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		<title>Timeline of Canon Events</title>
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		<summary type="html">&lt;p&gt;NL208: fix visual editor adding &amp;quot;index.php&amp;quot; to category links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This timeline documents the events taking place on and surrounding the [[SEV Torch]], beginning in the March of 2310. In order to keep information readily available, arcs are listed in reverse chronological order, with the current arc at the top of the page. This timeline is actively being updated – continue to check back for recaps following each event. &lt;br /&gt;
&lt;br /&gt;
== Spring, 2313 - Fall, 2313 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;March 9th, 2313&amp;lt;/div&amp;gt;&lt;br /&gt;
|The crew of the SEV Torch responds to a distress call from a [[Frontier Alliance]] vessel known as the &#039;&#039;UFS Triumph of Freedom&#039;&#039;, a military cargo hauler that was shot down while ferrying supplies to the distant frontier. Its crew belonged to the Iolan Provincial Space Guard, a former PDF of the Solar Army – its commanding officer, Major Mark Devault, offers immediate and unconditional surrender in exchange for the rescue of the few surviving members of his crew.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Major Devault claims that his ship was shot down by an alien strike craft, and that the offending vessel crash landed on a nearby planet. While the Torch repairs the UFS Triumph – determined to have been the previously-lost SFV Balfour – and recovers its crew, the exploration team discovers that the strange vessel was not alien, but rather that an element from the [[Gilgamesh Colonial Confederation|Colonial Confederation of Gilgamesh]] was testing experimental weapons on the lone Alliance ship. Despite efforts to keep this information under wraps, it is leaked to the press as the GCC weapon is recovered, brought back to the SEV Torch, and reassembled for analysis purposes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Following the Torch&#039;s return to port, the SFV Balfour is returned to the [[Sol Central Government Fleet|Fleet]] and the rescued members of the Alliance crew are remanded to SCG custody. The ICCGN denies the existence of such an experimental weapon, but a representative of the Pioneer Corps states that if such a thing did exist, and its existence was revealed with such callous disregard for operational discretion, then perhaps it was time to rethink the partnership of [[Frontier Systems#Maxim’s World/E-14b|E-14b]] as a matter of national security. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;April 13th, 2313&amp;lt;/div&amp;gt;&lt;br /&gt;
|The [[Expeditionary Corps]] launches a new initiative for frontier colony outreach, and the SEV Torch is sent to meet with colonists from the planet Taciturn – a former Terran Commonwealth colony with a population in the low thousands lying approximately fifteen lightyears beyond the Castor system. The initiative turns disastrous – while details surrounding the events of the meeting remain murky, initial reporting suggests serious diplomatic blunder on the part of the Torch towards frontier locals, and that little effort was made to provide outreach to the colony outside of negotiating its place in a potential war between Sol and the Frontier Alliance. &lt;br /&gt;
Fallout from the incident leads to increased divisions amongst the ranks of Expeditionary Officers and the SEV Torch&#039;s crew itself, with some feeling resentful towards the heavy-handed approach. The Torch is scheduled to meet with at least three more frontier colonies during its current mission, though the outreach project may be postponed in light of the Taciturn incident.&lt;br /&gt;
|-&lt;br /&gt;
|September 7th, 2313&lt;br /&gt;
|TBD&lt;br /&gt;
|}&lt;br /&gt;
== Summer, 2312 - Winter, 2313 - Encounter with the Legion ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
!&lt;br /&gt;
* The Torch encounters a hostile group known as the [[Legion]], unseen before – they are synthetic assimilators of an unknown origin. The crew suffers losses and decides to retreat, slowly making their way to the outpost at E-14b.&lt;br /&gt;
* The Torch has various encounters with more Legion forces on their way back to E-14b.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 20th 2312&amp;quot;&amp;gt;July 20th, 2312&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch ends up at Gilese 936, after an unidentified fault with the bluespace drive. While the drive troubleshoots itself, an expedition is sent to a nearby exoplanet, temporarily dubbed Anderson-Eta. A brief exploration reveals the presence of a facility inhabited by automated systems and a group of synthetic assimilators, with familiar frames bearing the markings of the Terran Commonwealth as well as that of the Expeditionary Corps.&lt;br /&gt;
&lt;br /&gt;
With the hoard of synthetics eventually making their intentions clear, a fight breaks out. The Torch is assaulted and losses are taken. The crew are forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
With sparse information, the rest of the Sol Central Government vie for more information from the members of the Torch and as such, have launched an investigation into the matter. Meanwhile, the intentions of this new species – or its origins – are left unknown.&lt;br /&gt;
|-&lt;br /&gt;
|November 2nd, 2312&lt;br /&gt;
|The SCGECO Golden Juno is infiltrated by an [[Positronic|IPC]] identifying itself as a &#039;shepherd&#039; of the Legion. This IPC somehow subverts an organic crew member which sabotages the vessels defenses, and the situation rapidly spirals into chaos. The ship, most of its crew, and the responding Fleet ERT are lost when Fleet escorts elect to destroy the vessel after activation of the self destruct fails.&lt;br /&gt;
The entire event is covered up as a Frontier Alliance attack in public facing media coverage.&lt;br /&gt;
|-&lt;br /&gt;
|December 5th, 2312&lt;br /&gt;
|The Torch encounters the empty husk of the ITV Odyssey – a [[NanoTrasen]] research expedition out on a dark, distant arctic planet. Headless corpses, movement in the shadows beyond their headlamps, and Legion voices heard by the exploration synthetic with the team herald the coming storm. The team is rapidly assaulted by a horde of Legion bots but they manage to escape without any casualties.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Legion do not pursue. This event is never reported to the public, but those on board the Torch are well aware of the close encounter.&lt;br /&gt;
|-&lt;br /&gt;
|December 14th, 2312&lt;br /&gt;
|The Torch receives a modified sensor suite control board and components from EXCOM, allowing the sensors to extend their reach for a brief period. This sensor ping reaches outside of the system and detects something EXCOM and the command team elect to keep classified. The Torch is then directly contacted by a Legion shepherd, telling them to deliver a message to Sol before firing a torpedo at and severely damaging one of the nacelles.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ship sensors stop picking up on tailing Legion vessels after this event, and further Legion encounters by the Torch seem to become increasingly uncommon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Several ships – including the SFV Capanaeus and the GCNV Akwesasne – fall out of contact near the Gilese 936 system under mysterious circumstances.&lt;br /&gt;
|-&lt;br /&gt;
|January 4th, 2313&lt;br /&gt;
|The Torch holds a public briefing for all personnel about the Legion, outlining what information they have, what preparations the ship will take, and the threat of an impending Legion attack as the Torch nears E-14b. An outline of the briefing can be read [https://hackmd.io/@rootoo807/S1jzcDdLkg here].&lt;br /&gt;
|-&lt;br /&gt;
|January 5th, 2313&lt;br /&gt;
|The Torch receives an EXCOM report that a team of Expeditionary scientists, currently landed on a distant exoplanet, has found an artifact that might be of strategic use against the Legion. The Torch is rerouted to rendezvous and pick up the team and the artifact to be brought back to E-14b.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;On arrival, the artifact turns out to be a dormant Legion harvester that promptly starts tearing off people&#039;s heads. Chief Science Officer Lt. Adrian Schmidt and Senior Researcher Ens. Brock Bunten are killed by the harvester almost immediately, before a force of Legion scouts springs a massive ambush on the remnants of the team. The surviving members of the away team flee the site chased by a horde of hivebots – civilian prospector Karl Emberchest dies fending off the horde while the rest of the team escape, including the two surviving Expeditionary corpsmen from the exoplanet.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Back on the Torch, the two Expeditionary corpsmen state that they were with the SEV Sagittarius and are the only survivors of its 26-member crew. They recount a harrowing experience involving a &amp;quot;Legion trap&amp;quot; and the excavation of the harvester, assumed to be an inert statue. The pair are granted refuge on the Torch under Security&#039;s surveillance as it continues its long trek to E-14b.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As the Torch draws ever closer, the crew nervously readies themselves for the Legion&#039;s anticipated attempt to intercept them before they reach E-14b. The dead are mourned – with their bodies lost to the Legion attack, the crew can only fear for the worst.&lt;br /&gt;
