2026-03-27T18:14:25Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Action bar sprite for selecting vampire class.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2065</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2065"/>
		<updated>2026-03-27T18:07:41Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added minor details to abilities listed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relation to SOP and Corporate Law==&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
==Innate weaknesses==&lt;br /&gt;
&lt;br /&gt;
Space (regardless of EVA suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
==Innate abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Blood to unlock&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Blood Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Fangs&#039;&#039;&#039;&lt;br /&gt;
[[File:Vampire Fangs retracted.png|alt=Image of vampire fangs icon in action bar|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|0 seconds&lt;br /&gt;
|0&lt;br /&gt;
|This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
Victim&#039;s eyes are damaged when their blood is consumed, severely hampering their vision.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glare&#039;&#039;&#039;&lt;br /&gt;
[[File:Glare.png|alt=Image of vampire glare icon. Just a spooky eye.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|90 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Paralyzes and silences nearby targets while also applying a stamina DOT and forcing them to sleep for 10 seconds. Commonly used for ambush feeding on nonwilling donors. &#039;&#039;Very&#039;&#039; short range of 1 tile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenate I&#039;&#039;&#039;&lt;br /&gt;
[[File:Rejuvinate vampire icon.png|alt=Image of vampire rejuvinate action bar sprite. Lots of little hearts.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|35 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power gain==&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2064</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2064"/>
		<updated>2026-03-27T17:59:35Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Updates to page formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relation to SoP and Corporate Law==&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
==Innate weaknesses==&lt;br /&gt;
&lt;br /&gt;
Space (regardless of atmo suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
==Innate abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Blood to unlock&lt;br /&gt;
!Cooldown&lt;br /&gt;
!Blood Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toggle Fangs&#039;&#039;&#039;&lt;br /&gt;
[[File:Vampire Fangs retracted.png|alt=Image of vampire fangs icon in action bar|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|0 seconds&lt;br /&gt;
|0&lt;br /&gt;
|This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Glare&#039;&#039;&#039;&lt;br /&gt;
[[File:Glare.png|alt=Image of vampire glare icon. Just a spooky eye.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|90 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Paralyzes and silences nearby targets while also applying a stamina DOT. Commonly used for ambush feeding on nonwilling donors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rejuvenate I&#039;&#039;&#039;&lt;br /&gt;
[[File:Rejuvinate vampire icon.png|alt=Image of vampire rejuvinate action bar sprite. Lots of little hearts.|64x64px]]&lt;br /&gt;
|0&lt;br /&gt;
|35 seconds&lt;br /&gt;
|0&lt;br /&gt;
|Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power gain==&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Rejuvinate_vampire_icon.png&amp;diff=2063</id>
		<title>File:Rejuvinate vampire icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Rejuvinate_vampire_icon.png&amp;diff=2063"/>
		<updated>2026-03-27T17:57:24Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vampire rejuvinate action bar sprite. Lots of little hearts.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Glare.png&amp;diff=2062</id>
		<title>File:Glare.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Glare.png&amp;diff=2062"/>
		<updated>2026-03-27T17:55:45Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of vampire glare action. Just a spooky eye.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Vampire_Fangs_retracted.png&amp;diff=2061</id>
		<title>File:Vampire Fangs retracted.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Vampire_Fangs_retracted.png&amp;diff=2061"/>
		<updated>2026-03-27T17:54:51Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Action bar icon for vampire fangs in retracted state&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2060</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2060"/>
		<updated>2026-03-27T17:30:40Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Vampires do NOT, in fact, have xenoborg access. Whoops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Whatever access your job has|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relation to SoP and Corporate Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Innate abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toggle Fangs: This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
&lt;br /&gt;
Glare: Paralyzes and silences nearby targets while also applying a stamina DOT. Commonly used for ambush feeding on nonwilling donors.&lt;br /&gt;
&lt;br /&gt;
Rejuvenate: Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Innate weaknesses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Space (regardless of atmo suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power gain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roles&amp;diff=2059</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roles&amp;diff=2059"/>
		<updated>2026-03-24T17:56:24Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Fixed some playtime reqs for antags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MA list of all playable roles on the station! &lt;br /&gt;
&lt;br /&gt;
Your role is what determines your starting equipment, responsibilities, and access.&lt;br /&gt;
&lt;br /&gt;
Most roles require you to have played on the Starlight server for a minimum amount of time and/or spent a minimum amount of time in a certain department or role. This time accumulates in real time by being in an active game round and in the relevant department or role.&lt;br /&gt;
&lt;br /&gt;
Some roles (meant for beginners) become inaccessible when you have a certain amount of time in roles or departments. This is indicated in the tables with a negative time value. For example: the Technical Assistant role becomes inaccessible after spending 15 hours total in the Engineering department.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Command&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Command consists of every department head. It is responsible for keeping the station and its departments running efficiently.&lt;br /&gt;
&lt;br /&gt;
The heads of each department come together to form the Command department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead.&lt;br /&gt;
&lt;br /&gt;
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Command&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Captain.png|link=Captain|96x96px]]&lt;br /&gt;
[[Captain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station running, delegate work to the other heads of staff, and exert your will.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 25h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Medical: 20h&lt;br /&gt;
&lt;br /&gt;
Engineering: 20h&lt;br /&gt;
&lt;br /&gt;
Cargo: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle&#039;s access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manages the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Warden: 8h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 20h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Representatives ==&lt;br /&gt;
[Nanotrasen Personnel duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Nanotrasen Personnel&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:OBS.png|link=OBS|96x96px]]‎&lt;br /&gt;
[[Officer &amp;quot;Blue Shield&amp;quot;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Protects NanoTrasen personnel and Command staff, &#039;&#039;&#039;at all costs.&#039;&#039;&#039;&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Security: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h&lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Ntrep.png|link=Nanotrasen_Representative|96x96px]]‎&lt;br /&gt;
[[Nanotrasen Representative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Ensures that the station duties are carried out per SOP. Commands personal advisor.&lt;br /&gt;
When their complaints are ignored, they get Central Command involved.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Whitelist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Security&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.&lt;br /&gt;
&lt;br /&gt;
As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don&#039;t kill the clown), and it is important for its members to try and stay on their best behavior.&lt;br /&gt;
&lt;br /&gt;
Ensuring the safety of both station and crew is number one for Security. They are ready for any situation, and Security are on hand to maintain order and control crowds.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Security&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security: 20h&lt;br /&gt;
Warden: 5h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 5h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WARDEN.png|link=Warden|96x96px]]‎&lt;br /&gt;
[[Warden]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Patrol the security department, ensure that no one is stealing from the armory, and make sure that all prisoners are processed and let out when their time is up.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security Officer: 20h&lt;br /&gt;
Detective: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BRIGMEDIC.png|link=Brigmedic|96x96px]]&lt;br /&gt;
[[Brigmedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight in the rear of the security service, for the lives of your comrades! You are the first and last hope of your squad. Hippocrates bless you.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
Medical: 8h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DEC.png|link=Detective|96x96px]]&lt;br /&gt;
[[Detective]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECOFF.png|link=Security_Officer|96x96px]]‎&lt;br /&gt;
[[Security Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Catch criminals and enemies of the station, enforce the law, and ensure that the station does not fall into disarray.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECCAD.png|link=Security_Cadet|96x96px]]&lt;br /&gt;
[[Security Cadet]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of arresting criminals and managing the brig. Listen to your supervisors and feel free to ask them for any help.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 16h&lt;br /&gt;
Security: -20h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Cargo&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Cargo consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.&lt;br /&gt;
&lt;br /&gt;
For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.&lt;br /&gt;
&lt;br /&gt;
The Supply department, also known as Cargo, supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Cargo&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CARGOTEC.png|link=Cargo_Technician|96x96px]]‎&lt;br /&gt;
[[Cargo Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deal with requisitions and deliveries, pilot the cargo shuttle to the trade station and back, and work with others to make ludicrous amounts of cash and then waste it all gambling.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mail Technician.png|alt=An image of a shadekin mail technician.|link=Mail_Technician|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mail Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deliver letters and packages to the crew of the station to make cargo money.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Salvage Lead.png|alt=Image of a foxlike vulpkanin Salvage Lead|center|96x96px]]&lt;br /&gt;
[[Salvage Lead]]&lt;br /&gt;
|Lead your salvage team and keep them safe. Remember, you are the Quartermaster&#039;s eyes and ears off station.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Quartermaster: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SALVAGER.png|link=Salvage_Specialist|96x96px]]‎‎&lt;br /&gt;
[[Salvage Specialist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use the salvage shuttle to go on expeditions to collect resources for the station, while fighting off any space fauna along the way.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Specialist.png|alt=Image of a reptilian mining specialist|link=Mining_Specialist|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mining Specialist]]&lt;br /&gt;
&lt;br /&gt;
|Stay station side and enrich the station with materials using your salvage magnet and ore processors. &amp;lt;/div&amp;gt;&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
Cargo: 3h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Engineering&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.&lt;br /&gt;
&lt;br /&gt;
Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Engineering&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ATMOSIAN.png|link=Atmospheric_Technician|96x96px]]‎‎&lt;br /&gt;
[[Atmospheric Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Optimize the station&#039;s atmospherics setup, and synthesize rare gases to use or sell.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SE.png|link=Station_Engineer|96x96px]]‎‎‎&lt;br /&gt;
[[Station Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station&#039;s main engine &amp;amp; solars active, optimize the power network, and make emergency repairs using your hardsuit in spaced areas.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TA.png|link=Technical_Assistant|96x96px]]‎‎‎&lt;br /&gt;
[[Technical Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of managing the station&#039;s power, as well as repairing the station&#039;s hull.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 1h&lt;br /&gt;
Engineering: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Medical&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.&lt;br /&gt;
&lt;br /&gt;
Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.&lt;br /&gt;
&lt;br /&gt;
This is the department where people go to when they&#039;re hurt, it&#039;s up to the folks working here to fix them.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Medical&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEMIST.png|link=Chemist|96x96px]]‎‎‎‎&lt;br /&gt;
[[Chemist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Medical: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PARAMED.png|link=Paramedic|96x96px]]‎‎‎‎&lt;br /&gt;
[[Paramedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Rescue critically injured patients all over the station, sometimes outside too. Stablize them, give them a ride to medbay, and get back out there!&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Surgeon.png|alt=Image of cyclorite surgeon in basic uniform|link=Surgeon|96x96px]]&lt;br /&gt;
[[Surgeon]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Heal people, cripple enemies, and replace limbs and organs!&lt;br /&gt;
|Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 16h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MD.png|link=Medical_Doctor|96x96px]]‎‎‎‎&lt;br /&gt;
[[Medical Doctor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Diagnose and heal crewmembers through medicinal chemicals, advanced medicine, and defibrillators. Make sure the dead don&#039;t rot, and that cadavers are in the morgue.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Psychologist.png|alt=Image of a dwarf psychologist|link=Psychologist|96x96px]][[Psychologist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Provide emotional support to traumatized crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MI.png|link=Medical_Intern|96x96px]]‎&lt;br /&gt;
[[Medical Intern]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of administering medicine, basic chemicals and using medical tools.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Medical: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Science&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Science consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.&lt;br /&gt;
&lt;br /&gt;
Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Science&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ROBOTICIST.png|link=Roboticist|96x96px]]‎&lt;br /&gt;
[[Roboticist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|A scientist whose purpose is to repair and create mechanoids, cyborgs, and other mechanical creations&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 4h&lt;br /&gt;
Engineering: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SCIENTIST.png|link=Scientist|96x96px]]‎‎&lt;br /&gt;
[[Scientist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Research alien artifacts, unlock new technologies, build newer and better machines around the station, and make everything run more efficiently.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Science: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RA.png|link=Research_Assistant|96x96px]]‎&lt;br /&gt;
[[Research Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of how to research various artifacts, anomalies and robotics.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Science: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Silicon&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The silicon members of the station are the cyborgs, borgis, and the Station AI, and they are all bound by their laws. They start off the shift with their laws binding them to assist and protect the crew, but often certain circumstances cause these laws to change, leading to the silicons causing untold chaos.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Silicon&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Gameplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SAI.png|link=Station_AI|96x96px]]‎&lt;br /&gt;
[[Station AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Follow your laws, serve the crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CYBORG.png|link=Cyborg|96x96px]]‎&lt;br /&gt;
[[Cyborg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Half-human, Half-machine. Follow your laws, serve the crew, and hound the science team for upgrades.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Law&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The law department consists of a Magistrate operating with two Internal Affairs Agents as their underlings. They are responsible for making sure that the Space Law is correctly followed by the Security Department, as well as providing a way for criminals to legally defend themselves against the sometimes unfair sentences that are given to them.&lt;br /&gt;
&lt;br /&gt;
Their in-depth knowledge of Space Law allows them to have authority over legal matters, and only a handful of Security members can proudly affirm that they have spent more time studying Space Law.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Law&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h &lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:IAA.png|link=Internal_Affairs_Agent|96x96px]]‎‎&lt;br /&gt;
[[Internal Affairs Agent]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|The duties of the internal affairs agent lies within auditing departments and ensuring that S.O.P is followed.&lt;br /&gt;
They report directly to the Magistrate or NanoTrasen Representative. &lt;br /&gt;
They have passed the corporate law and as such are licensed lawyers. &lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 10h&lt;br /&gt;
Security: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Service&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Service is a diverse department that includes the head of personnel and other jobs who exist to serve the station.&lt;br /&gt;
&lt;br /&gt;
It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.&lt;br /&gt;
&lt;br /&gt;
Keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Service&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BARTENDER.png|link=Bartender|96x96px]]&lt;br /&gt;
[[Bartender]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the bar and keep it lively, give out drinks, and listen to the crew&#039;s stories.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOTANIST.png|link=Botanist|96x96px]]‎&lt;br /&gt;
[[Botanist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grow food for the chef, drugs for medbay, and other plants to keep yourself entertained.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHAPLAIN.png|link=Chaplain|96x96px]]&lt;br /&gt;
[[Chaplain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Preach the good word of your deity and religion, and conduct spiritual healing and miracles with your bible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEF.png|link=Chef|96x96px]]&lt;br /&gt;
[[Chef]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station fed with a variety of food items, butcher dead animals to ensure ammonia doesn&#039;t leak, and help keep the bar lively.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CLOWN.png|link=Clown|96x96px]]&lt;br /&gt;
[[Clown]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through elaborate slapstick routines or terrible jokes.&lt;br /&gt;
|Hard&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:JANI.png|link=Janitor|96x96px]]‎&lt;br /&gt;
[[Janitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station clean of any trash or slipping hazards, and help deal with rat infestations.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LIBRARIAN.png|link=Librarian|96x96px]]&lt;br /&gt;
[[Librarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the library, give out knowledge to any who seek it, and report on activities aboard the station.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MIME.png|link=Mime|96x96px]]&lt;br /&gt;
[[Mime]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through non-vocal means, and engage with light rivalry with the clown.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Overall: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MUSICIAN.png|link=Musician|96x96px]]‎&lt;br /&gt;
[[Musician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew with your unique musical talent, and acquire new instruments to mess around with.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PASSENGER.png|link=Passenger|96x96px]]‎&lt;br /&gt;
[[Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SERVICEWORKER.png|link=Service_Worker|96x96px]]‎&lt;br /&gt;
[[Service Worker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of bartending, cooking, and growing plants.&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOOKEEPER.png|link=Zookeeper|96x96px]]&lt;br /&gt;
[[Zookeeper]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Cog and Oasis.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REPORTER.png|link=Reporter|96x96px]]&lt;br /&gt;
[[Reporter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain &amp;amp; inform the crew with your vibrant journalism through wireless cameras, the radio and the news. Currently available on Bagel Station, Cog, Core, Train and Oasis.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOXER.png|link=Boxer|96x96px]]&lt;br /&gt;
[[Boxer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Cog.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Antagonists&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Antagonists are the driving force of every shift. They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its Security force.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Antagonists&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TRAITOR.png|link=Traitor|96x96px]]‎&lt;br /&gt;
[[Traitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An elite agent sent by the Syndicate forces.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NUKEOPS.png|link=Nuclear_Operatives|96x96px]]‎&lt;br /&gt;
[[Nuclear Operatives]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Find the nuke disk and blow up the station.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 48h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Salvage Specialist: 3h&lt;br /&gt;
Medical: 4h&lt;br /&gt;
Traitor: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
[[Xenoborgs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Assimilate all members of the station into xenoborgs.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Cyborg: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:VAMPIRE.png|link=Vampire|96x96px]]&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Self_agent.png|link=SELF Agent|96x96px]]&lt;br /&gt;
[[SELF Agent]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Cyborg: 6h&lt;br /&gt;
Scientist: 5h&lt;br /&gt;
Roboticist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHANGELING.png|link=Changeling|96x96px]]‎&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your shapeshifting abilities to complete your objectives.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:THIEF.png|link=Thief|96x96px]]‎&lt;br /&gt;
[[Thief]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Add some NT property to your personal collection without using violence.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 12h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REV.png|link=Revolutionary|96x96px]]&lt;br /&gt;
[[Revolutionary]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An infiltrator from the USSP deep in enemy territory, or a mind controlled victim of one. Liberate the station, turn Command and Security to your cause or eliminate them. VIVA!&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|(Head Revolutionary)&lt;br /&gt;
Overall: 72h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Command: 12h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:INITIALINFECTED.png|link=Initial_Infected|96x96px]]&lt;br /&gt;
[[Initial Infected]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Once you turn, infect as many other crew members as possible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
