NOTE: Icon porting in progress. Taking a break for the night.
As a Cyborg, you are a "silicon" designed to serve the crew of a NanoTrasen facility, much like the station's AI. You are an extension of the AI and are required to do anything it asks (within reason).
Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the Roboticist with either a Positronic Brain or the brain of a living or dead human.
Overview
The cyborg is very undervalued and abused. You could save dozens of people and then get locked a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.
Remember cyborgs are players, as well; blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.
Starting as Cyborg
The station is supplied to support 2 cyborgs but more can be made, these cyborgs can be shipped into any of the normal crew arrival areas or the robotics storage in robotics or the drone fabrication area. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible.
Non-Human Communication
Cyborgs are different in that they have a binary channel, which works with ,b. They can use this private channel to talk to other cyborgs, androids, and the AI.
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).
Repairs
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
For more information about Cyborg maintenance, see the Guide to robotics.
Modules
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.
Standard
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:
- Flash
- Crowbar
- Fire Extinguisher
- Stun Baton
- Wrench
- Health Analyzer
Engineering
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. Engineering modules are loaded with the following:
- Flash
- Crowbar
- Fire Extinguisher
- Meson Vision
- Rapid-construction-device
- Fire extinguisher
- Electric Welding Tool
- Screwdriver
- Wrench
- Crowbar
- Wirecutters
- Multitool
- T-ray scanner
- Analyzer
- Metal
- Plasteel
- Glass
- Reinforced Glass
- Wood
- Glass
- Cable coil
- Engineering Tape
- Floor Painter
- Pipe Painter
- Sheet Loader
- Geiger Counter
- Light Replacer
- Plasma Cutter
Surgeon
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in Surgery. Comes loaded with the following goodies:
- Flash
- Crowbar
- Fire Extinguisher
- Medical Hud
- Health Analyser
- Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Oxycodone, Dexalin, Spaceacillin.)
- Scalpel
- Hemostat
- Retractor
- Cautery
- Bone Gel
- Fix O Vein
- Bone Setter
- Circular Saw
- Surgical Drill
- Advanced Trauma kit
- Organ Gripper
- Medical Gripper
- Dropper
- Syringe
- NanoPaste
- Defibrillator
Crisis
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:
- Flash
- Crowbar
- Fire Extinguisher
- Medical Hud
- Health Analyser
- Advanced Reagent Scanner
- Roller Bed Rack
- Ointment
- Advanced Trauma Kit
- Medical Splints
- Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)
- Large Beaker
- Industrial Dropper
- Syringe
- Defibrillator
- Organ Gripper
- Medical Gripper
Miner
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:
- Flash
- Crowbar
- Fire Extinguisher
- Optical Material Scanner
- Mining Scanner
- Drill Maintenance Gripper
- Mining Satchel
- Advanced Sonic Jackhammer
- Shovel
Janitor
About as useful as a regular Janitor. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:
- Flash
- Crowbar
- Fire Extinguisher
- Soap
- Trash Bag
- Mop
- Light Replacer
Service
A fairly useless module, but can be fun to have around. Comes loaded with the following:
- Flash
- Crowbar
- Fire Extinguisher
- Service Gripper
- Bucket
- Mini Hoe
- Hatchet
- Plant Analyzer
- Plant Bag
- Auto Harvester
- Kitchen Knife
- Rolling Pin
- Multitool
- Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, and packs of dice (only works on flat surfaces).
- Industrial Dropper
- Zippo lighter
- Tray
- Drink Synthesizer
Clerical
A very rarely used module. Assists the crew in committing tax fraud. Will also flood the station with copypastas written on paper. Comes with:
- Flash]
- Crowbar
- Fire Extinguisher
- Printing Pen
- Paper Dispenser
- Paperwork Gripper
- Hand Labeler
- Rubber Stamp
- DENIED Rubber Stamp
Security
Security cyborgs are fairly useful. Their taser and stun baton are dependent on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:
- Flash
- Crowbar
- Fire Extinguisher
- Security HUD
- Handcuffs
- Stun Baton
- Taser
- Security Tape
- Pepper Spray
Research
A module that specializes in research and development. Comes with a portable destructive analyzer for SCIENCE! on the go.