|-&lt;br /&gt;
|January 11th, 2313&lt;br /&gt;
|After nearly a month of sporadic encounters, scuffles, and lost crew, the infiltrators on the Torch finally reveal themselves. A shepherd identifying itself as &amp;quot;Shepherd Kira&amp;quot; taunts the crew, claiming to be the creator of these new cloaked units, while several speculatores start directly assaulting various locations and crew. The Torch eventually discovers a hidden area within maintenance hiding a Legion harvester and several headless corpses of previously missing crew, presumably assimilated into the speculatores they&#039;ve been fighting. Shepherd Kira and Speculatore Azae escape via a &amp;quot;recall&amp;quot; that teleports them off-ship. The remaining speculatores are destroyed and their harvested brains are recovered from Legion assimilation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Following this event, the Legion goes eerily silent.&lt;br /&gt;
|-&lt;br /&gt;
|January 31st, 2313&lt;br /&gt;
|On the last stretches of the jump to E-14b, the SEV Torch is confronted by the Legion-controlled SFV Capanaeus (with its commanding officer, Caine, now a Legion shepherd and fused with the ship&#039;s positronic AI) and SFV Curio.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Capanaeus assaults the Torch, sending Legion units aboard and launching an electronic attack on the ship&#039;s systems – aided by the two survivors rescued from the SEV Sagittarius, who reveal themselves to have been subverted by the Legion. After fighting off the intruders, the Torch launches a counterattack and sends crew to board the docked Capanaeus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There they find a scene of dread and decay: Legion-controlled automated turrets and Fleet boarding bots, as well as Shepherd FIND, Caine&#039;s champion. Defeating FIND and disabling the ship&#039;s subverted Alden-Saraspova drive allows the Torch&#039;s Bluespace drive to activate and take the Torch out of the system – ripping the Capanaeus apart in the process.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The SFV Curio manages to escape the incident, though not unharmed.&lt;br /&gt;
|-&lt;br /&gt;
|February 1st, 2313&lt;br /&gt;
|Finally at E-14b, the SEV Torch makes their way to the still under construction Maxim Interplanar Layover station (colloquially dubbed &#039;Northstar&#039; by the Solar Fleet and Expeditionary Corps, and &#039;Krasnyy-Balise&#039; by the GCC Navy).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A grand unit award is given to the Torch as a whole, and a long needed funerary closure is given to the fallen members of the SEV Torch and SCGECO Sagittarius. Beyond that, the Torch&#039;s next assignment is also detailed – along with a controversial non-disclosure agreement signed by all members regarding their discoveries of the Legion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The information and experience brought by the Torch and other vessels is likely to aid in the ongoing containment efforts of the Legion by the Solar Fleet, as combat experience and time in conflict with the Legion grows.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For now, though: the SEV Torch returns to its usual exploratory duties, in a section of stars far, far away from Anderson-Eta.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 – The Frontier Alliance ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
!&lt;br /&gt;
* Defecting Fleet forces perpetrate scattered hit-and-run attacks on installations across SCG space over the next few months. The D. Pavonis bluespace gateway is destroyed, leaving frontier colonies cut off and isolated from the Solar core. Rogue ships begin to conglomerate – seemingly, unifying around Copernicus.&lt;br /&gt;
* The Torch discovers the Free Peoples of Earhart (&amp;quot;FPE&amp;quot;) – an unrelated group of hostile, insular colonists descended from a long lost Terran Commonwealth colony ship – at the edge of known human space.&lt;br /&gt;
* The [[Frontier Alliance]] breaks away from the SCG, composed of a loose alignment of defecting Fleet personnel, Iolaus, and other border colonies. [[Brahe]] – despite remaining largely loyal to Sol – is dragged into the Alliance under Iolaus&#039; occupation, and Solar ships flee Alliance territory en masse. &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 10th 2310&amp;quot;&amp;gt;September 10th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch is summoned to respond to the SOS of a crashed Fifth Fleet ship from Special Group Alpha, the SFV Jonah, that had previously fallen off tracking software – with much of Special Group Alpha having previously gone rogue alongside its battlecarrier, the infamous SFV Nathan Hale.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;On arrival, the Torch recovers two terrified survivors who speak of their ship turning against them in the night – and of their newly-hostile Commander and AI who, with the help of an unknown boarding party, secured the ship and took it off the net. The engineering crew of the Jonah managed to un-subvert their AI, but faced with imminent capture by the crew, the hostile elements on the Jonah&#039;s bridge scuttled the ship.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A full inventory of retrieved items, papers, and console data retrieved from the SFV Jonah by the Torch&#039;s exploration team can be found [https://hackmd.io/@rootoo807/B1WcWhcgj here].&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;September 24th 2310&amp;quot;&amp;gt;September 24th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|In deep space, after the loss of two researchers under mysterious circumstances, members of the SEV Torch went to the surface of the planet Stocker-Chi to uncover the cause. This chance encounter led to the rediscovery of the population of the long lost COL-Earhart, which set sail under the flag of the Terran Commonwealth centuries ago. Having been entirely isolated since their cryogenic awakening over 100 years ago, they have gathered under the common name of &amp;quot;The Free Peoples of the Earhart&amp;quot;, or FPE, and have sworn themselves sovereign of the SCG. Their current number, location, and plans are widely unknown, but the apprehension of two second-generation colonists by the Torch security force promises enlightenment on the history of these clearly troubled people. To any colonists or deep space travelers who come by members of the &amp;quot;FPE&amp;quot;, it is recommended to exercise caution. The talks about identifying the FPE as a terrorist organization are currently deep underway.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;With these potential terrorists showing up across backwater systems, will the Torch start to cave under their antagonistic ways?&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;October 23rd 2310&amp;quot;&amp;gt;October 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch responds to a drifting evacuation pod. The pod contains a senior Gateway Administration official who reports harrowing news; rogue ships from Special Group Alpha, including the infamous Nathan Hale, destroyed the D. Pavonis gate.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While dodging bluespace phenomena, the Torch successfully worked with the Administrator to receive, and decode the surviving logs from the attack, and was able to provide Sol with the scans and transponder codes of the attacking vessels, as well as the testimony of the Administrator. The recovered logs can be read [https://hackmd.io/@rootoo807/SJSsddENo?utm_source=preview-mode&amp;amp;utm_medium=rec here].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In response to the news and mounting evidence that the rogue ships are coming from the Copernicus system, ships are seen mobilizing across Sol...&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;November 5th 2310&amp;quot;&amp;gt;November 5th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The deep space exploration vessel the SEV Torch suffered minor damage in a collision with an escape shuttle today. No crewmembers were seriously hurt, but one of the two passengers aboard the shuttle died from their injuries from the crash. The survivor – as well as a second living survivor who was later recovered from space – is currently within custody aboard the Torch, awaiting transportation to the Sol System to receive more thorough medical care.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rumors have come out that these two survivors are the descendants of survivors from the COL-Earhart disaster. This group is reported to be the cause of multiple colonies being destroyed, and their people killed. The government has refused to comment on the validity of these claims.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The validity of the Free Peoples of Earhart is beginning to increase across space. As more sightings of people claiming to be from this group pop up, the number of members is beginning to cause concern for the safety of colonies and transport ships. Part of exploration duties now consists of noting potential settlements for the FPE, abandoned or populated, to better handle the threat. Currently, they are seen by the public as an organized group of pirates. SolGov has yet to interrogate one in their home system.&lt;br /&gt;