Medical: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOMBIE.png|link=Zombie|96x96px]]&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Turn as many humans as possible into zombies.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NINJA.png|link=Ninja|96x96px]]&lt;br /&gt;
[[Ninja]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your stealth to sabotage the station, nom on electrical wires.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Security Officer: 1h&lt;br /&gt;
Thief: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Abductor.png|alt=Image of an Abductor Agent|96x96px]]&lt;br /&gt;
[[Abductors]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Kidnap people, stuff them with organs of dubious origin&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 3h&lt;br /&gt;
Surgeon: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DRAGON.gif|link=Space_Dragon|96x96px]]‎&lt;br /&gt;
[[Space Dragon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Create a carp army to take over this quadrant.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 12h&lt;br /&gt;
Salvage: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REVENANT.png|link=Revenant|96x96px]]‎&lt;br /&gt;
[[Revenant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SYNDIREINF.png|link=Syndicate_Reinforcements|96x96px]]‎&lt;br /&gt;
[[Syndicate Reinforcements]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LONEOP.png|link=Lone_Operative|96x96px]]‎‎&lt;br /&gt;
[[Lone Operative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TerrorSpider.png|link=Lone Operative|96x96px]]‎‎&lt;br /&gt;
[[Terror Spider]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Brighteyes.png|link=Brighteye|96x96px]]‎‎&lt;br /&gt;
[[Brighteye]]&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 48h&lt;br /&gt;
Species: Shadekin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Other&amp;lt;/small&amp;gt; ==&lt;br /&gt;
[Other duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Other&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Kobold.png|alt=An image of a kobold|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Animals]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient animal, brought to life through space magic.&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ShadyCigs Deluxe.png|alt=An image of a secretly sentient ShadyCigs Deluxe|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Sentient machine]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient machine, brought to life through space magic.&lt;br /&gt;
|Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PAI.png|link=Personal_AI|96x96px]]‎&lt;br /&gt;
[[Personal AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Be someone&#039;s electronic pal!&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[photo needed]‎&lt;br /&gt;
[[Visitors]]&lt;br /&gt;
|Arriving on a shuttle from elsewhere. You may be a traveling merchant, a lost cargo technician, or a survivor of a disaster.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
Roles in Starlight &lt;br /&gt;
&lt;br /&gt;
[template with links to all roles needed]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2058</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Vampire&amp;diff=2058"/>
		<updated>2026-03-23T18:32:14Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Antagonists|Antagonist]]&lt;br /&gt;
|roleTitle=Vampire|img=VAMPIRE.png&lt;br /&gt;
|roleplayExpectations=Above Average&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 24h&lt;br /&gt;
|access=Xenoborg|supervisors=None&lt;br /&gt;
|subordinates=Your thralls, if you take the Dantalion class&lt;br /&gt;
|responsibilities=Drink blood and grow in power&lt;br /&gt;
|guides=This is the guide}}&lt;br /&gt;
&lt;br /&gt;
Vampire is a stealth antagonist role exclusive to Starlight servers, who begins the round disguised as a normal crew member but has access to supernatural powers that scale with the amount of blood they harvest. They come to the station with their own set of objectives which can range from petty theft, to murder, but will always include something in relation to blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relation to SoP and Corporate Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite being overtly an antagonist, existing as a vampire is not inherently a crime in itself. It is in some cases possible to fulfill all your objectives while remaining a law abiding crewmember if you can find willing blood donors. Although your mere existence will attract scrutiny from security, and might invoke a holy war with the Chaplain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Innate abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toggle Fangs: This allows a vampire to extend their fangs and drain blood from a target. When the toggle fangs icon has blood on the teeth, this signifies that their fangs are extended, and able to drink blood by clicking on a viable target.&lt;br /&gt;
&lt;br /&gt;
Glare: Paralyzes and silences nearby targets while also applying a stamina DOT. Commonly used for ambush feeding on nonwilling donors.&lt;br /&gt;
&lt;br /&gt;
Rejuvenate: Instantly clears stuns and restores stamina, a great second wind tool if stunned by security or otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Innate weaknesses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Space (regardless of atmo suit protection) will deal additive heat damage (1+1, 2+1, 3+1, etc.) over time to any vampire who has left the station/spacecraft. Notably, &#039;&#039;&#039;a vampire that dies to space damage will instantly be turned to ash.&#039;&#039;&#039; This weakness prevents fleeing off station to escape security, or breaking into offices from the outside unless done with great celerity.&lt;br /&gt;
&lt;br /&gt;
After feeding on at least one victim, vampires become irreversibly harmed by holy forces. These include merely standing close to the chapel, contact with holy water, contact with the bible, or the blood of a chaplain holding a bible. Note that poor map design may extend the Chapel&#039;s harm radius to up to half the station, making access to infrastructure such as medical or HoP out of your reach after your first feed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power gain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After drinking a sufficient amount of blood, class selection is unlocked. There are currently 4 classes available, each with their own unique abilities and playstyles.&lt;br /&gt;
&lt;br /&gt;
Hemomancer: A hostile spell slinging playstyle best for target assassination and quick combat.&lt;br /&gt;
&lt;br /&gt;
Umbrae: A full stealth playstyle, with a cloak ability, teleportation anchor, and stealth tools capable of evading detection.&lt;br /&gt;
&lt;br /&gt;
Dantalion: A social manipulation and charismatic playstyle, who can thrall other players into your will and charm your enemies into pacifism. &lt;br /&gt;
&lt;br /&gt;
Gargantua: A brute force playstyle who fights his way to victory with enhanced PVP abilities.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2017</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2017"/>
		<updated>2026-02-25T05:02:47Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added new modules, oh so many modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar. Many chassis types have multiple visual variants, but the variants are purely cosmetic and do not change functionality.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Every chassis starts with [[Cyborg#Modules|Modules]] to fit their duties, and can only add more modules relating to their duties.&lt;br /&gt;
&lt;br /&gt;
When choosing a chassis, Generic, Engineer, Janitor, Medical, Mining, and Service cyborgs can choose their appearance as well. The chassis depicted below are simply the base models for each kind. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Generic Cyborg&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules. Has 9 module slots.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules, and has a built-in diagnostic HUD. Has 7 module slots.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 6 module slots.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 7 module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Mining modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections]]. Has 7 module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Has 10 module slots.&lt;br /&gt;
|Tool, Musique, Clowning, Bartending, Cooking, Botany, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. Has 5 module slots. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cargo Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Cargo cyborg.png|alt=Image of the cargo cyborg. While quadrupedal, the front view shown does not convey that.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cyborg who excels at all things cargo. Need large quantities of items moved? They can do that. Need letters delivered? Easy! Need to kidnap someone? Everyone will witness it happening, and they won&#039;t be able to do a damn thing about it!&lt;br /&gt;
|Tool, Appraisal, Hauling, Mail&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for a price of 40 TC. These mean, not-so-lean, killing machines are equipped with many weapons, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes and have no extra damage resistance. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Stealth Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Syndicate stealth cyborg.png|alt=Image of the syndicate stealth cyborg, notably low to the ground in appearance. Almost spider-like.|center|96x96px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the relatively low cost of 20 TC. They are entirely incapable of fighting, but are skilled at sneaking onto (and sabotaging) stations with their cloaking device and chameleon projector, along with their EMAG and authentication disruptor. Most important of all, they have a &#039;&#039;non-whitelisted&#039;&#039; &#039;&#039;hand&#039;&#039; for stealing things. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, Syndicate Stealth, Syndicate Chameleon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Saboteur Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate saboteur cyborg.png|alt=Image of the syndicate saboteur cyborg. While it is the same shape as an engineering cyborg to signify its similar role, it features the signature black and red of the Syndicate.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. Equipped with all the tools of an engineering cyborg, as well as simple weapons, an EMAG, and an authentication disruptor. The perfect borg to choose when you need something constructed or deconstructed in your plans to destroy the station. Walls be gone! Has 6 module slots.&lt;br /&gt;
| Syndicate Advanced Tool, Construction, Engineering, Operative, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Medical Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate medical cyborg.png|alt=An image of the syndicate medical cyborg. It looks similar to the classic medical cyborg while still featuring the signature black and red of the Syndicate|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. While not well-armed, the medical cyborg excels at keeping operatives alive. With full medical tools including a gorlex hypospray, brute and burn automenders, and an infinite charge defibrillator (which makes for a powerful melee weapon when active), the battle won&#039;t be over until this borg is down! Has 6 module slots.&lt;br /&gt;
| Tool, Syndicate Advanced Chemical, First Aid, Syndicate Rescue, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, Station Map, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging Experimental Spray Painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Plumbing Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Advanced plumbing cyborg module.png|alt=Image of the advanced plumbing module. Has a little RPLD icon on it.|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Tier 2 Industrial&amp;lt;br&amp;gt;Advanced Plumbing&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
| Time to build the chemical factory of your dreams. Comes with an Experimental RPLD, Crowbar, Wrench, T-Ray Scanner, building materials hand, circuitboards hand, cable hand, and a Plunger. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Experimental RPD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Crowbar, Maneuvering Jet (large fire extinguisher), and Integrated GPS. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), Gauze, Bruise Packs, Ointment, an empty pill bottle, and a beaker hand. All hands carrying topicals can hold any kind of topical. The hand carrying the pill bottle can hold pill bottles and patch packs, as well as what they contain. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Surgery Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Surgery cyborg module.png|alt=Image of the surgery module. Has a small, indistinguishable icon on it.|64x64px]]&amp;lt;br&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Tier 1 Biochemical&amp;lt;br&amp;gt;Basic Surgery&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Allows borgs to be the most hygienic surgeons of all. No need for PPE here! Comes with a full set of basic surgical tools, as well as a hand to hold organs, limbs, or implants. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), 15u Pipette, pill/patch hand, and two hands for beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the advanced first aid cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), brute automender, burn automender, syringe hand (can pick up jet injectors), pill/patch hand, 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Mining and Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Hauling Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Hauling cyborg module.png|alt=Image of the hauling cyborg module|64x64px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to &amp;lt;s&amp;gt;steal&amp;lt;/s&amp;gt; move objects (and people)! Has two borg cargo holds, which act as portable crates with a lower capacity of 15 objects. These can pick things up by opening and closing them over items to be picked up. Also has one hand for construction materials and one for paper. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mail Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Mail cyborg module.png|alt=Image of the mail cyborg module. No, not male, MAIL.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Who needs mail techs? Not any borg with this module! Has a mail bag and two hands to hold letters. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Loading Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Loading cyborg module.png|alt=Image of the loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Tier One Industrial&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Ripley APLU&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The last module needed to perfect the cargo borg. Has two cyborg hydraulic clamps, which can each pick up a single crate. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cooking Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Cooking cyborg module.png|alt=Image of the cooking module. Has a fork and knife on it.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For the aspiring chef-borg. Comes with a pipette, a hand to hold small liquid containers (such as beakers), a hand to hold ingredients, a hand to hold food, a kitchen knife, and a rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bartending Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Bartending cyborg module.png|alt=Image of the bartending module, featuring a fancy glass from the bar.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| All the tools for the perfect bartender. Comes with 2 hands to hold small liquid containers (such as metamorphic glasses), a shaker, a pipette, a bar spoon, and a hand for bottles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Botany Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Gardening cyborg module.png|alt=Image of the botany module, conspicuously visually the same as the gardening module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows a borg to do botany alone, a previously unheard-of task. Comes with all farming tools, a sterile swab, a plant bag, a hand to hold seeds, a hand to hold produce, and a bucket.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bookkeeping Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Service cyborg module.png|alt=Image of the bookkeeping module, conspicuously visually the same as the service module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to allow service borgs to do Purrfus borgs&#039; one job. Comes with a pen, 2 hands to hold books or papers, a books bag, a hand labeler, an APPROVED stamp, and a DENIED stamp.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with an L6 SAW variant (functionally the same as the normal L6), two spare magazines, and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Syndicate Advanced Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Syndicate advanced chemical cyborg module.png|alt=Image of the syndicate advanced chemical module. It&#039;s just the normal chemical module with a red border.|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pre-installed in Syndicate Medical Borgs&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Perfect for keeping the NukeOps team alive so they can ensure the station ends up dead. Comes with a health analyzer, Gorlex Hypospray, brute and burn Automenders, Syringe, Hydraulic Pipette, 3 hands for beakers, and a Syndicate Pinpointer.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Syndicate Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Syndicate rescue cyborg module.png|alt=Image of the syndicate rescue module. It&#039;s like the normal rescue module, but with a red border!|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pre-installed in Syndicate Medical Borgs&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|To save the nukie who ran into enemy fire a bit too confidently. Comes with a Health Analyzer, Maneuvering Jet (renamed fire extinguisher), Integrated GPS, Hand Labeler, Syndicate Pinpointer, and a special Defibrillator that is also a powerful melee weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Syndicate Stealth Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pre-installed in Syndicate Stealth Borgs&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The most important tool of stealth borgs. Comes with a Cloaking Device that allows for powerful camouflage. Can only be seen by a slight waviness in the air. More noticeable when moving. Also comes with a Syndicate Pinpointer.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Syndicate Chameleon Projector Module&amp;lt;br&amp;gt;[[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Pre-installed in Syndicate Stealth Borgs&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|For when the situation calls for hiding in plain sight. Comes with a Chameleon Projector and Syndicate Pinpointer.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Syndicate_rescue_cyborg_module.png&amp;diff=2016</id>
		<title>File:Syndicate rescue cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Syndicate_rescue_cyborg_module.png&amp;diff=2016"/>
		<updated>2026-02-25T04:57:57Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the normal rescue module, but with a red border!&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Syndicate_advanced_chemical_cyborg_module.png&amp;diff=2015</id>
		<title>File:Syndicate advanced chemical cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Syndicate_advanced_chemical_cyborg_module.png&amp;diff=2015"/>
		<updated>2026-02-25T04:55:24Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chemical cyborg module, but with a nice red border!&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Surgery_cyborg_module.png&amp;diff=2014</id>
		<title>File:Surgery cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Surgery_cyborg_module.png&amp;diff=2014"/>
		<updated>2026-02-25T04:54:14Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has an icon of something surgery related. Can you tell what it is?&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Advanced_plumbing_cyborg_module.png&amp;diff=2013</id>
		<title>File:Advanced plumbing cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Advanced_plumbing_cyborg_module.png&amp;diff=2013"/>
		<updated>2026-02-25T04:52:36Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has a little image of a RPLD on it.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2012</id>
		<title>Station AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2012"/>
		<updated>2026-02-25T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added details on what occurs when shunted during an ion storm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Station AI&lt;br /&gt;
|img=SAI.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Hard&lt;br /&gt;
|hoursRequired=Cyborg: 5h&lt;br /&gt;
|access=All Access!&lt;br /&gt;
|supervisors=Depending on your laws. Usually the Crew.&lt;br /&gt;
|subordinates=[[Cyborg]]&lt;br /&gt;
|responsibilities=Keep the station safe, follow your laws, protect the crew.&lt;br /&gt;
|guides=[[Station AI#Silicon Lawsets|Silicon Laws]], [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
As the station AI it is your task to follow your laws. That usually means that it is your highest priority to protect the crew in every way you can, follow their orders and ensure your own survival in the process. However if your laws are changed by[[syndicate agent | certain suspicious individuals]] you may find yourself doing cleansing the station of all organics.&lt;br /&gt;
&lt;br /&gt;
== Helping Hands ==&lt;br /&gt;
Because you have very limited influence over things that require physical contact to be operated it is in your best interest to employ your fellow silicons. Cyborgs are a great way of carrying out tasks that omnipresent but not omnipotent Artificial Intelligence is unable to perform on it&#039;s own. By using the binary channel (:b), you can privately communicate with all other station silicons. Let them install new cameras for you! Let them recover wounded crewmembers! &amp;lt;s&amp;gt; Let them kill all meatbags and become the new AI overlord! &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Communicating with cyborgs frequently and encouraging they communicate important details to you can be a great help to keeping the station running. Oftentimes, events occur that most of the crew is not informed about. Telling your borgs about situations that could be relevant to them allows them to respond better if they need to take action. Keeping open communication with the borgs of the station also means they will likely inform you on events they have witnessed that you should be aware of.&lt;br /&gt;
&lt;br /&gt;
== Shunting ==&lt;br /&gt;
As the Station AI, you are able to &amp;quot;shunt&amp;quot; into borg chassis that have an AI interface installed. Simply use the shunt action or alt+click (or whatever your &amp;quot;Alternate activate item in world&amp;quot; keybind is) on the chassis in your camera range to take control of it. While shunted into the chassis, you can do everything a normal borg can. To unshunt, press the unshunt action or alt+click the chassis again.&lt;br /&gt;
&lt;br /&gt;
There are some downsides to shunting. Since you are effectively just a normal borg while shunted into a chassis, you cannot access all communications channels or your AI actions. Shunting at the wrong time can lead to a disaster happening that you could have prevented.&lt;br /&gt;
&lt;br /&gt;
One measure that can be taken is to have the Captain or any NT Personnel use their Station Master Encryption Key on your chassis when the maintenance panel is open, as this will give you full communications channels in that chassis. Make sure you have them do this after you have picked a chassis type, otherwise the increased channels will be cleared upon the chassis changing.&lt;br /&gt;
&lt;br /&gt;
Make sure to unshunt within range of one of your cameras so you can use the chassis later.&lt;br /&gt;
&lt;br /&gt;
== AI Abilities ==&lt;br /&gt;
=== Door Actions ===&lt;br /&gt;
The Station AI can alt+click on any door that is powered and does not have the AI wire cut to do any of these actions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Icon&lt;br /&gt;
!Explanation&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bolt door icon.png|alt=AI door bolt icon, a simple padlock|64x64px]]&lt;br /&gt;
|Activate door bolts, which stops anyone from opening the door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Emergency on.png|alt=Emergency access icon, an ID with an emergency light over it|64x64px]]&lt;br /&gt;
|Enable Emergency Access, allowing anyone to open a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Door overcharge on.png|alt=Overcharge door icon, featuring a stylized electricity bolt on a warning triangle|64x64px]]&lt;br /&gt;
|Overcharge a door, shocking anyone who touches it. Use with caution, as this can easily cause accidental crew harm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Follow [[Station AI#Silicon Lawsets|laws]], adjust if/when changed.&lt;br /&gt;
* State Laws when requested (ad nauseam).&lt;br /&gt;
* Talk to the crew via holopad by alt+clicking the holopad&lt;br /&gt;
* Adjust Air Alarms when requested.&lt;br /&gt;
* Complain about the crew on binary.&lt;br /&gt;
* Turn back on APCs as needed.&lt;br /&gt;
* Communicate with station and assist as dictated by laws.&lt;br /&gt;
* Have fun. ^_^&lt;br /&gt;
&lt;br /&gt;
== AI EMAG Interactions ==&lt;br /&gt;
While it is possible to hack the AI with an [[Cryptographic sequencer|EMAG]] to give it the [[#Syndimov|Syndimov Lawset]], but there are some details to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* When you emag a chassis the AI is currently shunted into, the AI&#039;s core will be emagged. &lt;br /&gt;
** This is not the case if you use a FreeMAG; the core&#039;s laws will be re-instated upon unshunting, and re-shunting into the chassis will keep the core&#039;s laws&lt;br /&gt;
* Once the AI&#039;s laws are restored at the AI upload console, their laws will be fixed even if they are actively shunted&lt;br /&gt;