- Flash
- Crowbar
- Fire Extinguisher
- Portable Destructive Analyzer
- Rapid Parts Exchange Device
- Access Code Transmission Device - Unlocks Borg Covers
- Research Gripper
- Scientific Gripper
- Exosuit Gripper
- Robotics Organ Gripper
- Sheet Loader
- Robotic Analyzer
- Electric Welding tool
- Wrench
- Screwdriver
- Crowbar
- Wirecutters
- Multitool
- Cable Coil
- NanoPaste
- Scalpel
- Circular Saw
- Syringe
- Large Beaker
- Jumper Cables
- Slime Baton
- Xeno Taser
Pupdozer
Like the normal engineering module, but you are a dog.
- Flash
- Crowbar
- Fire Extinguisher
- Global Positioning System
- Synthesizer (Glass, Metal rod, Cable coil , floor tile, reinforced glass, wood floor tile, wood, plastic, Steel.)
- Inflatable Dispenser
- Geiger Counter
- Puppy Jaws
- Boop Module
- Synthetic Tongue
- Light Replacer
- Matter Decompiler
- Meson Vision
- Electric Welding Tool
- Atomic Wrench
- Wirecutters
- Multitool
- T-ray Scanner
- Engineering Tape
Medihound
Like the normal med module, but you are a dog.
- Flash
- Crowbar
- Fire Extinguisher
- Puppy Jaws
- Boop Module
- Synthetic Tongue
- Health Analyzer
- Medbelly
- Medihound Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)
- Syringe
- Beaker
- Paws of Life (Its a Defibrillator)
- Sleevemate 3700
- Liquid Bandage Kit
K9
Like the normal sec module, but you are a dog.
- Flash
- Crowbar
- Fire Extinguisher
- Handcuffs
- Combat Jaws
- Stun Baton
- Boop Module
- Synthetic Tongue
- Police Tape
- Brig-Belly
- Disabler
- Pounce Module
Janihound
Like the normal janitor module, but you are a dog.
- Flash
- Crowbar
- Fire Extinguisher
- Puppy Jaws
- Boop Module
- Synthetic Tongue
- Compactor Belly
- Light Replacer
Research Hound
Like the normal science module, but you are a dog.
- Flash
- Crowbar
- Fire Extinguisher
- Puppy Jaws
- Boop Module
- Synthetic Tongue
- Digestive Analyzer
- Portable Destructive Analyzer
- Research Gripper
- Screwdriver
- Large Beaker
- Rapid Parts Exchange Device
Combat
A borg built for combat. You will likely only see this if the situation is really bad.
- Flash
- Crowbar
- Fire Extinguisher
- Mounted Laser
- Plasma Cutter
- Personal Shielding
- Mobility Module
ERT
A borg you might see with an ERT. If you see this, something has gone wrong.
- Flash
- Crowbar
- Fire Extinguisher
- Stun Baton
- Combat Jaws
- Boop Module
- Synthetic Tongue
- Police Tape
- Belly Brig
- Taser
- Pounce Module
- Mounted Disabler
- Sword Tail
Modifications
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
There are three lights in the cyborg with three corresponding wires:
- LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
- Pulsing does nothing.
- Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
- Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
- AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
- Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
- Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
- Mending this wire does nothing. You need to pulse it to reconnect it to an AI.
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
Resetting Modules
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.
Other Notes on Cyborgs
- You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
- Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.
- You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.
- You are immune to most (if not all) maladies such as disease and radiation poisoning.
- You must follow the AI's laws.
- You cannot pick up, use, or equip external items.
- You can be locked down or blown up using the Robotics Control Computer in the Research Director's Office.
- You are considered directly subordinate to the AI if an AI is present and functional.
- Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console.
- Like the AI, you can remotely view alarm statuses. Use this to your advantage.
- You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.
- Unlike the AI, you cannot use security cameras for remote viewing.
- You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.
- Cyborgs have all-access and more, as well as remote door interaction.
- You will need to recharge using the Cyborg Recharging Stations or the Dormitories.
- When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.
- You are very tough, and as fast as, if not faster, than most of your human compatriots.
- Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
- Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the Cyborg doesn't have the right to rush in with a stun baton and beat the Hostage takers.
- Cyborgs can be improved with a number of useful upgrades by a helpful Roboticist.