|-&lt;br /&gt;
|March 18th, 2311&lt;br /&gt;
|The [[Expeditionary Corps#SEV Komarov|SEV Komarov]] is attacked by Fifth Fleet defectors, who steal valuable bluespace technology and kidnap EC Lieutenant Sverker Larson, the Komarov&#039;s Chief Engineer. One of the defectors&#039; shuttles is discovered adrift, engines disabled. The SEV Torch responds to the scene, capturing the shuttle in its gravity well and laying siege.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch is able to disable the remaining defectors aboard, take the shuttle, and reclaim the captive lieutenant. He carries grim news: these defectors – hailing primarily from Iolaus and a smattering of fringe border colonies – have begun to unite under a single banner, calling themselves the &amp;quot;Frontier Alliance&amp;quot;. At the present, the ships that attacked the Komarov are searching for a cache of information Larson preemptively jettisoned from the Komarov into sector SGECO 1313.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch has the opportunity to burn engine fuel and beat this alliance of mutineers to the cache. The Captain makes the call, and the bridge plots the course.&lt;br /&gt;
|-&lt;br /&gt;
|April 1st, 2311&lt;br /&gt;
|The Torch races to retrieve the Komarov cache, right as the new Frontier Alliance – made up of a contingent of Fifth Fleet mutineers, Iolans, and a collection of other dissident colonies – declares ownership of the Copernicus system and the swaths of space and remote colonies around it. Chaos overtakes the system as Solar ships are forced to flee Alliance territory or else be subject to the Alliance&#039;s mercy.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shortly after sending a team of Explorers aboard the Charon to retrieve the cache, the Torch is confronted by the UFS Bulwark, who demands the Torch leave the sector immediately in the name of the Frontier Alliance. The Captain stalls for time by inviting a group of the Bulwark&#039;s so-called &amp;quot;diplomats&amp;quot; onto the Torch to share the Alliance&#039;s beliefs and purpose, hoping to distract them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The arrival goes disastrously, with Torch crew jeering, shoving, and eventually pepper-spraying the visitors. The Alliance crew prepare to return to their ship right as the Bulwark realizes the Torch has a shuttle on the planet...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A shootout commences as the Alliance crew race back to their ship and the Torch attempts to detain them. The Torch reconvenes with the Charon and flees the sector, despite the Bulwark&#039;s best efforts to shoot them out of the sky.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Frontier Alliance – all the more hateful towards Sol for the Torch&#039;s actions – takes their place on the galactic stage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summer, 2310 – Icarus and Interlude ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
!&lt;br /&gt;
* The Torch returns to port after a perilous journey home. Despite the tense political climate, the crew are able to enjoy themselves.&lt;br /&gt;
* On returning to deep space, the Torch finds the wreckage of the [[Expeditionary Corps#SEV Icarus|SEV Icarus]]. A heavily-armed group claiming to be local scrappers prevent them from recovering the vessel, forcing them to abandon the Icarus and continue on.&lt;br /&gt;
* [[Iolaus]] initiates a referendum to secede from the SCG, causing an economic crash. The Torch is hit by major – possibly punitive – budget cuts, but scrapes up enough money to continue operations. Early voting continues on Iolaus, with the referendum set to be decided in September.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 12th 2310&amp;quot;&amp;gt;June 12th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The Torch, having been shot at, sabotaged, repeatedly smeared by the press, and still having managed to successfully negotiate with the Terran Pioneer Corps in spite of it all, finally limps home to port in Mars&#039; orbit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Before the crew leaves for shore, they are greeted by Expeditionary Command&#039;s welcoming party: Admiral Henry Lau, one of the driving forces behind the Helios Project, personally visits the Torch to meet with its command staff, while a Chief “Party Officer” arrives to entertain the crew. In a rare moment of respite, the Torch celebrates its successful mission with partying, drinking, laser tag, and more – and while the political situation remains tense, the crew are able to leave their worries behind them as they head home. For now, at least.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;June 26th 2310&amp;quot;&amp;gt;June 26th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|Degraded bluespace emissions matching the signature of the Bluespace Drive of the long lost [[Expeditionary Corps#SEV Icarus|SEV Icarus]] are detected on Ivanov-Theta, an exoplanet in the remote Luyten 545 system. The Torch jumps to the system, hoping to recover its sister ship.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;On arriving to the planet, the wreckage of the SEV Icarus is found in shambles, with no survivors in sight – Torch crew salvage what they can from the irradiated ship, focusing on body retrieval and data recovery. Hard-drives, digital logs, and EXO documents are recovered from the vessel, and engineering discovers that the ship&#039;s Bluespace Drive is mostly intact.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, the Torch soon realizes they are not alone: a third party, claiming to be a local scrapper group, threatens the Torch&#039;s recovery crew with heavy weaponry. The Torch gathers what it can, but makes little headway. Ultimately, Expeditionary Command orders the Torch to continue on its standard route while they make a plan to fully recover the Icarus.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch establishes a small outpost on Ivanov-Theta for a future recovery attempt, but is forced to abandon the SEV Icarus for now.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;July 30th 2310&amp;quot;&amp;gt;July 30th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As the Sol economy dips in response to the upcoming independence vote by major shipyard and economic powerhouse [[Iolaus]], the Torch was hit by devastating budget cuts and threatened with mission shutdown or privatization if losses were not recouped. Some crew wonder if the cuts were a shameless attempt by reactionary elements in the Senate to punish the EC after the Torch&#039;s rendezvous with the Terrans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch rallies in response, scalping exoplanets for materials, utilizing the R-UST to produce valuable minerals, mass-producing mechs, selling anything not bolted down for credits, and much much more, ultimately scraping up enough to continue operations. Despite a bit of penny-pinching – and more than a bit of bug-meat – the Torch mission continues on!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Meanwhile, early voting on Iolaus begins – and while difficult to interpret meaningfully, tallies suggest that secession from the SCG is a real possibility.&lt;br /&gt;
|}&lt;br /&gt;
== Spring, 2310 – Attack of the Hale ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Events&lt;br /&gt;
|-&lt;br /&gt;
!Overall&lt;br /&gt;
!&lt;br /&gt;
* Following a chance meeting with a Terran Pioneer Corps vessel in the [[Frontier Systems#Maxim’s World/E-14b|E-14b]] system and the subsequent fallout after an attack by the rogue SFV Nathan Hale, the Expeditionary Corps gains a major role in diplomatic relations with the ICCG.&lt;br /&gt;
* Tensions raised between the ICCG and the SCG following rogue SCG Fleet attacks on ICCG delegations.&lt;br /&gt;
* Despite attempts to bring the EC under Fleet supervision, the EC remains independent from the Fleet (for now). Tensions between the EC and the Fleet are at an all time high.&lt;br /&gt;
* After the execution of Torch saboteur Lt. Kristen Rohtin, a portion of Fifth Fleet Vessels have gone rogue and dropped off the grid alongside the SFV Nathan Hale.&lt;br /&gt;