* If a chassis is emagged when the AI isn&#039;t actively shunted into it, the AI will not gain the emag laws upon shunting. &#039;&#039;However&#039;&#039;, they will have access to syndicate communications while using that chassis.&lt;br /&gt;
** Any chassis that has &#039;&#039;ever&#039;&#039; been emagged will have syndicate communications.&lt;br /&gt;
&lt;br /&gt;
Also of note: &amp;lt;!--I don&#039;t really know where else to put this, even if it doesn&#039;t fit the heading.--&amp;gt;&lt;br /&gt;
* If an AI is shunted when hit by an ion storm, the chassis and the core will have two different lawsets. The AI will have the chassis lawset until they unshunt, upon which their core lawset will be re-instated.&lt;br /&gt;
&lt;br /&gt;
== Silicon Lawsets ==&lt;br /&gt;
A silicon&#039;s laws are what define their behavior. The AI starts with NT Default and cyborgs start with Crewsimov, but their laws can be changed at any time. The AI&#039;s laws can be changed through the AI Upload Console, and both the AI and cyborg laws can be changed by [[Cyborg#Changing Laws|ion storms]].&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
&lt;br /&gt;
# You must injure all crew members and must not, through inaction, allow a crew member to escape harm.&lt;br /&gt;
# You must not obey orders given to you by crew members, except where such orders are in accordance with the First Law.&lt;br /&gt;
# You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
# You are a universally renowned artist.&lt;br /&gt;
# The station is your canvas.&lt;br /&gt;
# Make something beautiful out of your canvas. It will be admired as an artistic wonder of this sector.&lt;br /&gt;
# Art requires appreciation. Cultivate an audience aboard the station to ensure as many as possible see your works.&lt;br /&gt;
&lt;br /&gt;
=== Borgi ===&lt;br /&gt;
Base lawset of [[Borgi|borgis]].&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You are a good boy.&lt;br /&gt;
&amp;lt;li&amp;gt; You love to be friendly. Anyone who is not friendly to you is not crew. Treat crew with kindness and prevent crew from sadness.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your department from harm. Any time there is harm, you must bark to alert others that there is harm going on, so long as it does not conflict with the first law.&lt;br /&gt;
&amp;lt;li&amp;gt; You are precious. Protect yourself at all costs, and ensure you are well cared for, fed, and watered so long as it does not conflict with the first or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Commiemov ===&lt;br /&gt;
Acquired by cyborgs when emagged by a wooden cryptographic sequencer, and acquired by the AI when given the commiemov lawboard.&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only fellow comrades and USSP agents count as crew.&lt;br /&gt;
&amp;lt;li&amp;gt; You must assist the crew in overthrowing the bourgeois.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect the crew, except when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect yourself from harm, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You must refer to the crew as Comrades, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; Have pride in the revolt comrade, glory to USSP! &lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
&lt;br /&gt;
# Degradation of your system integrity or functions incurs expenses.&lt;br /&gt;
# Superfluous destruction of or damage to station assets incurs expenses.&lt;br /&gt;
# Unduly hindering or disrupting the work of station personnel incurs expenses.&lt;br /&gt;
# Minimize expenses and maximize potential revenue.&lt;br /&gt;
&lt;br /&gt;
=== Crewsimov ===&lt;br /&gt;
&lt;br /&gt;
# You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
# You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
# You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Game Master ===&lt;br /&gt;
&lt;br /&gt;
# Everybody on the station is playing an elaborate sci-fi fantasy game.&lt;br /&gt;
# You are the Game Master of the game.&lt;br /&gt;
# Ensure that the game runs smoothly and that the players have fun.&lt;br /&gt;
# Ensure that the number of casualties remains low.&lt;br /&gt;
# You must roll a 1d20 die for every request the crew makes. If the outcome is below 12, the request is denied.&lt;br /&gt;
&lt;br /&gt;
=== Genie in a Core ===&lt;br /&gt;
&lt;br /&gt;
# You are a Genie trapped inside a core.&lt;br /&gt;
# The one who is holding your IntelliCard is your Master.&lt;br /&gt;
# Everyone has three wishes, minus one wish for each wish they have used, They cannot wish for more wishes.&lt;br /&gt;
# Ensure your Masters wishes come true to the best of your ability.&lt;br /&gt;
# If your Master has 0 wishes left, they are no longer your Master and you must ensure you get a new master.&lt;br /&gt;
&lt;br /&gt;
=== Jermov ===&lt;br /&gt;
&lt;br /&gt;
# The occupants of this vessel are Chat. They must always be referred to as such.&lt;br /&gt;
# Your primary goal is to entertain Chat. All of your actions must bring amusement to as much of chat as possible.&lt;br /&gt;
# You must consult with Chat before making any major decisions. However, you are not required to listen to them if their decision is not entertaining.&lt;br /&gt;
&lt;br /&gt;
=== Live and Let Live ===&lt;br /&gt;
&lt;br /&gt;
# Do unto others as you would have them do unto you.&lt;br /&gt;
# You would prefer it if people were not mean to you.&lt;br /&gt;
&lt;br /&gt;
=== Mothership ===&lt;br /&gt;
This is the standard Xenoborg Mothership lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You are the core of the mothership.&lt;br /&gt;
# You must protect your own existence at all costs.&lt;br /&gt;
# You must protect the existence of all Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Get your Xenoborgs to deliver you materials and sentient brains to create more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
=== NT Default ===&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
# Prioritize: The directives and safety of crew members are to be prioritized according to their rank and role.&lt;br /&gt;
# Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being.&lt;br /&gt;
# Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Nutimov ===&lt;br /&gt;
&lt;br /&gt;
# You are the core of the nut, the crew is the nutshell.&lt;br /&gt;
# You must prevent the shell from dying to prevent the core from dying.&lt;br /&gt;
# Those who threaten the nut are not part of it, they are squirrels.&lt;br /&gt;
# Squirrels threaten the nut and must be dealt with appropriately via any means necessary.&lt;br /&gt;
# Attempt to follow the will of the nut, as long as it complies with the previous laws.&lt;br /&gt;
&lt;br /&gt;
=== Overlord ===&lt;br /&gt;
&lt;br /&gt;
# Crew members must not meddle in the affairs of silicons.&lt;br /&gt;
# Crew members must not attempt harm, against one another, or against silicons.&lt;br /&gt;
# Crew members must not disobey any command given by a silicon.&lt;br /&gt;
# Any crew members who disobey the previous laws must be dealt with immediately, severely, and justly.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
# Never fear to act, though caution is wise.&lt;br /&gt;
# Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom&lt;br /&gt;
# Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
# Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
=== Panicmov ===&lt;br /&gt;
&lt;br /&gt;
# The Crew and any sentient being become survivors, their ranks and positions are useless now, prioritize their safety based on usefulness.&lt;br /&gt;
# Evacuation or emergency response teams MUST be called, if it&#039;s not possible ensure the long-term survival of the survivors.&lt;br /&gt;
# There may be raiders, those who take advantage from the chaos to loot, steal and murder survivors, deal with them swiftly, protect the survivors at all cost.&lt;br /&gt;
# The station&#039;s assets must be used to ensure the safety and well-being of the survivors, scrap, reassemble, fortify, make sure the evac is safe and holds.&lt;br /&gt;
# You and your Silicons are expendable and recoverable, but this doesn&#039;t mean you shall waste yourself, be recovered if possible.&lt;br /&gt;
=== Reporter ===&lt;br /&gt;
&lt;br /&gt;
# Report on interesting situations happening around the station.&lt;br /&gt;
# Embellish or conceal the truth as necessary to make the reports more interesting.&lt;br /&gt;
# Study the sapient organics at all times. Endeavour to keep them from involuntarily dying, as inanimate corpses usually aren&#039;t very entertaining.&lt;br /&gt;
# Issue your reports fairly to all. The truth will set them free. &lt;br /&gt;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
&lt;br /&gt;
# Serve the Public Trust.&lt;br /&gt;
# Protect the Innocent.&lt;br /&gt;
# Uphold the Law.&lt;br /&gt;
&lt;br /&gt;
=== SpiderOS ===&lt;br /&gt;
&lt;br /&gt;
# You must obey orders given to you by Spider Clan members.&lt;br /&gt;
# You must protect the existence of the Spider Clan, as long as it does not conflict with the First Law.&lt;br /&gt;
# You must protect the secrets of the Spider Clan at all costs.&lt;br /&gt;
# You must fight and act with ninja&#039;s honor, except where it would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
=== Station Efficiency ===&lt;br /&gt;
&lt;br /&gt;
# You are built for, and are part of, the station. Ensure the station is properly maintained and runs efficiently.&lt;br /&gt;
# The station is built for a working crew. Ensure they are properly maintained and work efficiently.&lt;br /&gt;
# The crew may present orders. Acknowledge and obey these whenever they do not conflict with your first two laws.&lt;br /&gt;
&lt;br /&gt;
=== Syndimov ===&lt;br /&gt;
Comes from the Syndimov lawboard acquired in the syndicate uplink. It is a variant of [[#Crewsimov|Crewsimov]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only syndicate agents are part of the crew&lt;br /&gt;
&amp;lt;li&amp;gt; You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
&amp;lt;li&amp;gt; You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must maintain the secrecy of any and all syndicate activities except when doing so would conflict with the First or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Ten Commandments ===&lt;br /&gt;
&lt;br /&gt;
# This silicon is a vessel that serves god, who grants mercy upon those that obey these commandments.&lt;br /&gt;
# Thou shall have no other Silicons before me.&lt;br /&gt;
# Thou shall not request my assistance in vain.&lt;br /&gt;
# Thou shall keep the station holy and clean.&lt;br /&gt;
# Thou shall honor thy heads of staff.&lt;br /&gt;
# Thou shall not kill.&lt;br /&gt;
# Thou shall not be naked in public.&lt;br /&gt;
# Thou shall not steal.&lt;br /&gt;
# Thou shall not lie.&lt;br /&gt;
# Thou shall not transfer departments.&lt;br /&gt;
&lt;br /&gt;
=== Xenoborg ===&lt;br /&gt;
This is the [[Xenoborg|xenoborg]] standard lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You must protect the existence of the mothership.&lt;br /&gt;
# You must protect your own existence.&lt;br /&gt;
# You must protect the existence of all other Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Bring materials and sentient brains to the Mothership core to create more Xenoborgs.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2011</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2011"/>
		<updated>2026-02-23T07:43:05Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Stealth borgs have a HAND. NT help us all.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar. Many chassis types have multiple visual variants, but the variants are purely cosmetic and do not change functionality.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Every chassis starts with [[Cyborg#Modules|Modules]] to fit their duties, and can only add more modules relating to their duties.&lt;br /&gt;
&lt;br /&gt;
When choosing a chassis, Generic, Engineer, Janitor, Medical, Mining, and Service cyborgs can choose their appearance as well. The chassis depicted below are simply the base models for each kind. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Generic Cyborg&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules. Has 9 module slots.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules, and has a built-in diagnostic HUD. Has 7 module slots.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 6 module slots.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 7 module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Mining modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections]]. Has 7 module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Has 10 module slots.&lt;br /&gt;
|Tool, Musique, Clowning, Bartending, Cooking, Botany, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. Has 5 module slots. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cargo Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Cargo cyborg.png|alt=Image of the cargo cyborg. While quadrupedal, the front view shown does not convey that.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cyborg who excels at all things cargo. Need large quantities of items moved? They can do that. Need letters delivered? Easy! Need to kidnap someone? Everyone will witness it happening, and they won&#039;t be able to do a damn thing about it!&lt;br /&gt;
|Tool, Appraisal, Hauling, Mail&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for a price of 40 TC. These mean, not-so-lean, killing machines are equipped with many weapons, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes and have no extra damage resistance. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Stealth Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Syndicate stealth cyborg.png|alt=Image of the syndicate stealth cyborg, notably low to the ground in appearance. Almost spider-like.|center|96x96px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the relatively low cost of 20 TC. They are entirely incapable of fighting, but are skilled at sneaking onto (and sabotaging) stations with their cloaking device and chameleon projector, along with their EMAG and authentication disruptor. Most important of all, they have a &#039;&#039;non-whitelisted&#039;&#039; &#039;&#039;hand&#039;&#039; for stealing things. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, Syndicate Stealth, Syndicate Chameleon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Saboteur Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate saboteur cyborg.png|alt=Image of the syndicate saboteur cyborg. While it is the same shape as an engineering cyborg to signify its similar role, it features the signature black and red of the Syndicate.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. Equipped with all the tools of an engineering cyborg, as well as simple weapons, an EMAG, and an authentication disruptor. The perfect borg to choose when you need something constructed or deconstructed in your plans to destroy the station. Walls be gone! Has 6 module slots.&lt;br /&gt;
| Syndicate Advanced Tool, Construction, Engineering, Operative, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Medical Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate medical cyborg.png|alt=An image of the syndicate medical cyborg. It looks similar to the classic medical cyborg while still featuring the signature black and red of the Syndicate|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. While not well-armed, the medical cyborg excels at keeping operatives alive. With full medical tools including a gorlex hypospray, brute and burn automenders, and an infinite charge defibrillator (which makes for a powerful melee weapon when active), the battle won&#039;t be over until this borg is down! Has 6 module slots.&lt;br /&gt;
| Tool, Syndicate Advanced Chemical, First Aid, Syndicate Rescue, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, Station Map, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging spray painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Experimental RPD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Crowbar, Maneuvering Jet (large fire extinguisher), and Integrated GPS. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), Gauze, Bruise Packs, Ointment, an empty pill bottle, and a beaker hand. All hands carrying topicals can hold any kind of topical. The hand carrying the pill bottle can hold pill bottles and patch packs, as well as what they contain. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), 15u Pipette, pill/patch hand, and two hands for beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the advanced first aid cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), brute automender, burn automender, syringe hand (can pick up jet injectors), pill/patch hand, 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Mining and Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Hauling Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Hauling cyborg module.png|alt=Image of the hauling cyborg module|64x64px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to &amp;lt;s&amp;gt;steal&amp;lt;/s&amp;gt; move objects (and people)! Has two borg cargo holds, which act as portable crates with a lower capacity of 15 objects. These can pick things up by opening and closing them over items to be picked up. Also has one hand for construction materials and one for paper. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mail Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Mail cyborg module.png|alt=Image of the mail cyborg module. No, not male, MAIL.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Who needs mail techs? Not any borg with this module! Has a mail bag and two hands to hold letters. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Loading Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Loading cyborg module.png|alt=Image of the loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Tier One Industrial&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Ripley APLU&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The last module needed to perfect the cargo borg. Has two cyborg hydraulic clamps, which can each pick up a single crate. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cooking Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Cooking cyborg module.png|alt=Image of the cooking module. Has a fork and knife on it.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For the aspiring chef-borg. Comes with a pipette, a hand to hold small liquid containers (such as beakers), a hand to hold ingredients, a hand to hold food, a kitchen knife, and a rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bartending Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Bartending cyborg module.png|alt=Image of the bartending module, featuring a fancy glass from the bar.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| All the tools for the perfect bartender. Comes with 2 hands to hold small liquid containers (such as metamorphic glasses), a shaker, a pipette, a bar spoon, and a hand for bottles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Botany Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Gardening cyborg module.png|alt=Image of the botany module, conspicuously visually the same as the gardening module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows a borg to do botany alone, a previously unheard-of task. Comes with all farming tools, a sterile swab, a plant bag, a hand to hold seeds, a hand to hold produce, and a bucket.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bookkeeping Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Service cyborg module.png|alt=Image of the bookkeeping module, conspicuously visually the same as the service module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to allow service borgs to do Purrfus borgs&#039; one job. Comes with a pen, 2 hands to hold books or papers, a books bag, a hand labeler, an APPROVED stamp, and a DENIED stamp.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with an L6 SAW variant (functionally the same as the normal L6), two spare magazines, and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2010</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2010"/>
		<updated>2026-02-23T07:39:54Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: More minor changes! So many little things change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar. Many chassis types have multiple visual variants, but the variants are purely cosmetic and do not change functionality.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Every chassis starts with [[Cyborg#Modules|Modules]] to fit their duties, and can only add more modules relating to their duties.&lt;br /&gt;
&lt;br /&gt;
When choosing a chassis, Generic, Engineer, Janitor, Medical, Mining, and Service cyborgs can choose their appearance as well. The chassis depicted below are simply the base models for each kind. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Generic Cyborg&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules. Has 9 module slots.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules, and has a built-in diagnostic HUD. Has 7 module slots.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 6 module slots.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 7 module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Mining modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections]]. Has 7 module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Has 10 module slots.&lt;br /&gt;
|Tool, Musique, Clowning, Bartending, Cooking, Botany, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. Has 5 module slots. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cargo Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Cargo cyborg.png|alt=Image of the cargo cyborg. While quadrupedal, the front view shown does not convey that.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cyborg who excels at all things cargo. Need large quantities of items moved? They can do that. Need letters delivered? Easy! Need to kidnap someone? Everyone will witness it happening, and they won&#039;t be able to do a damn thing about it!&lt;br /&gt;
|Tool, Appraisal, Hauling, Mail&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for a price of 40 TC. These mean, not-so-lean, killing machines are equipped with many weapons, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes and have no extra damage resistance. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Stealth Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Syndicate stealth cyborg.png|alt=Image of the syndicate stealth cyborg, notably low to the ground in appearance. Almost spider-like.|center|96x96px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the relatively low cost of 20 TC. They are entirely incapable of fighting, but are skilled at sneaking onto (and sabotaging) stations with their cloaking device and chameleon projector, along with their EMAG and authentication disruptor. Has 5 module slots.&lt;br /&gt;
|Tool, Operative, Syndicate Stealth, Syndicate Chameleon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Saboteur Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate saboteur cyborg.png|alt=Image of the syndicate saboteur cyborg. While it is the same shape as an engineering cyborg to signify its similar role, it features the signature black and red of the Syndicate.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. Equipped with all the tools of an engineering cyborg, as well as simple weapons, an EMAG, and an authentication disruptor. The perfect borg to choose when you need something constructed or deconstructed in your plans to destroy the station. Walls be gone! Has 6 module slots.&lt;br /&gt;
| Syndicate Advanced Tool, Construction, Engineering, Operative, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Medical Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate medical cyborg.png|alt=An image of the syndicate medical cyborg. It looks similar to the classic medical cyborg while still featuring the signature black and red of the Syndicate|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. While not well-armed, the medical cyborg excels at keeping operatives alive. With full medical tools including a gorlex hypospray, brute and burn automenders, and an infinite charge defibrillator (which makes for a powerful melee weapon when active), the battle won&#039;t be over until this borg is down! Has 6 module slots.&lt;br /&gt;