* Advocates for expanding the authority and role of Defense Force leadership are taking over major political positions.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;March 19th 2310&amp;quot;&amp;gt;March 19th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|After the SEV Torch and a ICCG exploration vessel, the GCNV Itinerant, arrive in the lush and mineral-rich E-14b sector simultaneously, Solar authorities announce that the Torch will host a delegation from the Itinerant to discuss mutual development of the system.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;But not all of Sol wants diplomacy: shortly after receiving the delegation, the Torch receives an urgent fax from the [[Sol Central Government Fleet#5th Fleet|SFV Nathan Hale]] demanding the immediate arrest of the Terrans. Fearing the start of a war, the Torch’s Commanding Officer delays the demand and attempts to contact Expeditionary Command, who — despite communication jamming — re-establish contact with the Torch after several tense hours and confirm that the Hale has gone rogue.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch alerts the Hale that they will not comply with the arrest order; the Hale promptly fires missiles upon the Torch in response, forcing the ship to evacuate the Terran delegates and begin evasive maneuvers. The Torch engages its emergency bluespace jump and evacuates the sector after taking several hits.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Nathan Hale cuts all communications with Fleet command and falls off all tracking software as Sol decries the Hale&#039;s actions. The Torch arrives far off the planned course with a damaged drive, and awaits repairs.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 9th 2310&amp;quot;&amp;gt;April 9th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|For the last several weeks, the damages that the SFV Nathan Hale brought unto the SEV Torch and its crew have been largely repaired, but the largest of all remains at the forefront of everyone&#039;s minds: the Bluespace Drive remains only partially functional. Help arrives after weeks of waiting by way of a delegation from the SFV Amberjack, but it isn&#039;t the help the Torch was expecting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A representative for the Committee of Diplomatic Affairs meets with the Command of the vessel, inspectors from the Special Affairs Committee hand out a flurry of demerits and fines, and investigators from the [[Sol Federal Police]] and Fleet Internal Investigations pull crew one by one into interrogation and send them away with the knowledge that their personal lives would soon be upturned with exhaustive investigatory searches.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Through the combined efforts of a [[Skrell|Skrellian]] Bluespace Engineer and the SEV Torch&#039;s own Engineering department, the Bluespace Drive is repaired, once more at full functionality. However, the ship&#039;s troubles are not over: the Torch receives orders to remain in space and await future communications from the Admiralty. And as the Amberjack shuttle leaves the SEV Torch, Torch supply crew report the departing political staff looking horribly smug.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;April 23rd 2310&amp;quot;&amp;gt;April 23rd, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|As a result of the disastrous inter-organizational audits of the last month, the Torch is forced to contend with an elite team of Fleet investigators and strong-arms charged with shaking down the ship. The team sets to work tearing open lockers and turning out pockets, &amp;quot;finding&amp;quot; drugs, weaponry, and contraband of all description wherever they turn their gaze.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The obvious setup doesn’t escape the notice of the Torch&#039;s Captain, nor indeed most of the crew, and a non-violent protest is rallied. The crew of the Torch gathers near the airlock and surrounds the Fleet investigators who have arrested the Torch&#039;s Senior Engineer with the same sorts of planted evidence they’ve been finding all over the Torch. The Torch&#039;s riot armor-clad Security team attempts to prevent the gathered mob from escalating the situation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All the while, the Solar Assembly debates an emergency bill which would give the Sol Central Government Defense Forces oversight over the Expeditionary Corps, which would result in an unprecedented end to the organization’s non-military history. Officials from the ICCG announce they will only continue talks with Corps&#039; vessels – and only unsupervised by SFV presence, in their own territory.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Independents&#039; terms are agreed to by the Corps, the Torch, and Secretary General Amaya Barros despite the advancing assembly motions to gut Corps leadership. The Torch now sets out, without their Senior Engineer, towards the border and an uncertain future…&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div id=&amp;quot;May 14th 2310&amp;quot;&amp;gt;May 14th, 2310&amp;lt;/div&amp;gt;&lt;br /&gt;
|The SEV Torch finally arrives in ICCG space to meet with the Terran Pioneer Corps, hoping to establish firmer ties and continue building towards a more peaceful future for humanity. Unbeknownst to both sides, a saboteur from within the Torch’s own crew threatens everything they’re working towards.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Lieutenant Kristen Rohtin – the Torch&#039;s Chief Engineer, an officer of the Fleet, and a sympathizer of the SFV Nathan Hale – sabotages nearly every major system on board the Torch with the aid of a subverted station-bound drone. The rest of the engineering team struggles to undo the damage as the broken Bluespace Drive causes previously unheard of anomalies. In the chaos, the meeting with the Pioneer Delegation is nearly burned alive by the subverted drone.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The sabotage cuts the Torch off from communicating with Sol. The Solar Assembly, in a state of panic, begins to push for war. Every ounce of paranoia comes to the forefront as Sol believes that the ICCG has intentionally taken the Torch offline. In the brink of time, the engineering team manages to get communications back online, averting the start of an interstellar war.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;His sabotage failing and war all but thwarted, Lt. Rohtin arms up and attempts to eliminate the ICCG delegation directly so that no further collaboration may be possible. In a short and brutal shootout, Rohtin is apprehended by the Torch’s security team.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Torch holds a Field Court-Martial, fearing that carrying Lt. Rohtin back to Sol for trial would open them up to attack from the rogue Nathan Hale, or that sympathizers to Rohtin’s cause at home might allow him to escape justice. The verdict given is one of guilt: Rohtin is executed by firing squad.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shockingly, unprecedentedly, the Fifth Fleet reports that more members of Special Group Alpha have gone AWOL, with a number of other Fleet personnel also falling off of the radar. It is unclear how or why, but rumors of dissidence, dissatisfaction, and discontent touch every corner of the affair.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>NL208</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3239</id>
		<title>Guide to Robotics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Guide_to_Robotics&amp;diff=3239"/>
		<updated>2025-08-14T18:40:49Z</updated>

		<summary type="html">&lt;p&gt;NL208: fix visual editor adding &amp;quot;index.php&amp;quot; to category links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of Prosthetics, Robots, augments, exosuits, and bots.&lt;br /&gt;
&lt;br /&gt;
== Cybernetic Repairs - FBPs, IPCs, and Prosthetics ==&lt;br /&gt;
[[File:Robotics analyzer readout ipc.png|thumb|Robot analyzer output for a damaged IPC.]]&lt;br /&gt;
For lore on prosthetics and FBPs, see [[Prosthetics]].&lt;br /&gt;
&lt;br /&gt;
Part of the duty of the ship’s Roboticist is the repair and maintenance of the Torch’s mechanical crew: [[Positronics|IPCs]], FBPs (i.e. “Full Body Prosthetics”), and the various prosthetics used by the crew. &lt;br /&gt;
&lt;br /&gt;
In order to diagnose a robotic patient, scan them them with your [[File:Robot analyzer.png|frameless]] &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; — this will give you a readout of their health, including brute damage and electronic damage (i.e. burns), as well as any damage to internal parts.&lt;br /&gt;
&lt;br /&gt;
Most damage to prosthetic limbs can simply be repaired with a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welder&#039;&#039;&#039; (for brute damage) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (for burns). However, if the damage becomes too severe or damage to internal parts becomes an issue, you will need to bring the patient to an operating table and perform repairs there. &lt;br /&gt;
&lt;br /&gt;
Mechanically, Robotics procedures function the same way as Surgery, except that you’re operating on mechanical patients rather than organic ones. See the [[Guide to Surgery]] for more details on surgical setup.&lt;br /&gt;
&lt;br /&gt;
Working with robotic patients simplifies operations in a few ways — your patients don&#039;t feel pain and don&#039;t need to be unconscious during surgery, have fewer “organs” to worry about, and are (usually) stable enough that they won&#039;t die on your table. Robotic repairs follow a different system than organic medical procedures, however, as detailed below.&lt;br /&gt;
&lt;br /&gt;
For conducting internal repairs, IPCs and FBPs have the following internal parts:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!Organ&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Positronic Brain&amp;lt;br&amp;gt;(IPC only)&amp;lt;br&amp;gt; - or - &amp;lt;br&amp;gt;MMI&amp;lt;br&amp;gt;(FBP only)&lt;br /&gt;
|[[File:Postronic brain.gif|frameless]] [[File:Man machine interface.png|frameless]]&lt;br /&gt;
|The patient&#039;s brain. IPCs have a positronic brain (a very advanced computer), which is located in the upper body — FBPs have a Man-Machine Interface (or MMI - a brain in a jar), which is located in the head. &lt;br /&gt;
This is where the patient&#039;s “self” is stored: total destruction of the brain means the patient is dead for good, so take good care of it! Note that unlike organic patients, positronics and MMIs can survive just fine outside the body — if a patient is truly scrapped, feel free to take the brain out and put in on your desk while you work.&lt;br /&gt;
|-&lt;br /&gt;
!Microbattery&lt;br /&gt;
|[[File:Microbattery.png|frameless]]&lt;br /&gt;
|The patient&#039;s power source. Located in the upper body. &lt;br /&gt;
&lt;br /&gt;
Damaged batteries hold less charge, and a missing or destroyed battery can&#039;t charge at all. Without charge, your patient will fall unconscious and start taking continuous brain damage. Outside of direct damage to the brain, this is the only thing that can kill a robotic patient! Fix missing/damaged batteries as soon as possible — they can be replaced with cells from the Prosthetic Organ Fabricator in the Robotics OR.  &lt;br /&gt;
&lt;br /&gt;
The microbattery contains a power cell — by default an advanced power cell capable of storing 1000Wh. This cell can be replaced by using a screwdriver on the microbattery to open its panel, using a crowbar to remove the old cell, adding the new cell, and using the screwdriver again to close the microbattery.  &lt;br /&gt;
&lt;br /&gt;
In a pinch, you can leave a patient with a dead battery in a Cyborg Recharging Station to put them on “life support” and buy some time, or you can remove their brain to protect it from the constant damage.&lt;br /&gt;
|-&lt;br /&gt;
!Optical Sensors&lt;br /&gt;
|[[File:Robot eyes.png|frameless]]&lt;br /&gt;
|The eyes. Located in the head. &lt;br /&gt;
&lt;br /&gt;
Destroyed or missing optical sensors cause blindness — not lethal, but still important to fix. Replacement optical sensors can be printed from the Prosthetic Organ Fabricator in the Robotics Operating Room.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, you may encounter the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Augments&#039;&#039;&#039;: Various mechanical devices designed to provide the user with additional skills or capabilities. Usable by both organic and mechanical patients, and can be taken in character setup or installed by a Roboticist — see the [[Guide to Robotics#Augments|Augments]] section.&lt;br /&gt;
*&#039;&#039;&#039;Prosthetic organs&#039;&#039;&#039;: Synthetic organs designed to replace missing ones in otherwise organic patients. Due to the nature of prosthetic organs (i.e. you need to saw into a meat-person to get at them), repairing prosthetic organs is usually the responsibility of the [[Physician|Physicians]] — you might still be called up to advise, however.&lt;br /&gt;
&lt;br /&gt;
====Tools ====&lt;br /&gt;
When conducting robotic repairs, you&#039;ll want the following tools available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Standard Tools&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Separate Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Welding tool.gif|frameless]]&lt;br /&gt;
|Welding Tool&lt;br /&gt;
|[[File:Crowbar.png|frameless]]&lt;br /&gt;
|Crowbar&lt;br /&gt;
|[[File:Multitool.png|frameless]]&lt;br /&gt;
|Multitool&lt;br /&gt;
|[[File:Exosuit fabricator.png|frameless]]&lt;br /&gt;
|Exosuit Fabricator&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For printing parts)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cable coil.png|frameless]]&lt;br /&gt;
|Cable Coil&lt;br /&gt;
|[[File:Wirecutters.png|frameless]]&lt;br /&gt;
|Wirecutters&lt;br /&gt;
|[[File:Robot analyzer.png|frameless]]&lt;br /&gt;
|Robot Analyzer &lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For diagnosis)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|[[File:Welding goggles.png|frameless]]&lt;br /&gt;
|Welding Mask/Goggles&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;(For protecting your eyes)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Screwdriver.png|frameless]]&lt;br /&gt;
|Screwdriver&lt;br /&gt;
|[[File:Wrench.png|frameless]]&lt;br /&gt;
|Wrench&lt;br /&gt;
|[[File:Nanopaste.png|frameless]]&lt;br /&gt;
|Nanopaste&lt;br /&gt;
|[[File:Surgical kit.png|frameless]]&lt;br /&gt;
|Surgical Kit &#039;&#039;&amp;lt;small&amp;gt;(Optional)&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Depending on the task at hand, you may find yourself needing other tools as well — spare cells and parts, MMIs (empty or otherwise), and advanced trauma kits may all be needed depending on the surgery. Consult the List of Procedures below to determine what extra parts you&#039;ll need for a given surgery. &lt;br /&gt;
&lt;br /&gt;
You might also find it useful to carry a &#039;&#039;&#039;roller bed&#039;&#039;&#039;. This lets you perform on-the-spot surgery without needing to bring your patient back to the Operating Table, and also lets you move your patients safely — just like organic patients, dragging damaged robots (including Bound Synthetics) around on the ground can cause serious injury!&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
Like standard surgery, robotic surgery is — in-character, at least —  a complicated process and requires certain [[skills]] in order to perform successfully. Robotic surgery requires the following:&lt;br /&gt;
&lt;br /&gt;
*For metal-on-metal (e.g. FBP or working on robotic internal organs inside robotic body part) &#039;&#039;&#039;&amp;lt;u&amp;gt;Experienced Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; is needed.&lt;br /&gt;
*For metal-on-meat (e.g. installing robotic parts inside organic bodies) both &#039;&#039;&#039;&amp;lt;u&amp;gt;Basic Complex Devices&amp;lt;/u&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;u&amp;gt;Trained Anatomy&amp;lt;/u&amp;gt;&#039;&#039;&#039; are needed.&lt;br /&gt;
&lt;br /&gt;
Each missing skill level in either Complex Devices or Anatomy applies a stacking chance of failure, so it&#039;s not advisable to attempt unskilled robotics procedures unless the situation is very dire. &lt;br /&gt;
&lt;br /&gt;
Note that Roboticists are not surgical professionals and should not be operating on organic patients (even for amputations or prosthetic installations) – that&#039;s the Surgeon&#039;s job. Likewise, Surgeons should not be conducting robotics repairs (excluding limb installations and repairs on augments/prosthetic organs inside of organic patients), regardless of mechanical skill levels.&lt;br /&gt;
&lt;br /&gt;
Higher levels of Complex Devices increases the speed at which you perform robotic surgery steps. Additionally, you may want to invest in &#039;&#039;&#039;&amp;lt;u&amp;gt;Construction&amp;lt;/u&amp;gt;&#039;&#039;&#039; and/or &#039;&#039;&#039;&amp;lt;u&amp;gt;Electrical Engineering&amp;lt;/u&amp;gt;&#039;&#039;&#039; — these skills determine how effective you are at repairing brute and burn damage, respectively.&lt;br /&gt;
&lt;br /&gt;
===List of Procedures===&lt;br /&gt;
Certain tools incur a penalty to success chances when used in a surgery step, marked in parentheses. Base success chance is also affected by Complex Devices skill. For a full list of tools capable of performing each repair step (including some inadvisable ones), see the Improvised Repairs table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Improvised Repairs&lt;br /&gt;
|-&lt;br /&gt;
!Repair Type&lt;br /&gt;
!Equivalents&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Opening/Closing a Maintenance Hatch&lt;br /&gt;
|Unscrew/Secure Maintenance Hatch – Hand Drill (100%), Screwdriver (60%), Coin (30%), Knife (40%)&lt;br /&gt;
|-&lt;br /&gt;
|Open/Close Maintenance Hatch – Hydraulic Prying Tool (80%), Crowbar (60%), Retractor (40%), Kitchen Utensil (Fork, Spoon, Table Knife, etc.) (30%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Robotic Limb Repair&lt;br /&gt;
|Repair damage to prosthetic - Arc Welder (50%), Welding Tool (35%), Plasma Cutter (25%), [[Guide to Psionics#Psychokinesis|Psiblade (Master+) (100%)]]&lt;br /&gt;
|-&lt;br /&gt;
|Repair burns on prosthetic - Cable Coil (50%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Structural Support Repair&lt;br /&gt;
|Begin/Finish structural support repair – Welding Tool (50%), Duct Tape (30%), Bone Gel (30%)&lt;br /&gt;
|-&lt;br /&gt;
|Realign support – Wrench (70%), Bone Setter (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Amputation&lt;br /&gt;
|Amputate limb – Circular Saw (100%), Hatchet (75%)&lt;br /&gt;
|-&lt;br /&gt;
!Limb Replacement Surgery&lt;br /&gt;
|Connect limb – Hemostat (100%), Cable Coil (75%), Mousetrap (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Reinforce Robotic Limb&lt;br /&gt;
| Reinforce Limb – Nanopaste (50%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Repair &lt;br /&gt;
|Repair prosthetic organ – Nanopaste (60%), Hand Drill (50%), Screwdriver (30%), Bone Gel (20%)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Robotic Organ Removal  &lt;br /&gt;
|Decouple prosthetic organ – Multitool (70%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove internal organ – Hemostat (100%), Wirecutters (75%), Knife (75%), Hydraulic Prying Tool (50%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
|Remove MMI – Hemostat (100%), Wirecutters (75%), Fork (20%)&lt;br /&gt;
|-&lt;br /&gt;
!Robotic Organ Transplantation&lt;br /&gt;