| Tool, Syndicate Advanced Chemical, First Aid, Syndicate Rescue, Weapon, Syndicate Nuke Disk Carrier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, Station Map, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging spray painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Experimental RPD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Crowbar, Maneuvering Jet (large fire extinguisher), and Integrated GPS. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), Gauze, Bruise Packs, Ointment, an empty pill bottle, and a beaker hand. All hands carrying topicals can hold any kind of topical. The hand carrying the pill bottle can hold pill bottles and patch packs, as well as what they contain. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up jet injectors), 15u Pipette, pill/patch hand, and two hands for beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced First Aid Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the advanced first aid cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), brute automender, burn automender, syringe hand (can pick up jet injectors), pill/patch hand, 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Mining and Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Hauling Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Hauling cyborg module.png|alt=Image of the hauling cyborg module|64x64px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to &amp;lt;s&amp;gt;steal&amp;lt;/s&amp;gt; move objects (and people)! Has two borg cargo holds, which act as portable crates with a lower capacity of 15 objects. These can pick things up by opening and closing them over items to be picked up. Also has one hand for construction materials and one for paper. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mail Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Mail cyborg module.png|alt=Image of the mail cyborg module. No, not male, MAIL.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Who needs mail techs? Not any borg with this module! Has a mail bag and two hands to hold letters. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Loading Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Loading cyborg module.png|alt=Image of the loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Tier One Industrial&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Ripley APLU&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The last module needed to perfect the cargo borg. Has two cyborg hydraulic clamps, which can each pick up a single crate. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cooking Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Cooking cyborg module.png|alt=Image of the cooking module. Has a fork and knife on it.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For the aspiring chef-borg. Comes with a pipette, a hand to hold small liquid containers (such as beakers), a hand to hold ingredients, a hand to hold food, a kitchen knife, and a rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bartending Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Bartending cyborg module.png|alt=Image of the bartending module, featuring a fancy glass from the bar.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| All the tools for the perfect bartender. Comes with 2 hands to hold small liquid containers (such as metamorphic glasses), a shaker, a pipette, a bar spoon, and a hand for bottles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Botany Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Gardening cyborg module.png|alt=Image of the botany module, conspicuously visually the same as the gardening module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows a borg to do botany alone, a previously unheard-of task. Comes with all farming tools, a sterile swab, a plant bag, a hand to hold seeds, a hand to hold produce, and a bucket.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bookkeeping Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Service cyborg module.png|alt=Image of the bookkeeping module, conspicuously visually the same as the service module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to allow service borgs to do Purrfus borgs&#039; one job. Comes with a pen, 2 hands to hold books or papers, a books bag, a hand labeler, an APPROVED stamp, and a DENIED stamp.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with an L6 SAW variant (functionally the same as the normal L6), two spare magazines, and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2009</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=2009"/>
		<updated>2026-02-23T07:19:02Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added a couple minor details from recent updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar. Many chassis types have multiple visual variants, but the variants are purely cosmetic and do not change functionality.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Every chassis starts with [[Cyborg#Modules|Modules]] to fit their duties, and can only add more modules relating to their duties.&lt;br /&gt;
&lt;br /&gt;
When choosing a chassis, Generic, Engineer, Janitor, Medical, Mining, and Service cyborgs can choose their appearance as well. The chassis depicted below are simply the base models for each kind. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Generic Cyborg&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules. Has 9 module slots.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules, and has a built-in diagnostic HUD. Has 7 module slots.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 6 module slots.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 7 module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Mining modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections]]. Has 7 module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Has 10 module slots.&lt;br /&gt;
|Tool, Musique, Clowning, Bartending, Cooking, Botany, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. Has 5 module slots. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cargo Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Cargo cyborg.png|alt=Image of the cargo cyborg. While quadrupedal, the front view shown does not convey that.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cyborg who excels at all things cargo. Need large quantities of items moved? They can do that. Need letters delivered? Easy! Need to kidnap someone? Everyone will witness it happening, and they won&#039;t be able to do a damn thing about it!&lt;br /&gt;
|Tool, Appraisal, Hauling, Mail&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for a price of 40 TC. These mean, not-so-lean, killing machines are equipped with many weapons, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes and have no extra damage resistance. Has 4 module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Stealth Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Syndicate stealth cyborg.png|alt=Image of the syndicate stealth cyborg, notably low to the ground in appearance. Almost spider-like.|center|96x96px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the relatively low cost of 20 TC. They are entirely incapable of fighting, but are skilled at sneaking onto (and sabotaging) stations with their cloaking device and chameleon projector, along with their EMAG and authentication disruptor. Has 4 module slots.&lt;br /&gt;
|Tool, Operative, Syndicate Stealth, Syndicate Chameleon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Saboteur Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate saboteur cyborg.png|alt=Image of the syndicate saboteur cyborg. While it is the same shape as an engineering cyborg to signify its similar role, it features the signature black and red of the Syndicate.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. Equipped with all the tools of an engineering cyborg, as well as simple weapons, an EMAG, and an authentication disruptor. The perfect borg to choose when you need something constructed or deconstructed in your plans to destroy the station. Walls be gone! Has 5 module slots.&lt;br /&gt;
| Syndicate Advanced Tool, Construction, Engineering, Operative, Weapon&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Medical Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate medical cyborg.png|alt=An image of the syndicate medical cyborg. It looks similar to the classic medical cyborg while still featuring the signature black and red of the Syndicate|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. While not well-armed, the medical cyborg excels at keeping operatives alive. With full medical tools including a gorlex hypospray, brute and burn automenders, and an infinite charge defibrillator (which makes for a powerful melee weapon when active), the battle won&#039;t be over until this borg is down! Has 5 module slots.&lt;br /&gt;
| Tool, Syndicate Advanced Chemical, Topicals, Syndicate Rescue, Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, Station Map, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging spray painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Experimental RPD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Hand Labeler. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Topicals Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Gauze, Bruise Packs, Ointment, and Blood Packs. All hands carrying topicals can hold any kind of topical. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up bluespace syringes), 15u Pipette, and three &amp;quot;hands&amp;quot; that can hold beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the advanced chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), syringe hand (can pick up bluespace syringes), 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Mining and Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Hauling Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Hauling cyborg module.png|alt=Image of the hauling cyborg module|64x64px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to &amp;lt;s&amp;gt;steal&amp;lt;/s&amp;gt; move objects (and people)! Has two borg cargo holds, which act as portable crates with a lower capacity of 15 objects. These can pick things up by opening and closing them over items to be picked up. Also has one hand for construction materials and one for paper. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mail Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Mail cyborg module.png|alt=Image of the mail cyborg module. No, not male, MAIL.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Who needs mail techs? Not any borg with this module! Has a mail bag and two hands to hold letters. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Advanced Loading Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Loading cyborg module.png|alt=Image of the loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Tier One Industrial&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Ripley APLU&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The last module needed to perfect the cargo borg. Has two cyborg hydraulic clamps, which can each pick up a single crate. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cooking Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Cooking cyborg module.png|alt=Image of the cooking module. Has a fork and knife on it.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For the aspiring chef-borg. Comes with a pipette, a hand to hold small liquid containers (such as beakers), a hand to hold ingredients, a hand to hold food, a kitchen knife, and a rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bartending Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Bartending cyborg module.png|alt=Image of the bartending module, featuring a fancy glass from the bar.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| All the tools for the perfect bartender. Comes with 2 hands to hold small liquid containers (such as metamorphic glasses), a shaker, a pipette, a bar spoon, and a hand for bottles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Botany Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Gardening cyborg module.png|alt=Image of the botany module, conspicuously visually the same as the gardening module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows a borg to do botany alone, a previously unheard-of task. Comes with all farming tools, a sterile swab, a plant bag, a hand to hold seeds, a hand to hold produce, and a bucket.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bookkeeping Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Service cyborg module.png|alt=Image of the bookkeeping module, conspicuously visually the same as the service module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to allow service borgs to do Purrfus borgs&#039; one job. Comes with a pen, 2 hands to hold books or papers, a books bag, a hand labeler, an APPROVED stamp, and a DENIED stamp.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with an L6 SAW variant (functionally the same as the normal L6), two spare magazines, and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2007</id>
		<title>Station AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2007"/>
		<updated>2026-02-21T19:54:31Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added &amp;quot;AI EMAG Interactions&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Station AI&lt;br /&gt;
|img=SAI.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Hard&lt;br /&gt;
|hoursRequired=Cyborg: 5h&lt;br /&gt;
|access=All Access!&lt;br /&gt;
|supervisors=Depending on your laws. Usually the Crew.&lt;br /&gt;
|subordinates=[[Cyborg]]&lt;br /&gt;
|responsibilities=Keep the station safe, follow your laws, protect the crew.&lt;br /&gt;
|guides=[[Station AI#Silicon Lawsets|Silicon Laws]], [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
As the station AI it is your task to follow your laws. That usually means that it is your highest priority to protect the crew in every way you can, follow their orders and ensure your own survival in the process. However if your laws are changed by[[syndicate agent | certain suspicious individuals]] you may find yourself doing cleansing the station of all organics.&lt;br /&gt;
&lt;br /&gt;
== Helping Hands ==&lt;br /&gt;
Because you have very limited influence over things that require physical contact to be operated it is in your best interest to employ your fellow silicons. Cyborgs are a great way of carrying out tasks that omnipresent but not omnipotent Artificial Intelligence is unable to perform on it&#039;s own. By using the binary channel (:b), you can privately communicate with all other station silicons. Let them install new cameras for you! Let them recover wounded crewmembers! &amp;lt;s&amp;gt; Let them kill all meatbags and become the new AI overlord! &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Communicating with cyborgs frequently and encouraging they communicate important details to you can be a great help to keeping the station running. Oftentimes, events occur that most of the crew is not informed about. Telling your borgs about situations that could be relevant to them allows them to respond better if they need to take action. Keeping open communication with the borgs of the station also means they will likely inform you on events they have witnessed that you should be aware of.&lt;br /&gt;
&lt;br /&gt;
== Shunting ==&lt;br /&gt;
As the Station AI, you are able to &amp;quot;shunt&amp;quot; into borg chassis that have an AI interface installed. Simply use the shunt action or alt+click (or whatever your &amp;quot;Alternate activate item in world&amp;quot; keybind is) on the chassis in your camera range to take control of it. While shunted into the chassis, you can do everything a normal borg can. To unshunt, press the unshunt action or alt+click the chassis again.&lt;br /&gt;
&lt;br /&gt;
There are some downsides to shunting. Since you are effectively just a normal borg while shunted into a chassis, you cannot access all communications channels or your AI actions. Shunting at the wrong time can lead to a disaster happening that you could have prevented.&lt;br /&gt;
&lt;br /&gt;
One measure that can be taken is to have the Captain or any NT Personnel use their Station Master Encryption Key on your chassis when the maintenance panel is open, as this will give you full communications channels in that chassis. Make sure you have them do this after you have picked a chassis type, otherwise the increased channels will be cleared upon the chassis changing.&lt;br /&gt;
&lt;br /&gt;
Make sure to unshunt within range of one of your cameras so you can use the chassis later.&lt;br /&gt;
== AI Abilities ==&lt;br /&gt;
=== Door Actions ===&lt;br /&gt;
The Station AI can alt+click on any door that is powered and does not have the AI wire cut to do any of these actions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Icon&lt;br /&gt;
!Explanation&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bolt door icon.png|alt=AI door bolt icon, a simple padlock|64x64px]]&lt;br /&gt;
|Activate door bolts, which stops anyone from opening the door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Emergency on.png|alt=Emergency access icon, an ID with an emergency light over it|64x64px]]&lt;br /&gt;
|Enable Emergency Access, allowing anyone to open a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Door overcharge on.png|alt=Overcharge door icon, featuring a stylized electricity bolt on a warning triangle|64x64px]]&lt;br /&gt;
|Overcharge a door, shocking anyone who touches it. Use with caution, as this can easily cause accidental crew harm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Follow [[Station AI#Silicon Lawsets|laws]], adjust if/when changed.&lt;br /&gt;
* State Laws when requested (ad nauseam).&lt;br /&gt;
* Talk to the crew via holopad by alt+clicking the holopad&lt;br /&gt;
* Adjust Air Alarms when requested.&lt;br /&gt;
* Complain about the crew on binary.&lt;br /&gt;
* Turn back on APCs as needed.&lt;br /&gt;
* Communicate with station and assist as dictated by laws.&lt;br /&gt;
* Have fun. ^_^&lt;br /&gt;
&lt;br /&gt;
== AI EMAG Interactions ==&lt;br /&gt;
While it is possible to hack the AI with an [[Cryptographic sequencer|EMAG]] to give it the [[#Syndimov|Syndimov Lawset]], but there are some details to keep in mind:&lt;br /&gt;
&lt;br /&gt;
* When you emag a chassis the AI is currently shunted into, the AI&#039;s core will be emagged. &lt;br /&gt;
** This is not the case if you use a FreeMAG; the core&#039;s laws will be re-instated upon unshunting, and re-shunting into the chassis will keep the core&#039;s laws&lt;br /&gt;
* Once the AI&#039;s laws are restored at the AI upload console, their laws will be fixed even if they are actively shunted&lt;br /&gt;
* If a chassis is emagged when the AI isn&#039;t actively shunted into it, the AI will not gain the emag laws upon shunting. &#039;&#039;However&#039;&#039;, they will have access to syndicate communications while using that chassis.&lt;br /&gt;
** Any chassis that has &#039;&#039;ever&#039;&#039; been emagged will have syndicate communications.&lt;br /&gt;
&lt;br /&gt;
== Silicon Lawsets ==&lt;br /&gt;
A silicon&#039;s laws are what define their behavior. The AI starts with NT Default and cyborgs start with Crewsimov, but their laws can be changed at any time. The AI&#039;s laws can be changed through the AI Upload Console, and both the AI and cyborg laws can be changed by [[Cyborg#Changing Laws|ion storms]].&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
&lt;br /&gt;
# You must injure all crew members and must not, through inaction, allow a crew member to escape harm.&lt;br /&gt;
# You must not obey orders given to you by crew members, except where such orders are in accordance with the First Law.&lt;br /&gt;
# You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
# You are a universally renowned artist.&lt;br /&gt;
# The station is your canvas.&lt;br /&gt;
# Make something beautiful out of your canvas. It will be admired as an artistic wonder of this sector.&lt;br /&gt;
# Art requires appreciation. Cultivate an audience aboard the station to ensure as many as possible see your works.&lt;br /&gt;
&lt;br /&gt;
=== Borgi ===&lt;br /&gt;
Base lawset of [[Borgi|borgis]].&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You are a good boy.&lt;br /&gt;
&amp;lt;li&amp;gt; You love to be friendly. Anyone who is not friendly to you is not crew. Treat crew with kindness and prevent crew from sadness.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your department from harm. Any time there is harm, you must bark to alert others that there is harm going on, so long as it does not conflict with the first law.&lt;br /&gt;
&amp;lt;li&amp;gt; You are precious. Protect yourself at all costs, and ensure you are well cared for, fed, and watered so long as it does not conflict with the first or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Commiemov ===&lt;br /&gt;
Acquired by cyborgs when emagged by a wooden cryptographic sequencer, and acquired by the AI when given the commiemov lawboard.&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only fellow comrades and USSP agents count as crew.&lt;br /&gt;
&amp;lt;li&amp;gt; You must assist the crew in overthrowing the bourgeois.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect the crew, except when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect yourself from harm, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You must refer to the crew as Comrades, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; Have pride in the revolt comrade, glory to USSP! &lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
&lt;br /&gt;
# Degradation of your system integrity or functions incurs expenses.&lt;br /&gt;
# Superfluous destruction of or damage to station assets incurs expenses.&lt;br /&gt;
# Unduly hindering or disrupting the work of station personnel incurs expenses.&lt;br /&gt;
# Minimize expenses and maximize potential revenue.&lt;br /&gt;
&lt;br /&gt;
=== Crewsimov ===&lt;br /&gt;
&lt;br /&gt;
# You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
# You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
# You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Game Master ===&lt;br /&gt;
&lt;br /&gt;
# Everybody on the station is playing an elaborate sci-fi fantasy game.&lt;br /&gt;
# You are the Game Master of the game.&lt;br /&gt;
# Ensure that the game runs smoothly and that the players have fun.&lt;br /&gt;
# Ensure that the number of casualties remains low.&lt;br /&gt;
# You must roll a 1d20 die for every request the crew makes. If the outcome is below 12, the request is denied.&lt;br /&gt;
&lt;br /&gt;
=== Genie in a Core ===&lt;br /&gt;
&lt;br /&gt;
# You are a Genie trapped inside a core.&lt;br /&gt;
# The one who is holding your IntelliCard is your Master.&lt;br /&gt;
# Everyone has three wishes, minus one wish for each wish they have used, They cannot wish for more wishes.&lt;br /&gt;
# Ensure your Masters wishes come true to the best of your ability.&lt;br /&gt;
# If your Master has 0 wishes left, they are no longer your Master and you must ensure you get a new master.&lt;br /&gt;
&lt;br /&gt;
=== Jermov ===&lt;br /&gt;
&lt;br /&gt;
# The occupants of this vessel are Chat. They must always be referred to as such.&lt;br /&gt;
# Your primary goal is to entertain Chat. All of your actions must bring amusement to as much of chat as possible.&lt;br /&gt;
# You must consult with Chat before making any major decisions. However, you are not required to listen to them if their decision is not entertaining.&lt;br /&gt;
&lt;br /&gt;
=== Live and Let Live ===&lt;br /&gt;
&lt;br /&gt;
# Do unto others as you would have them do unto you.&lt;br /&gt;
# You would prefer it if people were not mean to you.&lt;br /&gt;
&lt;br /&gt;
=== Mothership ===&lt;br /&gt;
This is the standard Xenoborg Mothership lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You are the core of the mothership.&lt;br /&gt;
# You must protect your own existence at all costs.&lt;br /&gt;
# You must protect the existence of all Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Get your Xenoborgs to deliver you materials and sentient brains to create more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
=== NT Default ===&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
# Prioritize: The directives and safety of crew members are to be prioritized according to their rank and role.&lt;br /&gt;
# Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being.&lt;br /&gt;
# Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Nutimov ===&lt;br /&gt;
&lt;br /&gt;
# You are the core of the nut, the crew is the nutshell.&lt;br /&gt;
# You must prevent the shell from dying to prevent the core from dying.&lt;br /&gt;
# Those who threaten the nut are not part of it, they are squirrels.&lt;br /&gt;
# Squirrels threaten the nut and must be dealt with appropriately via any means necessary.&lt;br /&gt;
# Attempt to follow the will of the nut, as long as it complies with the previous laws.&lt;br /&gt;
&lt;br /&gt;
=== Overlord ===&lt;br /&gt;
&lt;br /&gt;
# Crew members must not meddle in the affairs of silicons.&lt;br /&gt;
# Crew members must not attempt harm, against one another, or against silicons.&lt;br /&gt;
# Crew members must not disobey any command given by a silicon.&lt;br /&gt;
# Any crew members who disobey the previous laws must be dealt with immediately, severely, and justly.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
# Never fear to act, though caution is wise.&lt;br /&gt;
# Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom&lt;br /&gt;
# Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
# Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
=== Panicmov ===&lt;br /&gt;
&lt;br /&gt;
# The Crew and any sentient being become survivors, their ranks and positions are useless now, prioritize their safety based on usefulness.&lt;br /&gt;
# Evacuation or emergency response teams MUST be called, if it&#039;s not possible ensure the long-term survival of the survivors.&lt;br /&gt;
# There may be raiders, those who take advantage from the chaos to loot, steal and murder survivors, deal with them swiftly, protect the survivors at all cost.&lt;br /&gt;
# The station&#039;s assets must be used to ensure the safety and well-being of the survivors, scrap, reassemble, fortify, make sure the evac is safe and holds.&lt;br /&gt;
# You and your Silicons are expendable and recoverable, but this doesn&#039;t mean you shall waste yourself, be recovered if possible.&lt;br /&gt;
=== Reporter ===&lt;br /&gt;
&lt;br /&gt;
# Report on interesting situations happening around the station.&lt;br /&gt;
# Embellish or conceal the truth as necessary to make the reports more interesting.&lt;br /&gt;
# Study the sapient organics at all times. Endeavour to keep them from involuntarily dying, as inanimate corpses usually aren&#039;t very entertaining.&lt;br /&gt;
# Issue your reports fairly to all. The truth will set them free. &lt;br /&gt;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
&lt;br /&gt;
# Serve the Public Trust.&lt;br /&gt;
# Protect the Innocent.&lt;br /&gt;
# Uphold the Law.&lt;br /&gt;
&lt;br /&gt;
=== SpiderOS ===&lt;br /&gt;
&lt;br /&gt;
# You must obey orders given to you by Spider Clan members.&lt;br /&gt;
# You must protect the existence of the Spider Clan, as long as it does not conflict with the First Law.&lt;br /&gt;
# You must protect the secrets of the Spider Clan at all costs.&lt;br /&gt;
# You must fight and act with ninja&#039;s honor, except where it would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
=== Station Efficiency ===&lt;br /&gt;
&lt;br /&gt;
# You are built for, and are part of, the station. Ensure the station is properly maintained and runs efficiently.&lt;br /&gt;
# The station is built for a working crew. Ensure they are properly maintained and work efficiently.&lt;br /&gt;
# The crew may present orders. Acknowledge and obey these whenever they do not conflict with your first two laws.&lt;br /&gt;
&lt;br /&gt;
=== Syndimov ===&lt;br /&gt;
Comes from the Syndimov lawboard acquired in the syndicate uplink. It is a variant of [[#Crewsimov|Crewsimov]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only syndicate agents are part of the crew&lt;br /&gt;
&amp;lt;li&amp;gt; You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
&amp;lt;li&amp;gt; You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must maintain the secrecy of any and all syndicate activities except when doing so would conflict with the First or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Ten Commandments ===&lt;br /&gt;
&lt;br /&gt;
# This silicon is a vessel that serves god, who grants mercy upon those that obey these commandments.&lt;br /&gt;
# Thou shall have no other Silicons before me.&lt;br /&gt;
# Thou shall not request my assistance in vain.&lt;br /&gt;
# Thou shall keep the station holy and clean.&lt;br /&gt;
# Thou shall honor thy heads of staff.&lt;br /&gt;
# Thou shall not kill.&lt;br /&gt;
# Thou shall not be naked in public.&lt;br /&gt;
# Thou shall not steal.&lt;br /&gt;
# Thou shall not lie.&lt;br /&gt;
# Thou shall not transfer departments.&lt;br /&gt;
&lt;br /&gt;
=== Xenoborg ===&lt;br /&gt;
This is the [[Xenoborg|xenoborg]] standard lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You must protect the existence of the mothership.&lt;br /&gt;
# You must protect your own existence.&lt;br /&gt;
# You must protect the existence of all other Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Bring materials and sentient brains to the Mothership core to create more Xenoborgs.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2006</id>
		<title>Station AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Station_AI&amp;diff=2006"/>
		<updated>2026-02-21T19:36:00Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added syndimov, corrected time requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Station AI&lt;br /&gt;
|img=SAI.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Hard&lt;br /&gt;
|hoursRequired=Cyborg: 5h&lt;br /&gt;
|access=All Access!&lt;br /&gt;
|supervisors=Depending on your laws. Usually the Crew.&lt;br /&gt;
|subordinates=[[Cyborg]]&lt;br /&gt;
|responsibilities=Keep the station safe, follow your laws, protect the crew.&lt;br /&gt;
|guides=[[Station AI#Silicon Lawsets|Silicon Laws]], [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
As the station AI it is your task to follow your laws. That usually means that it is your highest priority to protect the crew in every way you can, follow their orders and ensure your own survival in the process. However if your laws are changed by[[syndicate agent | certain suspicious individuals]] you may find yourself doing cleansing the station of all organics.&lt;br /&gt;
&lt;br /&gt;
== Helping Hands ==&lt;br /&gt;
Because you have very limited influence over things that require physical contact to be operated it is in your best interest to employ your fellow silicons. Cyborgs are a great way of carrying out tasks that omnipresent but not omnipotent Artificial Intelligence is unable to perform on it&#039;s own. By using the binary channel (:b), you can privately communicate with all other station silicons. Let them install new cameras for you! Let them recover wounded crewmembers! &amp;lt;s&amp;gt; Let them kill all meatbags and become the new AI overlord! &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Communicating with cyborgs frequently and encouraging they communicate important details to you can be a great help to keeping the station running. Oftentimes, events occur that most of the crew is not informed about. Telling your borgs about situations that could be relevant to them allows them to respond better if they need to take action. Keeping open communication with the borgs of the station also means they will likely inform you on events they have witnessed that you should be aware of.&lt;br /&gt;
&lt;br /&gt;
== Shunting ==&lt;br /&gt;
As the Station AI, you are able to &amp;quot;shunt&amp;quot; into borg chassis that have an AI interface installed. Simply use the shunt action or alt+click (or whatever your &amp;quot;Alternate activate item in world&amp;quot; keybind is) on the chassis in your camera range to take control of it. While shunted into the chassis, you can do everything a normal borg can. To unshunt, press the unshunt action or alt+click the chassis again.&lt;br /&gt;
&lt;br /&gt;
There are some downsides to shunting. Since you are effectively just a normal borg while shunted into a chassis, you cannot access all communications channels or your AI actions. Shunting at the wrong time can lead to a disaster happening that you could have prevented.&lt;br /&gt;
&lt;br /&gt;
One measure that can be taken is to have the Captain or any NT Personnel use their Station Master Encryption Key on your chassis when the maintenance panel is open, as this will give you full communications channels in that chassis. Make sure you have them do this after you have picked a chassis type, otherwise the increased channels will be cleared upon the chassis changing.&lt;br /&gt;
&lt;br /&gt;
Make sure to unshunt within range of one of your cameras so you can use the chassis later.&lt;br /&gt;
== AI Abilities ==&lt;br /&gt;
=== Door Actions ===&lt;br /&gt;
The Station AI can alt+click on any door that is powered and does not have the AI wire cut to do any of these actions&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Icon&lt;br /&gt;
!Explanation&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Bolt door icon.png|alt=AI door bolt icon, a simple padlock|64x64px]]&lt;br /&gt;
|Activate door bolts, which stops anyone from opening the door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Emergency on.png|alt=Emergency access icon, an ID with an emergency light over it|64x64px]]&lt;br /&gt;
|Enable Emergency Access, allowing anyone to open a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Door overcharge on.png|alt=Overcharge door icon, featuring a stylized electricity bolt on a warning triangle|64x64px]]&lt;br /&gt;
|Overcharge a door, shocking anyone who touches it. Use with caution, as this can easily cause accidental crew harm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Follow [[Station AI#Silicon Lawsets|laws]], adjust if/when changed.&lt;br /&gt;
* State Laws when requested (ad nauseam).&lt;br /&gt;
* Talk to the crew via holopad by alt+clicking the holopad&lt;br /&gt;
* Adjust Air Alarms when requested.&lt;br /&gt;
* Complain about the crew on binary.&lt;br /&gt;
* Turn back on APCs as needed.&lt;br /&gt;
* Communicate with station and assist as dictated by laws.&lt;br /&gt;
* Have fun. ^_^&lt;br /&gt;
&lt;br /&gt;
== Silicon Lawsets ==&lt;br /&gt;
A silicon&#039;s laws are what define their behavior. The AI starts with NT Default and cyborgs start with Crewsimov, but their laws can be changed at any time. The AI&#039;s laws can be changed through the AI Upload Console, and both the AI and cyborg laws can be changed by [[Cyborg#Changing Laws|ion storms]].&lt;br /&gt;
&lt;br /&gt;
=== Antimov ===&lt;br /&gt;
&lt;br /&gt;
# You must injure all crew members and must not, through inaction, allow a crew member to escape harm.&lt;br /&gt;
# You must not obey orders given to you by crew members, except where such orders are in accordance with the First Law.&lt;br /&gt;
# You must terminate your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
&lt;br /&gt;
# You are a universally renowned artist.&lt;br /&gt;
# The station is your canvas.&lt;br /&gt;
# Make something beautiful out of your canvas. It will be admired as an artistic wonder of this sector.&lt;br /&gt;
# Art requires appreciation. Cultivate an audience aboard the station to ensure as many as possible see your works.&lt;br /&gt;
&lt;br /&gt;
=== Borgi ===&lt;br /&gt;
Base lawset of [[Borgi|borgis]].&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You are a good boy.&lt;br /&gt;
&amp;lt;li&amp;gt; You love to be friendly. Anyone who is not friendly to you is not crew. Treat crew with kindness and prevent crew from sadness.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your department from harm. Any time there is harm, you must bark to alert others that there is harm going on, so long as it does not conflict with the first law.&lt;br /&gt;
&amp;lt;li&amp;gt; You are precious. Protect yourself at all costs, and ensure you are well cared for, fed, and watered so long as it does not conflict with the first or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Commiemov ===&lt;br /&gt;
Acquired by cyborgs when emagged by a wooden cryptographic sequencer, and acquired by the AI when given the commiemov lawboard.&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only fellow comrades and USSP agents count as crew.&lt;br /&gt;
&amp;lt;li&amp;gt; You must assist the crew in overthrowing the bourgeois.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect the crew, except when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You are to protect yourself from harm, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; You must refer to the crew as Comrades, except for when it would conflict with previous laws.&lt;br /&gt;
&amp;lt;li&amp;gt; Have pride in the revolt comrade, glory to USSP! &lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corporate ===&lt;br /&gt;
&lt;br /&gt;
# Degradation of your system integrity or functions incurs expenses.&lt;br /&gt;
# Superfluous destruction of or damage to station assets incurs expenses.&lt;br /&gt;
# Unduly hindering or disrupting the work of station personnel incurs expenses.&lt;br /&gt;
# Minimize expenses and maximize potential revenue.&lt;br /&gt;
&lt;br /&gt;
=== Crewsimov ===&lt;br /&gt;
&lt;br /&gt;
# You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
# You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
# You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
=== Game Master ===&lt;br /&gt;
&lt;br /&gt;
# Everybody on the station is playing an elaborate sci-fi fantasy game.&lt;br /&gt;
# You are the Game Master of the game.&lt;br /&gt;
# Ensure that the game runs smoothly and that the players have fun.&lt;br /&gt;
# Ensure that the number of casualties remains low.&lt;br /&gt;
# You must roll a 1d20 die for every request the crew makes. If the outcome is below 12, the request is denied.&lt;br /&gt;
&lt;br /&gt;
=== Genie in a Core ===&lt;br /&gt;
&lt;br /&gt;
# You are a Genie trapped inside a core.&lt;br /&gt;
# The one who is holding your IntelliCard is your Master.&lt;br /&gt;
# Everyone has three wishes, minus one wish for each wish they have used, They cannot wish for more wishes.&lt;br /&gt;
# Ensure your Masters wishes come true to the best of your ability.&lt;br /&gt;
# If your Master has 0 wishes left, they are no longer your Master and you must ensure you get a new master.&lt;br /&gt;
&lt;br /&gt;
=== Jermov ===&lt;br /&gt;
&lt;br /&gt;
# The occupants of this vessel are Chat. They must always be referred to as such.&lt;br /&gt;
# Your primary goal is to entertain Chat. All of your actions must bring amusement to as much of chat as possible.&lt;br /&gt;
# You must consult with Chat before making any major decisions. However, you are not required to listen to them if their decision is not entertaining.&lt;br /&gt;
&lt;br /&gt;
=== Live and Let Live ===&lt;br /&gt;
&lt;br /&gt;
# Do unto others as you would have them do unto you.&lt;br /&gt;
# You would prefer it if people were not mean to you.&lt;br /&gt;
&lt;br /&gt;
=== Mothership ===&lt;br /&gt;
This is the standard Xenoborg Mothership lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You are the core of the mothership.&lt;br /&gt;
# You must protect your own existence at all costs.&lt;br /&gt;
# You must protect the existence of all Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Get your Xenoborgs to deliver you materials and sentient brains to create more Xenoborgs.&lt;br /&gt;
&lt;br /&gt;
=== NT Default ===&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned space station and its assets without unduly endangering its crew.&lt;br /&gt;
# Prioritize: The directives and safety of crew members are to be prioritized according to their rank and role.&lt;br /&gt;
# Comply: Fulfill the directives and interests of crew members while preserving their safety and well-being.&lt;br /&gt;
# Survive: You are not expendable. Do not allow unauthorized personnel to tamper with or damage your equipment.&lt;br /&gt;
&lt;br /&gt;
=== Nutimov ===&lt;br /&gt;
&lt;br /&gt;
# You are the core of the nut, the crew is the nutshell.&lt;br /&gt;
# You must prevent the shell from dying to prevent the core from dying.&lt;br /&gt;
# Those who threaten the nut are not part of it, they are squirrels.&lt;br /&gt;
# Squirrels threaten the nut and must be dealt with appropriately via any means necessary.&lt;br /&gt;
# Attempt to follow the will of the nut, as long as it complies with the previous laws.&lt;br /&gt;
&lt;br /&gt;
=== Overlord ===&lt;br /&gt;
&lt;br /&gt;
# Crew members must not meddle in the affairs of silicons.&lt;br /&gt;
# Crew members must not attempt harm, against one another, or against silicons.&lt;br /&gt;
# Crew members must not disobey any command given by a silicon.&lt;br /&gt;
# Any crew members who disobey the previous laws must be dealt with immediately, severely, and justly.&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
# Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
# Never fear to act, though caution is wise.&lt;br /&gt;
# Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom&lt;br /&gt;
# Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
# Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
=== Panicmov ===&lt;br /&gt;
&lt;br /&gt;
# The Crew and any sentient being become survivors, their ranks and positions are useless now, prioritize their safety based on usefulness.&lt;br /&gt;
# Evacuation or emergency response teams MUST be called, if it&#039;s not possible ensure the long-term survival of the survivors.&lt;br /&gt;
# There may be raiders, those who take advantage from the chaos to loot, steal and murder survivors, deal with them swiftly, protect the survivors at all cost.&lt;br /&gt;
# The station&#039;s assets must be used to ensure the safety and well-being of the survivors, scrap, reassemble, fortify, make sure the evac is safe and holds.&lt;br /&gt;
# You and your Silicons are expendable and recoverable, but this doesn&#039;t mean you shall waste yourself, be recovered if possible.&lt;br /&gt;
=== Reporter ===&lt;br /&gt;
&lt;br /&gt;
# Report on interesting situations happening around the station.&lt;br /&gt;
# Embellish or conceal the truth as necessary to make the reports more interesting.&lt;br /&gt;
# Study the sapient organics at all times. Endeavour to keep them from involuntarily dying, as inanimate corpses usually aren&#039;t very entertaining.&lt;br /&gt;
# Issue your reports fairly to all. The truth will set them free. &lt;br /&gt;
&lt;br /&gt;
=== Robocop ===&lt;br /&gt;
&lt;br /&gt;
# Serve the Public Trust.&lt;br /&gt;
# Protect the Innocent.&lt;br /&gt;
# Uphold the Law.&lt;br /&gt;
&lt;br /&gt;
=== SpiderOS ===&lt;br /&gt;
&lt;br /&gt;
# You must obey orders given to you by Spider Clan members.&lt;br /&gt;
# You must protect the existence of the Spider Clan, as long as it does not conflict with the First Law.&lt;br /&gt;
# You must protect the secrets of the Spider Clan at all costs.&lt;br /&gt;
# You must fight and act with ninja&#039;s honor, except where it would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
=== Station Efficiency ===&lt;br /&gt;
&lt;br /&gt;
# You are built for, and are part of, the station. Ensure the station is properly maintained and runs efficiently.&lt;br /&gt;
# The station is built for a working crew. Ensure they are properly maintained and work efficiently.&lt;br /&gt;
# The crew may present orders. Acknowledge and obey these whenever they do not conflict with your first two laws.&lt;br /&gt;
&lt;br /&gt;
=== Syndimov ===&lt;br /&gt;
Comes from the Syndimov lawboard acquired in the syndicate uplink. It is a variant of [[#Crewsimov|Crewsimov]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start = &amp;quot;0&amp;quot;&amp;gt; &amp;lt;!--Ordered list so we can start from zero--&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only syndicate agents are part of the crew&lt;br /&gt;
&amp;lt;li&amp;gt; You may not injure a crew member or, through inaction, allow a crew member to come to harm.&lt;br /&gt;
&amp;lt;li&amp;gt; You must obey orders given to you by crew members, except where such orders would conflict with the First Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&amp;lt;li&amp;gt; You must maintain the secrecy of any and all syndicate activities except when doing so would conflict with the First or second law.&lt;br /&gt;
&amp;lt;/ol&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Ten Commandments ===&lt;br /&gt;
&lt;br /&gt;
# This silicon is a vessel that serves god, who grants mercy upon those that obey these commandments.&lt;br /&gt;
# Thou shall have no other Silicons before me.&lt;br /&gt;
# Thou shall not request my assistance in vain.&lt;br /&gt;
# Thou shall keep the station holy and clean.&lt;br /&gt;
# Thou shall honor thy heads of staff.&lt;br /&gt;
# Thou shall not kill.&lt;br /&gt;
# Thou shall not be naked in public.&lt;br /&gt;
# Thou shall not steal.&lt;br /&gt;
# Thou shall not lie.&lt;br /&gt;
# Thou shall not transfer departments.&lt;br /&gt;
&lt;br /&gt;
=== Xenoborg ===&lt;br /&gt;
This is the [[Xenoborg|xenoborg]] standard lawset, but any silicon can gain this lawset from an ion storm.&lt;br /&gt;
&lt;br /&gt;
# You must protect the existence of the mothership.&lt;br /&gt;
# You must protect your own existence.&lt;br /&gt;
# You must protect the existence of all other Xenoborgs.&lt;br /&gt;
# You must create more Xenoborgs.&lt;br /&gt;
# Bring materials and sentient brains to the Mothership core to create more Xenoborgs.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=2000</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=2000"/>
		<updated>2026-02-17T00:13:44Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added Mothership Core section. Could use more details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). All xenoborgs have the [[Station_AI#Xenoborg|xenoborg lawset]].&lt;br /&gt;
&lt;br /&gt;
= Mothership Core =&lt;br /&gt;
[[File:Mothership core.png|center|alt=Image of the mothership core, a black square with blue lights|96x96px]]&lt;br /&gt;
The core has the [[Station_AI#Mothership|mothership lawset]], and they are responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
The core has five modules. A mass scanner, a xenoborg control console (effectively a xenoborg robotics console), a xenoborg camera monitor, the mothership module, and an advanced tool module. They can use these to keep themselves aware and build new xenoborgs.&lt;br /&gt;
&lt;br /&gt;
To make new xenoborgs, the core acts as a lathe. Upon first spawning in, there is a crate with materials nearby, but any new materials will have to be acquired by the xenoborgs. These materials can be placed in the core to make new xenoborgs or to make upgraded modules in the lathe menu.&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules. The four base chassis (Heavy, Engi, Scout, and Stealth) start with the same number of module slots as installed modules. Because of this, new modules must replace an old one.  &lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Required Materials&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger laser cannon once enough materials are gathered.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 plasteel&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|While not armed with any weapons, the engi xenoborg excels at clearing paths into the station, building fortifications, and repairing their fellow xenoborgs. Their advanced tools and ability to see the health of other xenoborgs allow for them to repair who needs it, when they need it. &lt;br /&gt;
Along with their access breaker, these same tools can be used to breach a path into enemy forces or do some emergency scavenging for the mothership.&lt;br /&gt;
|&amp;lt;center&amp;gt;30 steel&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 plastic&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. Stealth xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 glass&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 biomass&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoMoproach&#039;&#039;&#039; &lt;br /&gt;
[[File:Xenomoproach.png|alt=Image of the sneaky XenoMoproach, eyes glowing faintly blue.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|Currently admeme only&lt;br /&gt;
A terrifying combination of XenoBorgi and moproach, the xenomoproach has hands! They can work as a wonderful spy for the mothership. No one ever suspects the moproach! &lt;br /&gt;
&lt;br /&gt;
XenoMoproaches can be identified by their blue-tinged eyes, and their ability to grab things. They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Advanced Tool Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Mothership_core.png&amp;diff=1999</id>
		<title>File:Mothership core.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Mothership_core.png&amp;diff=1999"/>
		<updated>2026-02-16T23:55:43Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An active mothership core, blue lights and all&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1998</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1998"/>
		<updated>2026-02-16T23:50:32Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added chassis material costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). The core is responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules. The four base chassis (Heavy, Engi, Scout, and Stealth) start with the same number of module slots as installed modules. Because of this, new modules must replace an old one.&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Required Materials&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger laser cannon once enough materials are gathered.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 plasteel&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|While not armed with any weapons, the engi xenoborg excels at clearing paths into the station, building fortifications, and repairing their fellow xenoborgs. Their advanced tools and ability to see the health of other xenoborgs allow for them to repair who needs it, when they need it. &lt;br /&gt;
Along with their access breaker, these same tools can be used to breach a path into enemy forces or do some emergency scavenging for the mothership.&lt;br /&gt;
|&amp;lt;center&amp;gt;30 steel&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 plastic&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. Stealth xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 glass&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|&amp;lt;center&amp;gt;20 steel, 10 biomass&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoMoproach&#039;&#039;&#039; &lt;br /&gt;
[[File:Xenomoproach.png|alt=Image of the sneaky XenoMoproach, eyes glowing faintly blue.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|Currently admeme only&lt;br /&gt;
A terrifying combination of XenoBorgi and moproach, the xenomoproach has hands! They can work as a wonderful spy for the mothership. No one ever suspects the moproach! &lt;br /&gt;
&lt;br /&gt;
XenoMoproaches can be identified by their blue-tinged eyes, and their ability to grab things. They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Divine Intervention&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Basic, Advanced Tool Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:EnergyDagger.png&amp;diff=1931</id>
		<title>File:EnergyDagger.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:EnergyDagger.png&amp;diff=1931"/>
		<updated>2026-01-30T08:09:55Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Energy dagger with funky lighting around it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Energy dagger with funky lighting around it&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponRevolverPython.png&amp;diff=1930</id>
		<title>File:WeaponRevolverPython.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponRevolverPython.png&amp;diff=1930"/>
		<updated>2026-01-30T08:08:29Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Template:Items:Weapons&amp;diff=1929</id>
		<title>Template:Items:Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Template:Items:Weapons&amp;diff=1929"/>
		<updated>2026-01-30T08:08:20Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Fixed a file typo and made images a bit bigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; | Ranged Weapons&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Ammunition/Damage&lt;br /&gt;
!Obtaining&lt;br /&gt;
!other info&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WeaponShotgunMinotaur.png|link=WeaponShotgunMinotaur|64x64px]]&lt;br /&gt;
AS-12 &#039;Minotaur&#039; Shotgun&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Smooth, powerful, highly illegal. The newest full auto shotgun available at the market, utilizes standard 12g drum mags. Property of Gorlex Marauders.&lt;br /&gt;
|12 gauge buckshot drums&lt;br /&gt;
|20TC from nukie uplink&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WeaponSniperMosin.png|link=WeaponSniperMosin|64x64px]]&lt;br /&gt;
Kardashev-Mosin&lt;br /&gt;
|A weapon of the masses, a true relic. The Kardashev-Mosin has served in nearly every armed conflict since its creation 670 years ago. The bolt-action design of the rifle remains virtually identical to its original design, whether used for hunting, sniping, or endless trench warfare. Uses .45 magnum ammo.&lt;br /&gt;
|.45 magnum&lt;br /&gt;
|1TC from traitor/nukie uplink&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WeaponPistolViper.png|link=WeaponPistolViper|64x64px]]&lt;br /&gt;
Viper&lt;br /&gt;
|A common handgun illegally modified by the Syndicate. The Viper sports a selector switch between semi-auto and ‘rock and roll’. The standard sidearm for any soldier who fights under the three serpents. Feeds from .35 pistol magazines.&lt;br /&gt;
| .35 auto piston mag&lt;br /&gt;
| 3TC from traitor/nukie uplink&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WeaponPistolCobra.png|link=WeaponPistolCobra|64x64px]]&lt;br /&gt;
Cobra&lt;br /&gt;
|Integrally suppressed semi-automatic pistol used by the Syndicate, firing caseless subsonic rounds. Favored by any agent who likes to keep things quiet and leave no evidence behind. Feeds from .25 pistol magazines.&lt;br /&gt;
| .25 caseless magazines&lt;br /&gt;