|Reattach prosthetic organ – Hand Drill (70%), Screwdriver (50%)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Often prosthetic-users will have taken damage on several parts at once. For ease of repair and speed, remember to use the numpad body-part selection hotkeys.&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Opening/Closing a Maintenance Hatch&amp;quot;&amp;gt;Opening/Closing a Maintenance Hatch&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;The first and last step of most robotics procedures.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|To open: &lt;br /&gt;
&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (60%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (100%) to unscrew the hatch on the target body part.&lt;br /&gt;
#Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; (60%), [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractors&#039;&#039;&#039; (40%), or [[File:Hydraulic prying tool.gif|frameless]] &#039;&#039;&#039;hydraulic prying tool&#039;&#039;&#039; (80%) to open the hatch.&lt;br /&gt;
&lt;br /&gt;
Reverse steps to close the hatch.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Robotic Limb Repair&amp;quot;&amp;gt;Robotic Limb Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing brute and burn damage to various robotic body parts.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Minor damage can be fixed externally.  Only more severe injuries require surgery.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the target body part.]]&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (35%) to repair brute damage, or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (50%) to repair burn damage.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Structural Support Repair&amp;quot;&amp;gt;Structural Support Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing robotic bones.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;You can use medical splints to provide a quick fix for broken robotic limbs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to begin structural support repair.&lt;br /&gt;
#Use a [[File:Wrench.png|frameless]] &#039;&#039;&#039;wrench&#039;&#039;&#039; (70%) to realign the structural support.&lt;br /&gt;
# Use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; (50%) to finish structural support repair.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Amputation&amp;quot;&amp;gt;Amputation&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing parts that are totally scrapped.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works the same on robotic and organic limbs.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Aim for the body part you wish to amputate.&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the limb.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Limb Replacement Surgery&amp;quot;&amp;gt;Limb Replacement Surgery&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Replacing missing limbs or severed heads.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for installing prosthetics and replacing robot parts alike.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
# Use a [[File:Circular saw.png|frameless]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; (100%) to amputate the existing limb and/or stump, if one is present.&lt;br /&gt;
#Print a &#039;&#039;&#039;limb&#039;&#039;&#039; from the Exosuit Fabricator, and attach it to the patient.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; (75%) to connect the tendons and such.&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! &amp;lt;div id=&amp;quot;Reinforce Robotic Limb&amp;quot;&amp;gt;Reinforce Robotic Limb&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For making brittle parts non-brittle.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the robotic maintenance hatch on the target body part]].&lt;br /&gt;
#Apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (50%) to reinforce.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Repair&amp;quot;&amp;gt;Robotic Organ Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Fixing busted batteries, pulverized positronics, and other damaged robotic organs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;See [[Guide to Robotics#MMI Repair|MMI Repair]] for fixing MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|For reference: &lt;br /&gt;
&lt;br /&gt;
*Microbatteries and positronic brains are in the upper body.&lt;br /&gt;
*MMIs and optical sensors are in the head.&lt;br /&gt;
*Augment location varies depending on the type of augment.&lt;br /&gt;
&lt;br /&gt;
Note: MMIs require a different procedure to fix (see “MMI Repair”). &lt;br /&gt;
&lt;br /&gt;
Note: Optical sensors and prosthetic eyes can be fixed externally, by targeting the patient&#039;s eyes with &#039;&#039;&#039;nanopaste&#039;&#039;&#039; or a &#039;&#039;&#039;screwdriver&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; (60%), [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (30%), or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (50%) to repair the organ&#039;s mechanisms. &lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Removal&amp;quot;&amp;gt;Robotic Organ Removal&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Removal of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
#Use a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; (70%). This will open up a window asking you which organ you&#039;d like decouple.&lt;br /&gt;
#Use a [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; (100%) or [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; (75%) to extract the organ. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
#Follow [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] steps, if replacing the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Robotic Organ Transplantation&amp;quot;&amp;gt;Robotic Organ Transplantation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Re-insertion of batteries, brains, etc.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Open the maintenance hatch on the appropriate body part]].&lt;br /&gt;
# Use the organ you intend to transplant on the patient.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; (50%) or [[File:Power drill.gif|frameless]] &#039;&#039;&#039;hand drill&#039;&#039;&#039; (70%) to reattach the organ.&lt;br /&gt;
#[[Guide to Robotics#Opening/Closing a Maintenance Hatch|Close the maintenance hatch]].&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;MMI Repair&amp;quot;&amp;gt;MMI Repair&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For fixing bruised MMIs.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Remove the [[File:Man machine interface.png|frameless]] &#039;&#039;&#039;MMI&#039;&#039;&#039; from the patient (see [[Guide to Robotics#Robotic Organ Removal|Robotic Organ Removal]]).&lt;br /&gt;
#Use an [[File:Advanced trauma kit.png|frameless]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; on the MMI until it is no longer damaged.&lt;br /&gt;
#Reinstall the MMI in the patient, if desired (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align:top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!&amp;lt;div id=&amp;quot;Extracting organs from detached body parts&amp;quot;&amp;gt;Extracting organs from detached body parts&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;For removing brains from decapitated heads for MMI-ification.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Works for other organs too.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Place the body part on any surface, or hold it in hand.&lt;br /&gt;
#Use the [[File:Scalpel.png|frameless]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#Use the [[File:Retractor.png|frameless]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
#Use the [[File:Hemostat.png|frameless]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Full Body Prosthetics and Man-Machine Interfaces===&lt;br /&gt;
Sometimes the unthinkable happens: a person is so catastrophically injury that only their brain can be salvaged. All is not lost, however — we can rebuild them!&lt;br /&gt;
&lt;br /&gt;
In the event of such an injury, the brain can be placed in an Man-Machine Interface (MMI), a complex life support system that keeps the brain alive outside the body. The Roboticist is then responsible for the construction of a Full Body Prosthetic (FBP): a new, cybernetic body for the patient. Unlike bound synthetics, FBPs keep their free will and personalities intact. To construct an FBP:&lt;br /&gt;
&lt;br /&gt;
#Print the following parts from the Exosuit Fabricator, under the “Cyborg” tab:&lt;br /&gt;
#*Cyborg Head&lt;br /&gt;
#* Cyborg Torso&lt;br /&gt;
#*2x Cyborg Legs (one left, one right)&lt;br /&gt;
#*2x Cyborg Arms (one left, one right)&lt;br /&gt;
#Insert &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039; into the Cyborg Torso. The torso will serve as the base for your FBP.&lt;br /&gt;
#Insert &#039;&#039;&#039;2x Flash&#039;&#039;&#039; into the Cyborg Head.&lt;br /&gt;
# Attach the head to the torso. You will be prompted to choose a source species and a name for the body.&lt;br /&gt;
#Attach the arms and legs to the torso as usual for prosthetic repairs (see [[Guide to Robotics#Limb Replacement Surgery|Limb Replacement Surgery]]).&lt;br /&gt;
#Finally, you will need an MMI for the machine. Open up the head and install the MMI (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]]).&lt;br /&gt;
&lt;br /&gt;