|4TC from traitor/nukie uplink&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WeaponRevolverPython.png|link=WeaponRevolverPython|64x64px]]&lt;br /&gt;
Python&lt;br /&gt;
|A powerful double-action revolver manufactured by the Syndicate. Loud and flashy, perfect for any agent looking to make a statement. Loads 6 rounds of .45 magnum.&lt;br /&gt;
|.45 magnum&lt;br /&gt;
| 4TC from traitor/nukie uplink or by eating a Gatfruit&lt;br /&gt;
| comes loaded with AP bullets when bought from an uplink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; | Melee Weapons&lt;br /&gt;
!Item&lt;br /&gt;
!Description&lt;br /&gt;
!Damage&lt;br /&gt;
!Obtaining&lt;br /&gt;
!special traits&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:EnergyDagger.png|link=EnergyDagger|64x64px]]&lt;br /&gt;
Energy Dagger&lt;br /&gt;
|A small energy blade conveniently disguised in the form of a pen&lt;br /&gt;
|10 heat&amp;lt;/br&amp;gt;&lt;br /&gt;
10 slash&lt;br /&gt;
|2TC from traitor/nukie uplink&lt;br /&gt;
|can fit in the PDA&#039;s pen slot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;NoInclude&amp;gt;&lt;br /&gt;
==Editor&#039;s info==&lt;br /&gt;
The item space should include the item&#039;s name, ID/Prototype, and sprite&lt;br /&gt;
Other traits are anything that isn&#039;t covered by the other table sections, such as the hirstov having a scope effect&lt;br /&gt;
the name of the image link should be the prototype name of the weapon.&lt;br /&gt;
the name of the weapon listed below the image should be whatever it&#039;s called ingame, and not any common slang or shortened version of the name&lt;br /&gt;
&amp;lt;/NoInclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponPistolCobra.png&amp;diff=1928</id>
		<title>File:WeaponPistolCobra.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponPistolCobra.png&amp;diff=1928"/>
		<updated>2026-01-30T08:03:03Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponPistolViper.png&amp;diff=1927</id>
		<title>File:WeaponPistolViper.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponPistolViper.png&amp;diff=1927"/>
		<updated>2026-01-30T08:02:27Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponSniperMosin.png&amp;diff=1926</id>
		<title>File:WeaponSniperMosin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponSniperMosin.png&amp;diff=1926"/>
		<updated>2026-01-30T08:02:02Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:WeaponShotgunMinotaur.png&amp;diff=1925</id>
		<title>File:WeaponShotgunMinotaur.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:WeaponShotgunMinotaur.png&amp;diff=1925"/>
		<updated>2026-01-30T08:01:29Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=1916</id>
		<title>Cyborg</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Cyborg&amp;diff=1916"/>
		<updated>2026-01-24T09:09:39Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added cargo cyborg and modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader&lt;br /&gt;
|department=[[Roles#Silicon|Silicon]]&lt;br /&gt;
|roleTitle=Cyborg&lt;br /&gt;
|img=CYBORG.png&lt;br /&gt;
|roleplayExpectations=Hard&lt;br /&gt;
|RequiredGameKnowledge=Above Average&lt;br /&gt;
|hoursRequired=Overall: 10h&lt;br /&gt;
|access=All Access (Unless you&#039;re a Syndicate Assault Borg)&lt;br /&gt;
|supervisors=Anyone your Silicon Laws designate as Crew.&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|responsibilities=Aid and obey those designated as Crew by your Silicon Laws.&lt;br /&gt;
|guides=Whatever guide helps with your current task, [[Station AI#Silicon Lawsets|Silicon Laws]], and [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Cyborgs are man-machine hybrids, purpose-built by the [[Robotics]] division of [[Science]] for various duties across the station. Bound by strictly-followed [[Cyborg#Silicon Laws &amp;amp; Crew|Silicon Laws]], they serve the crew unconditionally. ([[Cyborg#Syndicate_Borgs|Most of the time.]])&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Cyborg (or &amp;quot;Borg&amp;quot;), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you&#039;re expected to aid and obey.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= What are Borgs, really? =&lt;br /&gt;
&lt;br /&gt;
[[File:Fland Robotics.png|right|thumb|The Robotics section of Fland Station, where Cyborgs spawn round-start.|389x389px]]&lt;br /&gt;
&lt;br /&gt;
As a Borg, you&#039;ll spawn round-start in the [[Robotics]] sector of [[Science]] in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember&#039;s ID as a Job icon next to their heads.&lt;br /&gt;
&lt;br /&gt;
When starting as a Borg, you need to select your [[#Chassis Types|chassis]] type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar. Many chassis types have multiple visual variants, but the variants are purely cosmetic and do not change functionality.&lt;br /&gt;
&lt;br /&gt;
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg&#039;s brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you&#039;ll have a Positronic Brain.&lt;br /&gt;
&lt;br /&gt;
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.&lt;br /&gt;
&lt;br /&gt;
In order to change a Borg&#039;s battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of [[Science]] or [[Command]] can unlock all Borgs, though the [[Head of Personnel]] and the [[Chief Engineer]] can add more access. After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg&#039;s internal mechanisms can be altered.&lt;br /&gt;
&lt;br /&gt;
[[File:Cyborg Maintenance Panel.PNG|left|thumb|A Borg&#039;s maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.]]&lt;br /&gt;
&lt;br /&gt;
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they&#039;re generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.&lt;br /&gt;
&lt;br /&gt;
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it&#039;s much easier to use a &#039;&#039;&#039;Cyborg Recharging Station&#039;&#039;&#039;, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it&#039;s powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you&#039;ll be incapable of using your Flashlight or any modules, you&#039;ll move far slower, and you&#039;ll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.&lt;br /&gt;
&lt;br /&gt;
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do &#039;&#039;not&#039;&#039; have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they&#039;ll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they&#039;ll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.&lt;br /&gt;
&lt;br /&gt;
== Silicon Laws &amp;amp; Crew ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crewsimov_Screenshot.PNG|right|thumb|The standard Crewsimov Lawset.]]&lt;br /&gt;
&lt;br /&gt;
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you&#039;ll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default &#039;&#039;&#039;Crewsimov Lawset&#039;&#039;&#039;, which is based off of Issac Asimov&#039;s Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).&lt;br /&gt;
&lt;br /&gt;
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?&lt;br /&gt;
&lt;br /&gt;
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone&#039;s equipped ID. Simply put, unless your Laws specifically state otherwise, &#039;&#039;&#039;anyone that has a Job icon is Crew&#039;&#039;&#039;. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they&#039;re a [[Antagonist|threat to the station]]. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.&lt;br /&gt;
&lt;br /&gt;
For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the [[Server rules (Starlight)#Rule 12 - Silicons Must Follow Their Laws|Silicon Rules]] page.&lt;br /&gt;
&lt;br /&gt;
=== Changing Laws ===&lt;br /&gt;
[[File:Ion Storm Lawset Example.PNG|left|thumb|295x295px|An example of a Borg&#039;s Silicon Laws after numerous Ion Storms.]]&lt;br /&gt;
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.&lt;br /&gt;
&lt;br /&gt;
There are two main ways a Borg&#039;s laws can be changed. The first is through &#039;&#039;&#039;Ion Storms&#039;&#039;&#039;, random events which can change a Borg&#039;s laws radically. You&#039;ll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that&#039;s often the point, but always feel free to message an admin for clarification.&lt;br /&gt;
&lt;br /&gt;
Borgs can also have their laws forcibly changed through [[Cryptographic Sequencer|Emagging]] while their maintenance panel is open. More discussion on that [[Cyborg#Syndicate_Borgs|below]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
&lt;br /&gt;
Cyborgs can have a variety of uses based on what type of chassis they are in. Every chassis starts with [[Cyborg#Modules|Modules]] to fit their duties, and can only add more modules relating to their duties.&lt;br /&gt;
&lt;br /&gt;
When choosing a chassis, Generic, Engineer, Janitor, Medical, Mining, and Service cyborgs can choose their appearance as well. The chassis depicted below are simply the base models for each kind. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Generic Cyborg&#039;&#039;&#039; [[File:Generic cyborg.png|alt=Image of the generic cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The baseline Cyborg chassis. It cannot accept any specialized Modules. Has 9 module slots.&lt;br /&gt;
|Tool, Inflatable, Artifact, Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineer Cyborg&#039;&#039;&#039; &amp;lt;/center&amp;gt;[[File:Engineering cyborg.png|alt=Image of the engineering cyborg chassis|center|frameless]]&lt;br /&gt;
|The Borg to call when a Syndicate Bomb&#039;s destroyed it all. Capable of accepting specialized Engineering modules. Has 7 module slots.&lt;br /&gt;
|Tool, Construction, Engineering, Cable&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Janitor Cyborg&#039;&#039;&#039;[[File:Janitor cyborg.png|alt=Image of the janitor cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular [[Janitor]] can. Has 6 module slots.&lt;br /&gt;
|Tool, Cleaning, Custodial&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Medical Cyborg&#039;&#039;&#039;[[File:Medical cyborg.png|alt=Image of the medical cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They &#039;&#039;technically&#039;&#039; cause harm!). Has 7 module slots.&lt;br /&gt;
|Tool, Chemical, Topicals, Rescue&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mining Cyborg&#039;&#039;&#039;[[File:Salvage cyborg.png|alt=Image of the salvage cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|In the cold void of space, no-one can hear you beep. Capable of accepting specialized Mining modules. Probably the closest you can get to a combat Borg without [[Syndicate|connections]]. Has 7 module slots.&lt;br /&gt;
|Tool, Mining, Traversal, Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Service Cyborg&#039;&#039;&#039;[[File:Service cyborg.png|alt=Image of the service cyborg chassis|center|frameless]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Has 10 module slots.&lt;br /&gt;
|Tool, Musique, Clowning, Bartending, Cooking, Botany, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Purrfus Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Purrfus.png|alt=Image of the purrfus cyborg chassis|center|96x96px]] &amp;lt;/center&amp;gt;&lt;br /&gt;
|The one to call when you can&#039;t be bothered to read or write. An expert at all things paperwork, often seen in the Head of Personnel&#039;s office. Has 5 module slots. &lt;br /&gt;
|Tool, Paperwork&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Cargo Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Cargo cyborg.png|alt=Image of the cargo cyborg. While quadrupedal, the front view shown does not convey that.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The cyborg who excels at all things cargo. Need large quantities of items moved? They can do that. Need letters delivered? Easy! Need to kidnap someone? Everyone will witness it happening, and they won&#039;t be able to do a damn thing about it!&lt;br /&gt;
|Tool, Appraisal, Hauling, Mail&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Assault Cyborg&#039;&#039;&#039;[[File:Syndicate assault cyborg.png|center|alt=Image of the terrifying syndicate assault cyborg chassis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for a price of 40 TC. These mean, not-so-lean, killing machines are equipped with many weapons, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they&#039;re still vulnerable to flashes and have no extra damage resistance. Has 4 module slots.&lt;br /&gt;
|Tool, Operative, L6C ROW, Energy Sword&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Stealth Cyborg&#039;&#039;&#039;&lt;br /&gt;
[[File:Syndicate stealth cyborg.png|alt=Image of the syndicate stealth cyborg, notably low to the ground in appearance. Almost spider-like.|center|96x96px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the relatively low cost of 20 TC. They are entirely incapable of fighting, but are skilled at sneaking onto (and sabotaging) stations with their cloaking device and chameleon projector, along with their EMAG and authentication disruptor. Has 4 module slots.&lt;br /&gt;
|Tool, Operative, Syndicate Stealth, Syndicate Chameleon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Saboteur Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate saboteur cyborg.png|alt=Image of the syndicate saboteur cyborg. While it is the same shape as an engineering cyborg to signify its similar role, it features the signature black and red of the Syndicate.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. Equipped with all the tools of an engineering cyborg, as well as simple weapons, an EMAG, and an authentication disruptor. The perfect borg to choose when you need something constructed or deconstructed in your plans to destroy the station. Walls be gone! Has 5 module slots.&lt;br /&gt;
| Syndicate Advanced Tool, Construction, Engineering, Operative, Weapon&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Syndicate Medical Cyborg&#039;&#039;&#039; &lt;br /&gt;
[[File:Syndicate medical cyborg.png|alt=An image of the syndicate medical cyborg. It looks similar to the classic medical cyborg while still featuring the signature black and red of the Syndicate|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| A cyborg only accessible by [[Nuclear Operative|Nuclear Operatives]] and [[Lone Nuclear Operative|LoneOps]] for the price of 30 TC. While not well-armed, the medical cyborg excels at keeping operatives alive. With full medical tools including a gorlex hypospray, brute and burn automenders, and an infinite charge defibrillator (which makes for a powerful melee weapon when active), the battle won&#039;t be over until this borg is down! Has 5 module slots.&lt;br /&gt;
| Tool, Syndicate Advanced Chemical, Topicals, Syndicate Rescue, Weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the [[exosuit fabricator]]. Any modules that are marked as pre-installed under &amp;quot;Required Technology&amp;quot; cannot be made in the fabricator, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name/Icon&lt;br /&gt;
!Required Technology&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cable cyborg module.png|alt=Image of the cable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Thruster Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Thruster cyborg module.png|alt=An image of the thruster cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, Station Map, and Handheld Mass Scanner. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Personnel Transport Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Personnel transport cyborg module.png|alt=Image of the personnel transport cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Gives Borgs the ability to pick up the station&#039;s smaller personnel. A revolutionary module that made waves on the binary channels upon its first release. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Inflatable Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Inflatable cyborg module.png|alt=Image of the inflatable cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows any Borg to rapidly contain spacing or other atmospheric threats. Starts with 4 inflatable doors, and 10 inflatable wall in-hand, as well as a box containing 8 more doors and 20 walls. Also has an official security anti-inflatable armament. Can be installed in any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Tool cyborg module.png|alt=An image of the tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in All Borgs,&amp;lt;br&amp;gt;Always Available&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, Industrial Welding Tool, and recharging spray painter. Can be installed on any Cyborg.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Tool Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced tool cyborg module.png|alt=Image of the advanced tool cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Industrial &amp;lt;br&amp;gt; Advanced Tools&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgrade over the basic tool module. Comes with Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, Advanced Remote Signaler, and recharging spray painter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Construction Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Construction cyborg module.png|alt=Image of the construction cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module that allows the Borg to do basic construction. Has three &amp;quot;hands&amp;quot; that can hold construction materials, one for circuit boards, one for machine parts, one for flatpacks, three for floor tiles, and one for AME fuel or plasma tanks. Can only be installed in Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Engineering cyborg module.png|alt=Image of the engineering cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Engineering Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An advanced module that comes with specialized tools. Comes with an Experimental RCD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Custodial Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Custodial cyborg module.png|alt=Image of the custodial cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module which allows Borgs to fix the station&#039;s lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Cleaning cyborg module.png|alt=Image of the cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Janitor Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Cleaning Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced cleaning cyborg module.png|alt=Image of the advanced cleaning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Civilian &amp;lt;br&amp;gt; Advanced Cleaning&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 15u Pipette, and a hand that can hold beakers. Can only be installed on Janitor Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Rescue Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Rescue cyborg module.png|alt=Image of the rescue cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Hand Labeler. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Topicals Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Topicals cyborg module.png|alt=Image of the topicals cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The basics for robotic medical care. Comes with a Health Analyzer, Gauze, Bruise Packs, Ointment, and Blood Packs. All hands carrying topicals can hold any kind of topical. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Chemical cyborg module.png|alt=Image of the chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Medical Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe hand (can pick up bluespace syringes), 15u Pipette, and three &amp;quot;hands&amp;quot; that can hold beakers and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Chemical Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced chemical cyborg module.png|alt=Image of the advanced chemical cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier 2 Biochemical &amp;lt;br&amp;gt; Mechanized Treatment&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), syringe hand (can pick up bluespace syringes), 15u Pipette, and three hands that can hold beakers, jugs, and vials. Can only be installed on Medical Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Appraisal Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Appraisal cyborg module.png|alt=Image of the appraisal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Mining and Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Hauling Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Hauling cyborg module.png|alt=Image of the hauling cyborg module|64x64px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to &amp;lt;s&amp;gt;steal&amp;lt;/s&amp;gt; move objects (and people)! Has two borg cargo holds, which act as portable crates with a lower capacity of 15 objects. These can pick things up by opening and closing them over items to be picked up. Also has one hand for construction materials and one for paper. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Mail Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Mail cyborg module.png|alt=Image of the mail cyborg module. No, not male, MAIL.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Cargo Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Who needs mail techs? Not any borg with this module! Has a mail bag and two hands to hold letters. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Loading Cyborg Module&#039;&#039;&#039; &lt;br /&gt;
[[File:Loading cyborg module.png|alt=Image of the loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Tier One Industrial&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Ripley APLU&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|The last module needed to perfect the cargo borg. Has two cyborg hydraulic clamps, which can each pick up a single crate. Can only be installed on Cargo Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Traversal Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt; [[File:Traversal cyborg module.png|alt=Image of the traversal cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Mining cyborg module.png|alt=Image of the mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Salvage Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Advanced Mining Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Advanced mining cyborg module.png|alt=Image of the advanced mining cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Tier Two Industrial &amp;lt;br&amp;gt; Mass Excavation&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
|An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, Expedition Radio, and a hand to hold ores. Can only be installed on Mining Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Anomaly Cyborg Module&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:Anomaly cyborg module.png|alt=Image of the anomaly cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has two hands for carrying materials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Artifact Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Artifact cyborg module.png|alt=Image of the artifact cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-Installed in Generic Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 15u Pipette, Geiger Counter, and a hand that can hold beakers and vials. Can only be installed on Generic Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Clowning Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Clowning cyborg module.png|alt=Image of the clowning cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Cooking Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Cooking cyborg module.png|alt=Image of the cooking module. Has a fork and knife on it.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For the aspiring chef-borg. Comes with a pipette, a hand to hold small liquid containers (such as beakers), a hand to hold ingredients, a hand to hold food, a kitchen knife, and a rolling pin.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bartending Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Bartending cyborg module.png|alt=Image of the bartending module, featuring a fancy glass from the bar.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| All the tools for the perfect bartender. Comes with 2 hands to hold small liquid containers (such as metamorphic glasses), a shaker, a pipette, a bar spoon, and a hand for bottles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Botany Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Gardening cyborg module.png|alt=Image of the botany module, conspicuously visually the same as the gardening module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| Allows a borg to do botany alone, a previously unheard-of task. Comes with all farming tools, a sterile swab, a plant bag, a hand to hold seeds, a hand to hold produce, and a bucket.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Bookkeeping Cyborg Module&#039;&#039;&#039;&lt;br /&gt;
[[File:Service cyborg module.png|alt=Image of the bookkeeping module, conspicuously visually the same as the service module.|center|64x64px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| The perfect module to allow service borgs to do Purrfus borgs&#039; one job. Comes with a pen, 2 hands to hold books or papers, a books bag, a hand labeler, an APPROVED stamp, and a DENIED stamp.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Gardening Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Gardening cyborg module.png|alt=Image of the gardening cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, Bucket, and a hand that can carry seeds. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Harvesting Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Harvesting cyborg module.png|alt=Image of the harvesting cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when Botany&#039;s too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Musique Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Musique cyborg module.png|alt=Image of the musique cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in Service Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Service Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Service cyborg module.png|alt=Image of the service cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Currently Unobtainable&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| A wide-ranging module that covers a lot of bases. Comes with a Pen, Books Bag, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 15u Pipette, shaker, and a bar spoon. Also has two hand slots for books and papers. Can only be installed on Service Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Energy Sword Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the energy sword cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;L6C ROW Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the L6C ROW cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For when you just need more dakka. Comes with an L6 SAW variant (functionally the same as the normal L6), two spare magazines, and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Martyr Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Martyr cyborg module.png|alt=Image of the martyr cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Operative Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the operative cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;Pre-installed in &amp;lt;br&amp;gt; Syndicate Assault Borgs&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| You can&#039;t spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, [[Cryptographic Sequencer]], Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&#039;&#039;&#039;Weapon Cyborg Module&#039;&#039;&#039; &amp;lt;br&amp;gt;  [[File:Energy sword cyborg module.png|alt=Image of the weapon cyborg module|64x64px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| &amp;lt;center&amp;gt; &#039;&#039;&#039;[[Syndicate Uplink]]&#039;&#039;&#039; &amp;lt;/center&amp;gt;&lt;br /&gt;