On some occasions, you may need to remove a brain from its MMI — mainly, if the patient has decided they&#039;d rather die than live with the existential horror of being a brain-jar. To do so, swipe your ID through the MMI in order to unlock it (you&#039;ll need either Robotics or Medical access), then remove the brain. Just be sure to get this cleared with your higher-ups first so you&#039;re not charged with murder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI is an effective way to save someone from certain death, it is an extremely traumatic and debilitating process - only do so if you are sure it is the patient&#039;s wishes.&lt;br /&gt;
&lt;br /&gt;
==Bound Synthetics - Robots, Borgs, and Drones ==&lt;br /&gt;
Similarly, the Roboticist is in charge of repairing, upgrading, and occasionally constructing the ship&#039;s [[Robot|bound synthetics]]: the station-bound robots, borgs, and drones tasked with helping the station&#039;s inhabitants in their daily life. Like some IPCs, each bound synthetic is shackled to a set of laws which they must follow ([[Traitor|except when they&#039;re not]]).&lt;br /&gt;
&lt;br /&gt;
===Bound Synthetic Maintenance===&lt;br /&gt;
[[File:Robotics analyzer readout stationbound.png|thumb|Robot analyzer output for a damaged station-bound synthetic.]]&lt;br /&gt;
Bound synthetics may come to you with any number of problems. Here&#039;s how to deal with them most of the time.&lt;br /&gt;
&lt;br /&gt;
Diagnosing a bound synthetic functions the same as diagnosing any other robotic patient — scan them with the &#039;&#039;&#039;robot analyzer&#039;&#039;&#039; to get a readout of the synthetic&#039;s health. &lt;br /&gt;
&lt;br /&gt;
Bound synthetics can receive two types of damage: &#039;&#039;&#039;brute&#039;&#039;&#039; (from physical trauma) and &#039;&#039;&#039;electronics&#039;&#039;&#039; (i.e. burns). Unlike IPCs and FBPs, who can take both internal and external damage, damage to bound synthetics is simply the sum of electronics and brute damage on all parts. If a part becomes too damaged, it may be destroyed — it will be unable to be repaired and must be replaced with a new part from the Exosuit Fabricator, though destroyed parts still contribute to the overall damage on the synthetic.&lt;br /&gt;
&lt;br /&gt;
Conducting repairs (or upgrades) on a bound synthetic is a matter of opening their internal mechanisms, applying whatever modifications you intend to do, and resealing them. Steps for each degree of opening a bound synthetic, as well as the repairs/upgrades that can be applied at that step, are listed below. &lt;br /&gt;
&lt;br /&gt;
*Externally, you can use a [[File:Welding tool.gif|frameless]] &#039;&#039;&#039;welding tool&#039;&#039;&#039; to repair brute damage to the bound synthetic (so long as the damaged parts aren&#039;t totally destroyed). This does not require the robot&#039;s maintenance panel to be opened. Be sure to use protective eyewear while welding if you like not being blind.&lt;br /&gt;
*Likewise, you can externally apply [[File:Nanopaste.png|frameless]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; to the synthetic to repair both brute and electronics damage. Bear in mind that nanopaste is limited use.&lt;br /&gt;
&lt;br /&gt;
#Swipe an ID with Robotics access to unlock the panel to begin opening the bound synthetic.&lt;br /&gt;
#[[File:Crowbar.png|frameless]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; open the panel.&lt;br /&gt;
#*Here, you can apply upgrade modules by printing them from the Exosuit Fabricator and inserting them in the bound synthetic. See the [[Guide to Robotics#Upgrades|Upgrades]] section for a list of upgrade modules. Two modules of note are:&lt;br /&gt;
#**&#039;&#039;&#039;Reset Module:&#039;&#039;&#039; Once a bound synthetic chooses a module (Engineer, Janitor, Security, etc.), they cannot change the module without your help. Applying the Reset upgrade allows you to manually reset the synthetic&#039;s module and allow it the option of choosing a new one.&lt;br /&gt;
#**&#039;&#039;&#039;Emergency Restart Module:&#039;&#039;&#039; Used to force a restart of a disabled-but-repaired robot, bringing it back online. Effectively, if a synthetic has been “killed”, this will attempt to pull the player&#039;s ghost back into the robot body.&lt;br /&gt;
#Remove the bound synthetic&#039;s power cell by clicking on it with an empty hand.&lt;br /&gt;
#*You can upgrade the synthetic&#039;s power cell at this point by swapping the cell with a higher-capacity cell. Note: The default power cell in bound synthetics is an advanced power cell with a rating of 1,000Wh. The Science Department can research power cells that exceed 3,000Wh.&lt;br /&gt;
#Use a [[File:Screwdriver.png|frameless]] &#039;&#039;&#039;screwdriver&#039;&#039;&#039; to expose the wires. &lt;br /&gt;
#*Using [[File:Cable coil.png|frameless]] &#039;&#039;&#039;cable coil&#039;&#039;&#039; at this point repairs electronics damage (i.e. burns) on any parts that aren&#039;t destroyed.&lt;br /&gt;
#*Using [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; and/or a [[File:Multitool.png|frameless]] &#039;&#039;&#039;multitool&#039;&#039;&#039; allows you to access the synthetic&#039;s wiring panel, including the LawSync, AI Link, and Module Lock. See the [[Guide to Robotics#Wiring Panel|Wiring Panel]] section for details.&lt;br /&gt;
#*Using a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this point allows you to remove parts from the synthetic, letting you replace damaged and destroyed parts with new ones from the Exosuit Fabricator. To add a part, simply click on the synthetic with the new part in-hand. Robot parts are as follows:&lt;br /&gt;
#** &#039;&#039;&#039;Actuator:&#039;&#039;&#039; Allows the robot to move.&lt;br /&gt;
#**&#039;&#039;&#039;Armour plating:&#039;&#039;&#039; Protects the robot from damage. Usually first module to be damaged. Flying synthetics can instead only use &#039;&#039;&#039;light armour plating&#039;&#039;&#039;, which offers less protection with about half the health. Non-flying robots can be equipped with light armour plating, but gain no benefit from doing so.&lt;br /&gt;
#**&#039;&#039;&#039;Binary communication device:&#039;&#039;&#039; Enables communications over the binary channel, allowing the robot to speak with with other bound synthetics and any AIs.&lt;br /&gt;
#**&#039;&#039;&#039;Camera:&#039;&#039;&#039; Enables cyborg vision.&lt;br /&gt;
#**&#039;&#039;&#039;Power cell:&#039;&#039;&#039; Stores power. Without it, the robot is forced to emergency backup power and can&#039;t function. Unlike the other components, the power cell is removed by hand at Step 3.&lt;br /&gt;
#** &#039;&#039;&#039;Radio:&#039;&#039;&#039; Enables radio communications over the common channel and any other channels the robot may have access to.&lt;br /&gt;
#**&#039;&#039;&#039;Self-diagnosis unit:&#039;&#039;&#039; Analyses cyborg&#039;s modules, providing damage readouts and basic information.&lt;br /&gt;
#Use [[File:Wirecutters.png|frameless]] &#039;&#039;&#039;wirecutters&#039;&#039;&#039; to cut all five wires in the synthetic&#039;s wiring panel.&lt;br /&gt;
#*Use a [[File:Crowbar.png|frameless]] &#039;&#039;&#039;crowbar&#039;&#039;&#039; at this step to dismantle the synthetic, removing their brain (positronic, MMI, or ai-circuit, depending on the type of synthetic) and destroying the head. Useful if the synthetic has been damaged beyond all repair, or if you plan on transferring the brain to another chassis for whatever reason.&lt;br /&gt;
&lt;br /&gt;
To close the synthetic, simply repeat your steps in reverse order: mend the wires, un-expose the wiring panel with the screwdriver, return the power cell, crowbar the maintenance panel shut, and re-swipe your ID in order to lock the maintenance panel.&lt;br /&gt;
&lt;br /&gt;
====Wiring Panel ====&lt;br /&gt;
Bound synthetics 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.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the bound synthetic. The bound synthetic 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.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; 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 bound synthetic to be slaved to an AI, but not synced with its laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The bound synthetic will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the bound synthetic is slaved to an AI and must follow that AI&#039;s orders.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the bound synthetic 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 bound synthetic to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the synthetic to be unslaved from the AI and bound only by its laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
*&#039;&#039;&#039;Module Lock&#039;&#039;&#039;: If this light is on, the module of the bound synthetic cannot be changed.&lt;br /&gt;
** &#039;&#039;Pulsing&#039;&#039; this will reset the module of a cyborg and allow it to pick a new one.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the bound synthetic to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will allow the bound synthetic to change modules.&lt;br /&gt;
&lt;br /&gt;
An emagged bound synthetic will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, bound synthetics are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