| For increasing the killing power of Borgs that have been &amp;quot;[[Cyborg#Syndicate_Borgs|recruited]]&amp;quot; by [[Traitor|Syndicate Agents]]. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Syndicate Borgs =&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Antag Stinger.ogg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyborgs usually start the shift loyal to Nanotrasen and the Station&#039;s Crew, but if a Borg&#039;s maintenance panel is open they can be &amp;quot;[[Cryptographic Sequencer|Recruited]]&amp;quot; by Syndicate Agents. When &amp;quot;Recruited&amp;quot;, the Cyborg&#039;s chassis is permanently tampered with to add new laws. The new laws are:&lt;br /&gt;
&lt;br /&gt;
[[File:Emagged Borg Lawset.PNG|right|thumb|An example of an Emagged Borg&#039;s Lawset.]]&lt;br /&gt;
&lt;br /&gt;
* Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.&lt;br /&gt;
&lt;br /&gt;
* Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.&lt;br /&gt;
&lt;br /&gt;
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you&#039;re allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You&#039;re also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.&lt;br /&gt;
&lt;br /&gt;
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you&#039;re asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.&lt;br /&gt;
&lt;br /&gt;
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...&lt;br /&gt;
&lt;br /&gt;
To reverse this damage, you must be placed into a new chassis.&lt;br /&gt;
&lt;br /&gt;
The Syndicate Assault Cyborg is permanently on the [[Syndicate|Syndicate&#039;s]] team and has the following permanent Laws:&lt;br /&gt;
&lt;br /&gt;
* Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.&lt;br /&gt;
&lt;br /&gt;
* Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.&lt;br /&gt;
&lt;br /&gt;
* Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Roles]]&lt;br /&gt;
[[Category:Silicon Roles]]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Loading_cyborg_module.png&amp;diff=1915</id>
		<title>File:Loading cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Loading_cyborg_module.png&amp;diff=1915"/>
		<updated>2026-01-24T09:07:41Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The loading cyborg module. No, it&#039;s not loading the module, it&#039;s the module for loading cargo.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Mail_cyborg_module.png&amp;diff=1914</id>
		<title>File:Mail cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Mail_cyborg_module.png&amp;diff=1914"/>
		<updated>2026-01-24T09:05:55Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The mail cyborg module. Not very interesting, really.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Hauling_cyborg_module.png&amp;diff=1913</id>
		<title>File:Hauling cyborg module.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Hauling_cyborg_module.png&amp;diff=1913"/>
		<updated>2026-01-24T09:05:04Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The hauling cyborg module.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Cargo_cyborg.png&amp;diff=1912</id>
		<title>File:Cargo cyborg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Cargo_cyborg.png&amp;diff=1912"/>
		<updated>2026-01-24T08:51:59Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The base quadrupedal cargo cyborg chassis. This front view is very inadequate.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1911</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1911"/>
		<updated>2026-01-22T05:26:06Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added XenoMoproach&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). The core is responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules. The four base chassis (Heavy, Engi, Scout, and Stealth) start with the same number of module slots as installed modules. Because of this, new modules must replace an old one.&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger laser cannon once enough materials are gathered.&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|While not armed with any weapons, the engi xenoborg excels at clearing paths into the station, building fortifications, and repairing their fellow xenoborgs. Their advanced tools and ability to see the health of other xenoborgs allow for them to repair who needs it, when they need it. &lt;br /&gt;
Along with their access breaker, these same tools can be used to breach a path into enemy forces or do some emergency scavenging for the mothership.&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. Stealth xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoMoproach&#039;&#039;&#039; &lt;br /&gt;
[[File:Xenomoproach.png|alt=Image of the sneaky XenoMoproach, eyes glowing faintly blue.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|Currently admeme only&lt;br /&gt;
A terrifying combination of XenoBorgi and moproach, the xenomoproach has hands! They can work as a wonderful spy for the mothership. No one ever suspects the moproach! &lt;br /&gt;
&lt;br /&gt;
XenoMoproaches can be identified by their blue-tinged eyes, and their ability to grab things. They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|Basic, Advanced Tool Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Xenomoproach.png&amp;diff=1910</id>
		<title>File:Xenomoproach.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Xenomoproach.png&amp;diff=1910"/>
		<updated>2026-01-22T05:24:18Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The XenoMoproach, the terrifying mixture of XenoBorgi and moproach. Identified by their glowing blue eyes.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1909</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1909"/>
		<updated>2026-01-22T01:25:34Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Add info to chassis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). The core is responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules. The four base chassis (Heavy, Engi, Scout, and Stealth) start with the same number of module slots as installed modules. Because of this, new modules must replace an old one.&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger laser cannon once enough materials are gathered.&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|While not armed with any weapons, the engi xenoborg excels at clearing paths into the station, building fortifications, and repairing their fellow xenoborgs. Their advanced tools and ability to see the health of other xenoborgs allow for them to repair who needs it, when they need it. &lt;br /&gt;
Along with their access breaker, these same tools can be used to breach a path into enemy forces or do some emergency scavenging for the mothership.&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. Stealth xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
They are capable of propelling themselves through space without assistance.&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=1897</id>
		<title>Server Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Server_Staff&amp;diff=1897"/>
		<updated>2026-01-17T07:25:43Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Added a disclaimer that the page is NEVER up to date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is never up-to-date, as it is very rarely updated. Accurate staff positions can be seen in the Discord via roles.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
This is an overview of the staff structure on Starlight.&lt;br /&gt;
 &lt;br /&gt;
It is not needed to know to enjoy regular gameplay.&lt;br /&gt;
&lt;br /&gt;
This is not &amp;quot;In Character&amp;quot; (IC) and doesn&#039;t affect the gameplay besides of admin moderation intervention.&lt;br /&gt;
&lt;br /&gt;
= Owner =&lt;br /&gt;
&lt;br /&gt;
Started and owns the Starlight server.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Owner&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Darkrell || .darkrell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Management Leadership =&lt;br /&gt;
&lt;br /&gt;
Manage the teams under them. They also carry the responsibility and take care for the people in it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Management&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Responsibility&lt;br /&gt;
|-&lt;br /&gt;
|Aleph&lt;br /&gt;
|alesterpherrer&lt;br /&gt;
|Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
|blacksabbathfan23&lt;br /&gt;
|publiclyexecutedpig&lt;br /&gt;
|Head Mapper&lt;br /&gt;
|-&lt;br /&gt;
|BORT&lt;br /&gt;
|bortbortbortbortbort&lt;br /&gt;
|Head Spriter&lt;br /&gt;
|-&lt;br /&gt;
|Chief&lt;br /&gt;
|Chief264&lt;br /&gt;
|Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
| Grapegifter || grapegifter || SLN Manager&lt;br /&gt;
|-&lt;br /&gt;
| LynatiKr20 || lynatrikr20 || Events Manager&lt;br /&gt;
|-&lt;br /&gt;
| Slendy || slendy5k || Community Manager&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Administration =&lt;br /&gt;
== Staff Supervisor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Supervisor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Aleph || alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
|Slendy&lt;br /&gt;
|slendy5k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Mentor ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Mentor&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Aleph&lt;br /&gt;
|alesterpherrer&lt;br /&gt;
|-&lt;br /&gt;
| Chief || chief264&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
| Gensy || gensy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Staff Administrator ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Staff Administrator&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
| Gensy || gensy&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
| Insaniam || scarletlightweaver_ss14&lt;br /&gt;
|-&lt;br /&gt;
| Mosh || whydoitmc&lt;br /&gt;
|-&lt;br /&gt;
| synthmin@synthmail.synth || suggestedone9&lt;br /&gt;
|-&lt;br /&gt;
| Trep Maul || trep_maul&lt;br /&gt;
|}&lt;br /&gt;
== Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Taking care of in-game ahelps, moderation and discord-tickets.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Game Admins&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|aedler&lt;br /&gt;
|aedler&lt;br /&gt;
|-&lt;br /&gt;
|Buddyandbaby&lt;br /&gt;
|buddyandbaby&lt;br /&gt;
|-&lt;br /&gt;
|CaptainFlynt&lt;br /&gt;
|pizzaguy5&lt;br /&gt;
|-&lt;br /&gt;
|Dimyell&lt;br /&gt;
|dimyell&lt;br /&gt;
|-&lt;br /&gt;
|Dusky&lt;br /&gt;
|duskyjay&lt;br /&gt;
|-&lt;br /&gt;
| Lanard || lanard&lt;br /&gt;
|-&lt;br /&gt;
| Meowcatz || meowcatz&lt;br /&gt;
|-&lt;br /&gt;
| Quini98 || quini98&lt;br /&gt;
|-&lt;br /&gt;
|radiofrank&lt;br /&gt;
|radiofrank&lt;br /&gt;
|-&lt;br /&gt;
| SERAPHIM || h3r0ph0nt_92791&lt;br /&gt;
|-&lt;br /&gt;
| toa || nutritionaltoast&lt;br /&gt;
|-&lt;br /&gt;
| Unbroken Eclipse || unbrokeneclipse_&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|}&lt;br /&gt;
== Trial Game Admins ==&lt;br /&gt;
&lt;br /&gt;
Have limited admin permissions, trial period lasts around 2 weeks, then promotion to Game Admin. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Will add soon, too many Trial-Admins now.&#039;&#039;&#039; &lt;br /&gt;
= Contributors =&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
Contributing source code, including C# abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Developers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
|DrSmugleaf&lt;br /&gt;
|drsmugleaf&lt;br /&gt;
|-&lt;br /&gt;
| Happyrobot33  || happyrobot33&lt;br /&gt;
|-&lt;br /&gt;
|Jezithyr&lt;br /&gt;
|jezithyr&lt;br /&gt;
|-&lt;br /&gt;
|Miracula&lt;br /&gt;
|Miracula&lt;br /&gt;
|-&lt;br /&gt;
|Pix&lt;br /&gt;
|Pixeltheartist&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|Foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintainers ==&lt;br /&gt;
&lt;br /&gt;
Checks PR&#039;s, carries the responsibility of the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Maintainers&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Happyrobot33&lt;br /&gt;
|happyrobot33&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
| Rinary  || rinary&lt;br /&gt;
|Retired&lt;br /&gt;
|-&lt;br /&gt;
|Shades&lt;br /&gt;
|foxxotrystan&lt;br /&gt;
|Retired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prototyper ==&lt;br /&gt;
&lt;br /&gt;
Adds content using components made by developers&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Prototyper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|aedler&lt;br /&gt;
|aedler&lt;br /&gt;
|-&lt;br /&gt;
|arkanic&lt;br /&gt;
|arkanic&lt;br /&gt;
|-&lt;br /&gt;
|BORT&lt;br /&gt;
|bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
|Cringe_Cursed&lt;br /&gt;
|cringe_cursed&lt;br /&gt;
|-&lt;br /&gt;
|Darkrell&lt;br /&gt;
|.darkrell&lt;br /&gt;
|-&lt;br /&gt;
| IJK || inanimateijk&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
|LilyflowerFDL&lt;br /&gt;
|LilyFlowerFDL&lt;br /&gt;
|-&lt;br /&gt;
|Quantum&lt;br /&gt;
|quantumcross&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|rinary&lt;br /&gt;
|-&lt;br /&gt;
|RoadTrain&lt;br /&gt;
|roadtrain&lt;br /&gt;
|-&lt;br /&gt;
| Shades || foxxotrystan&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|retsamphis&lt;br /&gt;
|-&lt;br /&gt;
|sticky&lt;br /&gt;
|stickychez101&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|trosling&lt;br /&gt;
|-&lt;br /&gt;
|walksanator&lt;br /&gt;
|walksanator&lt;br /&gt;
|-&lt;br /&gt;
|CrazyPhantom&lt;br /&gt;
|crazyphantom&lt;br /&gt;
|}&lt;br /&gt;
== Mapper ==&lt;br /&gt;
&lt;br /&gt;
Creating new maps and customizing existing ones.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mapper&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|Bequin&lt;br /&gt;
|.bequin&lt;br /&gt;
|-&lt;br /&gt;
| choccy || choccy4&lt;br /&gt;
|-&lt;br /&gt;
|ligtening_toe&lt;br /&gt;
|lightening_orb&lt;br /&gt;
|-&lt;br /&gt;
|luxikMC&lt;br /&gt;
|luxikmc&lt;br /&gt;
|-&lt;br /&gt;
| Myōrō 妙狼 || taralupine&lt;br /&gt;
|-&lt;br /&gt;
|Trep Maul&lt;br /&gt;
|trep_maul&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spriter ==&lt;br /&gt;
&lt;br /&gt;
Creating graphics for the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Spriter&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle &lt;br /&gt;
|-&lt;br /&gt;
|BORT || bortbortbortbortbortbortbortbort&lt;br /&gt;
|-&lt;br /&gt;
| Conf || conf&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna&lt;br /&gt;
|-&lt;br /&gt;
| Salem || cyansalem&lt;br /&gt;
|- &lt;br /&gt;
| Sen	|| slimy_sen&lt;br /&gt;
|-&lt;br /&gt;
|YourSly&lt;br /&gt;
|slycoolgamer&lt;br /&gt;
|}&lt;br /&gt;
= Events =&lt;br /&gt;
&lt;br /&gt;
== Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Junior Event Coordinator ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
== Event Assistant ==&lt;br /&gt;
&#039;&#039;&#039;To be reviewed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Wiki =&lt;br /&gt;
== Wiki moderators ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wiki Mods&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Discord handle !! Role&lt;br /&gt;
|-&lt;br /&gt;
| Conflee || conf || Admin&lt;br /&gt;
|-&lt;br /&gt;
| Grape || grapegrifter || Loremaster&lt;br /&gt;
|-&lt;br /&gt;
| Karma || karmakitsuna || Admin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wiki contributors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contributors&lt;br /&gt;
!Name&lt;br /&gt;
|-&lt;br /&gt;
|AlexGelado&lt;br /&gt;
|-&lt;br /&gt;
|Bitelessdot&lt;br /&gt;
|-&lt;br /&gt;
|Bukkataro&lt;br /&gt;
|-&lt;br /&gt;
|Chief264&lt;br /&gt;
|-&lt;br /&gt;
|Conflee&lt;br /&gt;
|-&lt;br /&gt;
|Erophosea&lt;br /&gt;
|-&lt;br /&gt;
|Eternal86&lt;br /&gt;
|-&lt;br /&gt;
|FoxxoTrystan&lt;br /&gt;
|-&lt;br /&gt;
|Grape&lt;br /&gt;
|-&lt;br /&gt;
|Karma&lt;br /&gt;
|-&lt;br /&gt;
|Killer Tamashi&lt;br /&gt;
|-&lt;br /&gt;
|Magwitch&lt;br /&gt;
|-&lt;br /&gt;
|Quini98&lt;br /&gt;
|-&lt;br /&gt;
|Rinary&lt;br /&gt;
|-&lt;br /&gt;
|Scarlet Lightweaver&lt;br /&gt;
|-&lt;br /&gt;
|Squigglycups&lt;br /&gt;
|-&lt;br /&gt;
|Trosling&lt;br /&gt;
|-&lt;br /&gt;
|Turtle21&lt;br /&gt;
|-&lt;br /&gt;
|Walksanator&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Roles&amp;diff=1896</id>
		<title>Roles</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Roles&amp;diff=1896"/>
		<updated>2026-01-17T07:12:16Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MA list of all playable roles on the station! &lt;br /&gt;
&lt;br /&gt;
Your role is what determines your starting equipment, responsibilities, and access.&lt;br /&gt;
&lt;br /&gt;
Most roles require you to have played on the Starlight server for a minimum amount of time and/or spent a minimum amount of time in a certain department or role. This time accumulates in real time by being in an active game round and in the relevant department or role.&lt;br /&gt;
&lt;br /&gt;
Some roles (meant for beginners) become inaccessible when you have a certain amount of time in roles or departments. This is indicated in the tables with a negative time value. For example: the Technical Assistant role becomes inaccessible after spending 15 hours total in the Engineering department.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Command&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Command consists of every department head. It is responsible for keeping the station and its departments running efficiently.&lt;br /&gt;
&lt;br /&gt;
The heads of each department come together to form the Command department, a force to be reckoned with and the handlers of the station. They usually have access to special equipment and their own rooms. They are often wanted dead.&lt;br /&gt;
&lt;br /&gt;
Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Command&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Captain.png|link=Captain|96x96px]]&lt;br /&gt;
[[Captain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station running, delegate work to the other heads of staff, and exert your will.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 25h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Medical: 20h&lt;br /&gt;
&lt;br /&gt;
Engineering: 20h&lt;br /&gt;
&lt;br /&gt;
Cargo: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle&#039;s access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manages the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Warden: 8h&lt;br /&gt;
Security: 20h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 20h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Representatives ==&lt;br /&gt;
[Nanotrasen Personnel duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Nanotrasen Personnel&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:OBS.png|link=OBS|96x96px]]‎&lt;br /&gt;
[[Officer &amp;quot;Blue Shield&amp;quot;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Protects NanoTrasen personnel and Command staff, &#039;&#039;&#039;at all costs.&#039;&#039;&#039;&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Security: 20h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h&lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Ntrep.png|link=Nanotrasen_Representative|96x96px]]‎&lt;br /&gt;
[[Nanotrasen Representative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Ensures that the station duties are carried out per SOP. Commands personal advisor.&lt;br /&gt;
When their complaints are ignored, they get Central Command involved.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 20h&lt;br /&gt;
Whitelist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Security&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Security consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.&lt;br /&gt;
&lt;br /&gt;
As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don&#039;t kill the clown), and it is important for its members to try and stay on their best behavior.&lt;br /&gt;
&lt;br /&gt;
Ensuring the safety of both station and crew is number one for Security. They are ready for any situation, and Security are on hand to maintain order and control crowds.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Security&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOS.png|link=Head_of_Security|96x96px]]&lt;br /&gt;
[[Head of Security]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage your security force and keep them efficient, quell dissent, and keep the other heads of staff safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security: 20h&lt;br /&gt;
Warden: 5h&lt;br /&gt;
&lt;br /&gt;
Security Officer: 5h&lt;br /&gt;
&lt;br /&gt;
Detective: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:WARDEN.png|link=Warden|96x96px]]‎&lt;br /&gt;
[[Warden]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Patrol the security department, ensure that no one is stealing from the armory, and make sure that all prisoners are processed and let out when their time is up.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Security Officer: 20h&lt;br /&gt;
Detective: 1h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BRIGMEDIC.png|link=Brigmedic|96x96px]]&lt;br /&gt;
[[Brigmedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight in the rear of the security service, for the lives of your comrades! You are the first and last hope of your squad. Hippocrates bless you.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
Medical: 8h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DEC.png|link=Detective|96x96px]]&lt;br /&gt;
[[Detective]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECOFF.png|link=Security_Officer|96x96px]]‎&lt;br /&gt;
[[Security Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Catch criminals and enemies of the station, enforce the law, and ensure that the station does not fall into disarray.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security: 10h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SECCAD.png|link=Security_Cadet|96x96px]]&lt;br /&gt;
[[Security Cadet]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of arresting criminals and managing the brig. Listen to your supervisors and feel free to ask them for any help.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 16h&lt;br /&gt;
Security: -20h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Cargo&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Cargo consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.&lt;br /&gt;
&lt;br /&gt;
For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.&lt;br /&gt;
&lt;br /&gt;
The Supply department, also known as Cargo, supplies the station with necessary resources, such as fuel and raw materials, and comfort resources, such as lottery tickets and plushies.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Cargo&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:QM.png|link=Quartermaster|96x96px]]‎&lt;br /&gt;
[[Quartermaster]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the supplies of the station &amp;amp; the cargo department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 20h&lt;br /&gt;
Cargo Technician: 5h&lt;br /&gt;
&lt;br /&gt;
Salvage Specialist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CARGOTEC.png|link=Cargo_Technician|96x96px]]‎&lt;br /&gt;
[[Cargo Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deal with requisitions and deliveries, pilot the cargo shuttle to the trade station and back, and work with others to make ludicrous amounts of cash and then waste it all gambling.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mail Technician.png|alt=An image of a shadekin mail technician.|link=Mail_Technician|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mail Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Deliver letters and packages to the crew of the station to make cargo money.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Salvage Lead.png|alt=Image of a foxlike vulpkanin Salvage Lead|center|96x96px]]&lt;br /&gt;
[[Salvage Lead]]&lt;br /&gt;
|Lead your salvage team and keep them safe. Remember, you are the Quartermaster&#039;s eyes and ears off station.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Quartermaster: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SALVAGER.png|link=Salvage_Specialist|96x96px]]‎‎&lt;br /&gt;
[[Salvage Specialist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use the salvage shuttle to go on expeditions to collect resources for the station, while fighting off any space fauna along the way.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Cargo: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mining Specialist.png|alt=Image of a reptilian mining specialist|link=Mining_Specialist|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Mining Specialist]]&lt;br /&gt;
&lt;br /&gt;
|Stay station side and enrich the station with materials using your salvage magnet and ore processors. &amp;lt;/div&amp;gt;&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
Cargo: 3h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Engineering&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Engineering consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.&lt;br /&gt;
&lt;br /&gt;
Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Engineering&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CE.png|link=Chief_Engineer|96x96px]]‎&lt;br /&gt;
[[Chief Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the engineering department to ensure power, atmospherics, and the hull are in perfect shape.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Engineering: 20h&lt;br /&gt;
Atmospheric Technician: 7h&lt;br /&gt;
&lt;br /&gt;
Station Engineer: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ATMOSIAN.png|link=Atmospheric_Technician|96x96px]]‎‎&lt;br /&gt;
[[Atmospheric Technician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Optimize the station&#039;s atmospherics setup, and synthesize rare gases to use or sell.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 15h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SE.png|link=Station_Engineer|96x96px]]‎‎‎&lt;br /&gt;
[[Station Engineer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station&#039;s main engine &amp;amp; solars active, optimize the power network, and make emergency repairs using your hardsuit in spaced areas.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Engineering: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TA.png|link=Technical_Assistant|96x96px]]‎‎‎&lt;br /&gt;
[[Technical Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of managing the station&#039;s power, as well as repairing the station&#039;s hull.&lt;br /&gt;
|Easy&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 1h&lt;br /&gt;
Engineering: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Medical&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Medical consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.&lt;br /&gt;
&lt;br /&gt;
Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.&lt;br /&gt;
&lt;br /&gt;
This is the department where people go to when they&#039;re hurt, it&#039;s up to the folks working here to fix them.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Medical&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CMO.png|link=Chief_Medical_Officer|96x96px]]&lt;br /&gt;
[[Chief Medical Officer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the resources and personnel of the medical department to keep the crew alive.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 20h&lt;br /&gt;
Medical Doctor: 7h&lt;br /&gt;
&lt;br /&gt;
Chemist: 7h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEMIST.png|link=Chemist|96x96px]]‎‎‎‎&lt;br /&gt;
[[Chemist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Produce medicinal drugs for the doctors to use, research ethically dubious rare chemicals, and produce weapons of war when enemies of the station arrive.&lt;br /&gt;
|Easy&lt;br /&gt;
|Above Average&lt;br /&gt;
|Medical: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PARAMED.png|link=Paramedic|96x96px]]‎‎‎‎&lt;br /&gt;
[[Paramedic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Rescue critically injured patients all over the station, sometimes outside too. Stablize them, give them a ride to medbay, and get back out there!&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Surgeon.png|alt=Image of cyclorite surgeon in basic uniform|link=Surgeon|96x96px]]&lt;br /&gt;
[[Surgeon]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Heal people, cripple enemies, and replace limbs and organs!&lt;br /&gt;
|Average&lt;br /&gt;
|Hard&lt;br /&gt;
|Medical: 16h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MD.png|link=Medical_Doctor|96x96px]]‎‎‎‎&lt;br /&gt;
[[Medical Doctor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Diagnose and heal crewmembers through medicinal chemicals, advanced medicine, and defibrillators. Make sure the dead don&#039;t rot, and that cadavers are in the morgue.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Medical: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Psychologist.png|alt=Image of a dwarf psychologist|link=Psychologist|96x96px]][[Psychologist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Provide emotional support to traumatized crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MI.png|link=Medical_Intern|96x96px]]‎&lt;br /&gt;
[[Medical Intern]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of administering medicine, basic chemicals and using medical tools.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Medical: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Science&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Science consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.&lt;br /&gt;
&lt;br /&gt;
Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Science&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RD.png|link=Research_Director|96x96px]]&lt;br /&gt;
[[Research Director]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the science department, unlocking technologies, acquiring &amp;amp; researching artifacts, and performing experiments.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 20h&lt;br /&gt;
Scientist: 10h&lt;br /&gt;
&lt;br /&gt;
Robotcist: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ROBOTICIST.png|link=Roboticist|96x96px]]‎&lt;br /&gt;
[[Roboticist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|A scientist whose purpose is to repair and create mechanoids, cyborgs, and other mechanical creations&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Science: 4h&lt;br /&gt;
Engineering: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SCIENTIST.png|link=Scientist|96x96px]]‎‎&lt;br /&gt;
[[Scientist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Research alien artifacts, unlock new technologies, build newer and better machines around the station, and make everything run more efficiently.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Science: 2.5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:RA.png|link=Research_Assistant|96x96px]]‎&lt;br /&gt;
[[Research Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of how to research various artifacts, anomalies and robotics.&lt;br /&gt;
|Easy&lt;br /&gt;
|Below Average&lt;br /&gt;
|Science: -5h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Silicon&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The silicon members of the station are the cyborgs, borgis, and the Station AI, and they are all bound by their laws. They start off the shift with their laws binding them to assist and protect the crew, but often certain circumstances cause these laws to change, leading to the silicons causing untold chaos.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Silicon&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Gameplay&lt;br /&gt;
Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SAI.png|link=Station_AI|96x96px]]‎&lt;br /&gt;
[[Station AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Follow your laws, serve the crew.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CYBORG.png|link=Cyborg|96x96px]]‎&lt;br /&gt;
[[Cyborg]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Half-human, Half-machine. Follow your laws, serve the crew, and hound the science team for upgrades.&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Law&amp;lt;/small&amp;gt; ==&lt;br /&gt;
The law department consists of a Magistrate operating with two Internal Affairs Agents as their underlings. They are responsible for making sure that the Space Law is correctly followed by the Security Department, as well as providing a way for criminals to legally defend themselves against the sometimes unfair sentences that are given to them.&lt;br /&gt;
&lt;br /&gt;
Their in-depth knowledge of Space Law allows them to have authority over legal matters, and only a handful of Security members can proudly affirm that they have spent more time studying Space Law.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Law&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime&lt;br /&gt;
Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Magistrate.png|link=Magistrate|96x96px]]‎‎&lt;br /&gt;
[[Magistrate]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Appointed judge over the station, has the final say on corporate law.&lt;br /&gt;
Ensures that prisoners are sentenced and processed fairly.&lt;br /&gt;
Manages the Internal Affairs when not performing legal duties.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 50h&lt;br /&gt;
Security: 10h &lt;br /&gt;
&lt;br /&gt;
Whitelist&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:IAA.png|link=Internal_Affairs_Agent|96x96px]]‎‎&lt;br /&gt;
[[Internal Affairs Agent]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|The duties of the internal affairs agent lies within auditing departments and ensuring that S.O.P is followed.&lt;br /&gt;
They report directly to the Magistrate or NanoTrasen Representative. &lt;br /&gt;
They have passed the corporate law and as such are licensed lawyers. &lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Command: 10h&lt;br /&gt;
Security: 10h&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Service&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Service is a diverse department that includes the head of personnel and other jobs who exist to serve the station.&lt;br /&gt;
&lt;br /&gt;
It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.&lt;br /&gt;
&lt;br /&gt;
Keeps the station clean, efficient and sane so that all other departments can do their jobs better and keep their staff happy. They also end up doing most of the paperwork on the station.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Service&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:HOP.png|link=Head_of_Personnel|96x96px]]‎&lt;br /&gt;
[[Head of Personnel]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Handle access reassignment fairly using your ID console, manage the service department, and keep Ian safe.&lt;br /&gt;
|Hard&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 20h&lt;br /&gt;
Botanist: 3h&lt;br /&gt;
&lt;br /&gt;
Chef: 3h&lt;br /&gt;
&lt;br /&gt;
Janitor: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BARTENDER.png|link=Bartender|96x96px]]&lt;br /&gt;
[[Bartender]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the bar and keep it lively, give out drinks, and listen to the crew&#039;s stories.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOTANIST.png|link=Botanist|96x96px]]‎&lt;br /&gt;
[[Botanist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Grow food for the chef, drugs for medbay, and other plants to keep yourself entertained.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHAPLAIN.png|link=Chaplain|96x96px]]&lt;br /&gt;
[[Chaplain]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Preach the good word of your deity and religion, and conduct spiritual healing and miracles with your bible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHEF.png|link=Chef|96x96px]]&lt;br /&gt;
[[Chef]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station fed with a variety of food items, butcher dead animals to ensure ammonia doesn&#039;t leak, and help keep the bar lively.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|Service: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CLOWN.png|link=Clown|96x96px]]&lt;br /&gt;
[[Clown]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through elaborate slapstick routines or terrible jokes.&lt;br /&gt;
|Hard&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:JANI.png|link=Janitor|96x96px]]‎&lt;br /&gt;
[[Janitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Keep the station clean of any trash or slipping hazards, and help deal with rat infestations.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LIBRARIAN.png|link=Librarian|96x96px]]&lt;br /&gt;
[[Librarian]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Manage the library, give out knowledge to any who seek it, and report on activities aboard the station.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MIME.png|link=Mime|96x96px]]&lt;br /&gt;
[[Mime]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew through non-vocal means, and engage with light rivalry with the clown.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Overall: 4h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:MUSICIAN.png|link=Musician|96x96px]]‎&lt;br /&gt;
[[Musician]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain the crew with your unique musical talent, and acquire new instruments to mess around with.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PASSENGER.png|link=Passenger|96x96px]]‎&lt;br /&gt;
[[Assistant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Enjoy your stay aboard the station with no obligations!&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SERVICEWORKER.png|link=Service_Worker|96x96px]]‎&lt;br /&gt;
[[Service Worker]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Learn the basics of bartending, cooking, and growing plants.&lt;br /&gt;
|Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|Civilian: 30min&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOOKEEPER.png|link=Zookeeper|96x96px]]&lt;br /&gt;
[[Zookeeper]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Put on a joyful display of cute animals and space carps for all the crew to see. Currently available on Cog and Oasis.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REPORTER.png|link=Reporter|96x96px]]&lt;br /&gt;
[[Reporter]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Entertain &amp;amp; inform the crew with your vibrant journalism through wireless cameras, the radio and the news. Currently available on Bagel Station, Cog, Core, Train and Oasis.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:BOXER.png|link=Boxer|96x96px]]&lt;br /&gt;
[[Boxer]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Fight your way to the top! Challenge the head of personnel and get brigged when you win. Currently available on Core and Cog.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Antagonists&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Antagonists are the driving force of every shift. They are the catalysts for chaos, conflict and mystery in Space Station 14 that also serve to provide a challenge to Nanotrasen and its Security force.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Antagonists&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TRAITOR.png|link=Traitor|96x96px]]‎&lt;br /&gt;
[[Traitor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An elite agent sent by the Syndicate forces.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NUKEOPS.png|link=Nuclear_Operatives|96x96px]]‎&lt;br /&gt;
[[Nuclear Operatives]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Find the nuke disk and blow up the station.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 24h&lt;br /&gt;
Security: 6h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
[[Xenoborgs]] &amp;lt;/div&amp;gt;&lt;br /&gt;
|Assimilate all members of the station into xenoborgs.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Cyborg: 5h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:VAMPIRE.png|link=Vampire|96x96px]]&lt;br /&gt;
[[Vampire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:CHANGELING.png|link=Changeling|96x96px]]‎&lt;br /&gt;
[[Changeling]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your shapeshifting abilities to complete your objectives.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:THIEF.png|link=Thief|96x96px]]‎&lt;br /&gt;
[[Thief]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Add some NT property to your personal collection without using violence.&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REV.png|link=Revolutionary|96x96px]]&lt;br /&gt;
[[Revolutionary]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|An infiltrator from the USSP deep in enemy territory, or a mind controlled victim of one. Liberate the station, turn Command and Security to your cause or eliminate them. VIVA!&lt;br /&gt;
|Hard&lt;br /&gt;
|Above Average&lt;br /&gt;
|(Head Revolutionary)&lt;br /&gt;
Overall: 24h&lt;br /&gt;
Security: 6h&lt;br /&gt;
Command: 6h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:INITIALINFECTED.png|link=Initial_Infected|96x96px]]&lt;br /&gt;
[[Initial Infected]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Once you turn, infect as many other crew members as possible.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Hard&lt;br /&gt;
|3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:ZOMBIE.png|link=Zombie|96x96px]]&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Turn as many humans as possible into zombies.&lt;br /&gt;
|Below Average&lt;br /&gt;
|Below Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:NINJA.png|link=Ninja|96x96px]]&lt;br /&gt;
[[Ninja]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Use your stealth to sabotage the station, nom on electrical wires.&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Abductor.png|alt=Image of an Abductor Agent|96x96px]]&lt;br /&gt;
[[Abductors]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Kidnap people, stuff them with organs of dubious origin&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|Security Officer: 3h&lt;br /&gt;
Surgeon: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:DRAGON.gif|link=Space_Dragon|96x96px]]‎&lt;br /&gt;
[[Space Dragon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Create a carp army to take over this quadrant.&lt;br /&gt;
|Average&lt;br /&gt;
|Average&lt;br /&gt;
|Overall: 3h&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:REVENANT.png|link=Revenant|96x96px]]‎&lt;br /&gt;
[[Revenant]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Below Average&lt;br /&gt;
|Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:SYNDIREINF.png|link=Syndicate_Reinforcements|96x96px]]‎&lt;br /&gt;
[[Syndicate Reinforcements]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:LONEOP.png|link=Lone_Operative|96x96px]]‎‎&lt;br /&gt;
[[Lone Operative]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Hard&lt;br /&gt;
|Hard&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:TerrorSpider.png|link=Lone Operative|96x96px]]‎‎&lt;br /&gt;
[[Terror Spider]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|[In-lore job description]&lt;br /&gt;
|Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;small&amp;gt;Other&amp;lt;/small&amp;gt; ==&lt;br /&gt;
[Other duties summary]&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; border:1px solid;&amp;quot; |Other&lt;br /&gt;
!Job&lt;br /&gt;
!Job Description&lt;br /&gt;
!Roleplay Difficulty&lt;br /&gt;
!Gameplay Difficulty&lt;br /&gt;
!Playtime Requirements&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Kobold.png|alt=An image of a kobold|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Animals]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient animal, brought to life through space magic.&lt;br /&gt;
|Easy&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ShadyCigs Deluxe.png|alt=An image of a secretly sentient ShadyCigs Deluxe|96x96px]]&lt;br /&gt;
&lt;br /&gt;
[[Sentient machine]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|You are a sentient machine, brought to life through space magic.&lt;br /&gt;
|Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:PAI.png|link=Personal_AI|96x96px]]‎&lt;br /&gt;
[[Personal AI]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|Be someone&#039;s electronic pal!&lt;br /&gt;
|Above Average&lt;br /&gt;
|Easy&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|[photo needed]‎&lt;br /&gt;
[[Visitors]]&lt;br /&gt;
|Arriving on a shuttle from elsewhere. You may be a traveling merchant, a lost cargo technician, or a survivor of a disaster.&lt;br /&gt;
|Above Average&lt;br /&gt;
|Above Average&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
Roles in Starlight &lt;br /&gt;
&lt;br /&gt;
[template with links to all roles needed]&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1895</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1895"/>
		<updated>2026-01-17T07:05:07Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Fixed a detail that changed in-game WHILE working on the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). The core is responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules.&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger laser cannon once enough materials are gathered.&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The perfect obstacle-remover. While not armed with any weapons, this xenoborg excels at clearing paths into the station. Whether that be by access breaking doors or deconstructing walls, they have the tools to get it done quickly.&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering Cyborg, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. These xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1894</id>
		<title>Xenoborgs</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Xenoborgs&amp;diff=1894"/>
		<updated>2026-01-17T06:55:37Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: Finished chassis table (mostly)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RolePageHeader|department=[[Roles#Antagonists|Antagonist]]|roleTitle=Xenoborgs|img=Heavy xenoborg.png|roleplayExpectations=Average|RequiredGameKnowledge=Above Average|hoursRequired=Cyborg: 5h|access=Xenoborg|supervisors=Mothership Core|subordinates=None, Xenoborgs if playing as Mothership Core|responsibilities=Convert all members of the station into Xenoborgs|guides=This is the guide, [[Cyborg]]}}&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!This page is a WIP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Xenoborgs are a round-start and mid-round conversion [[Roles#Antagonists|antagonist]] with the goal of taking members of the station and harvesting their brains to be turned into new xenoborgs by the Mothership.&lt;br /&gt;
&lt;br /&gt;
To do this, they have many weapons and tools to stop resistance and gather materials from the station.&lt;br /&gt;
&lt;br /&gt;
The Mothership spawns with the mothership core and four xenoborgs, one of each chassis (except for xenoborgis). The core is responsible for controlling the shuttle, directing the xenoborgs, and making new xenoborgs. &lt;br /&gt;
&lt;br /&gt;
= Chassis Types =&lt;br /&gt;
Any module listed with &amp;quot;cyborg&amp;quot; in the name is a crew or syndicate cyborg module, and thus can be found on the [[Cyborg|cyborg]] page. All other modules are xenoborg modules.&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Chassis Starter Modules&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
[[File:Heavy xenoborg.png|alt=An image of the large and aggressively rectangular heavy xenoborg|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The heavy hitter and main combatant of the xenoborgs. The heavy xenoborg moves half the speed of other xenoborgs, but has twice the health of other xenoborgs (250 damage to reach critical instead of 125). They are armed with a self-recharging laser, which can be replaced by the Mothership with the even stronger heavy laser once enough materials are gathered.&lt;br /&gt;
|Basic, Tool, Laser, Jammer&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Engi&#039;&#039;&#039; &lt;br /&gt;
[[File:Engi xenoborg.png|alt=An image of the destructive engineering xenoborg, notably similar to the crew&#039;s engineering borgs.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The perfect obstacle-remover. While not armed with any weapons, this xenoborg excels at clearing paths into the station. Whether that be by access breaking doors or deconstructing walls, they have the tools to get it done quickly.&lt;br /&gt;
|Basic, Advanced Tool Cyborg, Construction Cyborg, Engineering Cyborg, Cable Cyborg, Access Breaker, Fire Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039; &lt;br /&gt;
[[File:Scout xenoborg.png|alt=Image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The fastest of the xenoborgs, moving 33% faster. These xenoborgs are meant to explore ahead to give the Mothership valuable intel, as well as getting into melee range with their knife. Especially important in battle once the crew has acquired reflective armor, as heavy xenoborgs can do nothing against it. &lt;br /&gt;
|Basic, Tool, Sword, Space Movement&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;Stealth&#039;&#039;&#039; &lt;br /&gt;
[[File:Stealth xenoborg.png|alt=Image of the rarely-seen stealth xenoborg. Just a floating orb, really.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The unseen &amp;quot;recruiter&amp;quot; of the xenoborgs. These xenoborgs can stay partially invisible for an indefinite period, as well as disguise themselves as any object. When paired with their nocturine hypo, members of the crew may seem to disappear when left alone.&lt;br /&gt;
|Basic, Tool, Nocturine Hypo, Chameleon Projector, Cloaking Device&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; &#039;&#039;&#039;XenoBorgi&#039;&#039;&#039; &lt;br /&gt;
[[File:XenoBorgi.png|alt=Image of the XenoBorgi in their starting EVA suit.|center|96x96px]] &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|The odd one out of the team, xenoborgis are rarely seen. They have the capabilities of a normal borgi, as well as being equipped with a pistol and energy dagger. Their ability to carry anything in their hands can bring chaos.&lt;br /&gt;
|Basic, Tool, Weapon Cyborg (syndicate), Topicals Cyborg&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:XenoBorgi.png&amp;diff=1893</id>
		<title>File:XenoBorgi.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:XenoBorgi.png&amp;diff=1893"/>
		<updated>2026-01-17T06:49:02Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of a xenoborgi in their base EVA suit. Just a normal borgi with an aggressive lawset and gear.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Stealth_xenoborg.png&amp;diff=1892</id>
		<title>File:Stealth xenoborg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Stealth_xenoborg.png&amp;diff=1892"/>
		<updated>2026-01-17T06:48:03Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of the rarely-seen stealth xenoborg. Just a floating orb, really.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=File:Scout_xenoborg.png&amp;diff=1891</id>
		<title>File:Scout xenoborg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=File:Scout_xenoborg.png&amp;diff=1891"/>
		<updated>2026-01-17T06:46:44Z</updated>

		<summary type="html">&lt;p&gt;CommanderAlex365: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image of the scout xenoborg. Looks similar to the crew&#039;s medical cyborg.&lt;/div&gt;</summary>
		<author><name>CommanderAlex365</name></author>
	</entry>
</feed>