Bound synthetics can have various upgrades applied to them. Upgrades can be printed from the fabricator, and can be applied to a synthetic that has an open panel. Note that some upgrades can only be applied to certain types of synthetic.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Upgrade&lt;br /&gt;
!Description&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Emergency restart module&lt;br /&gt;
|Used to force a restart of a disabled-but-repaired robot, bringing it back online.&lt;br /&gt;
| 60000 Steel&lt;br /&gt;
5000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight module &lt;br /&gt;
|Used to boost cyborg&#039;s integrated light intensity.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Optical matrix shielding&lt;br /&gt;
| Provides shielding for the optical matrix, rendering the robot immune to flashes.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Rename module&lt;br /&gt;
|Used to rename a cyborg. &lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Reset module&lt;br /&gt;
|Used to reset a cyborg&#039;s module. Destroys any other upgrades applied to the robot.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!VTEC module &lt;br /&gt;
|Used to kick in a robot&#039;s VTEC systems, increasing their speed.&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
5000 Gold&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Jetpack module&lt;br /&gt;
|A carbon dioxide jetpack suitable for low-gravity mining operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to mining borgs.&#039;&#039;&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Phoron&lt;br /&gt;
&lt;br /&gt;
20000 Uranium&lt;br /&gt;
|– &lt;br /&gt;
|-&lt;br /&gt;
!Rapid weapon cooling module&lt;br /&gt;
|Used to cool a mounted energy gun, increasing the potential current in it and thus its recharge rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to security borgs (non-flying only).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Security borgs are not available during normal gameplay.&#039;&#039;&lt;br /&gt;
|80000 Steel&lt;br /&gt;
6000 Glass&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
&lt;br /&gt;
500 Diamond&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD module&lt;br /&gt;
| A rapid construction device module for use during construction operations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only available to engineering borgs (non-flying only).&#039;&#039;&lt;br /&gt;
|25000 Steel&lt;br /&gt;
10000 Phoron&lt;br /&gt;
&lt;br /&gt;
1000 Gold&lt;br /&gt;
&lt;br /&gt;
1000 Silver&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Illegal Upgrade&lt;br /&gt;
|Allows for the construction of lethal upgrades for cyborgs.&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Glass&lt;br /&gt;
&lt;br /&gt;
10000 Diamond&lt;br /&gt;
|Esoteric 3&lt;br /&gt;
Combat 4&lt;br /&gt;
|-&lt;br /&gt;
! Uncertified module: PRTY&lt;br /&gt;
|Schematics for a robotic module, scraped from seedy parts of the net. Who knows what it does?&lt;br /&gt;
|7500 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2000 Diamond&lt;br /&gt;
|Esoteric 2&lt;br /&gt;
Data Theory 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Making a Bound Synthetic=== &lt;br /&gt;
&lt;br /&gt;
#Fill the Exosuit Fabricator with as much metal as it will hold.&lt;br /&gt;
#Click on the Exosuit Fabricator to open its menu. Select &#039;&#039;&#039;“Add all parts to queue”&#039;&#039;&#039; beside the &#039;&#039;&#039;“Cyborg”&#039;&#039;&#039; option, and then click &#039;&#039;&#039;“Process Queue”&#039;&#039;&#039; in the right sidebar. Note that adding &amp;quot;all parts&amp;quot; will print several extra components that are only used for repair, not construction.&lt;br /&gt;
#Wait for a few minutes for the pieces to be built. You may need to add additional metal to the Fabricator in order for it to finish.&lt;br /&gt;
#When putting the parts together, use the Robot Frame as a base.&lt;br /&gt;
#*The Cyborg Head will need &#039;&#039;&#039;2x Flash&#039;&#039;&#039;.&lt;br /&gt;
#*The Cyborg Torso will need &#039;&#039;&#039;cable coil&#039;&#039;&#039; and a &#039;&#039;&#039;power cell&#039;&#039;&#039;.&lt;br /&gt;
#*The arms and legs can be attached by simply picking them up and placing them on the Robot Frame.&lt;br /&gt;
#*Finally you will need a mind for the machine. Active positronic brains, their non-sentient ai-circuit counterparts or MMIs are all possible choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; MMI-ing a living person for no reason is highly illegal and tantamount to murder, as is “borg-ing” them. While an MMI &#039;&#039;can&#039;&#039; be installed in a bound synthetic, don&#039;t — unless you&#039;re an [[Traitor|Antagonist]], anyways.&lt;br /&gt;
&lt;br /&gt;
==Augments==&lt;br /&gt;
Augments are organs designed to provide the user with additional skills or capabilities. The process to install and remove them is the same as for any other organ (see [[Guide to Surgery#Organ Removal or Transplantation|Organ Transplantation]] in the Guide to Surgery). If the target organ is prosthetic the procedure is slightly different, as described for prosthetic repairs and organ installation (see [[Guide to Robotics#Robotic Organ Transplantation|Robotic Organ Transplantation]] in the List of Cybernetic Procedures above).&lt;br /&gt;
&lt;br /&gt;
As a Roboticist, you&#039;re able to produce and install these augments from your Exosuit Fabricator. Some augments may have certain research requirements that need to be reached before you&#039;ll be able to produce them – be sure to talk to Science if there&#039;s a certain augment you&#039;re trying to make. Note that, without the skills to perform surgery, you&#039;ll be limited to installing augments in metal body parts only – for augments in organic parts, try coordinating with a [[Physician|Surgeon]].&lt;br /&gt;
&lt;br /&gt;
Each body part can only fit one augment with the exception of the upper body and head, which can both fit two. The upper body can fit one standard augment and one “armor” type augment; the head can fit one standard augment and one ocular augment (note that surgery to implant ocular augments should still target the head, &#039;&#039;not&#039;&#039; the eyes). Some augments can fit in multiple different body parts (for example, the left arm or right arm) - to adjust target location, use a Screwdriver on the augment. Some augments are only compatible with organic limbs or synthetic limbs, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
Certain augments, specified below, can also be taken in the loadout section of [[Character Creation|Character Setup]].&lt;br /&gt;
&lt;br /&gt;
===List of Augments in the Exosuit Fabricator===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal?&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive binoculars&lt;br /&gt;
|[[File:Augment binoculars.png|frameless]]&lt;br /&gt;
|Retractable binoculars that can be deployed over the user&#039;s eyes.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Diamond&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 4&lt;br /&gt;
Engineering 4&lt;br /&gt;
&lt;br /&gt;
Combat 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Armblade&lt;br /&gt;
|[[File:Augment armblade.png|frameless]]&lt;br /&gt;
| A handy, retractable utility blade for the discerning augmentee. Warranty void if used for cutting. &lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 2&lt;br /&gt;
&lt;br /&gt;
Materials 4 &lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Concealed wrist blade&lt;br /&gt;
|[[File:Augment wristblade.png|frameless]]&lt;br /&gt;
| A thin, sharp folding blade specially made for combat. Its light weight allows for rapid slashing attacks.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 4000 Silver&lt;br /&gt;
250 Diamond&lt;br /&gt;
|Esoteric 4&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
| Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Corrective lenses&lt;br /&gt;
|[[File:Augment correctiveglasses.png|frameless]]&lt;br /&gt;
|Retractable, ultrathin lenses that function as prescription glasses. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|500 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|Materials 2&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Cyberclaws&lt;br /&gt;
|[[File:Augment cyberclaws.png|frameless]]&lt;br /&gt;
|An unusual type of cybernetic weaponry, these sharp blades are bound to turn heads.&lt;br /&gt;
| Hands (Either)&lt;br /&gt;
|6000 Steel&lt;br /&gt;
250 Diamond&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Engineering toolset&lt;br /&gt;
|[[File:Augment multitooleng.png|frameless]]&lt;br /&gt;
|A retractable set of engineering tools, including a screwdriver, wrench, welder, crowbar, wirecutters, and multitool.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Glare dampeners&lt;br /&gt;
|[[File:Augment glaredampeners.png|frameless]]&lt;br /&gt;
|Thick, tinted lenses that can deploy over your eyes. Functions as retractable sunglasses.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Materials 3&lt;br /&gt;
Engineering 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Gunnery booster&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|An AIM-4 implant that improves gun accuracy by filtering unnecessary nerve signals. &lt;br /&gt;
Increases your [[Skills|Weapons Expertise skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Iatric monitor&lt;br /&gt;
|[[File:Augment iatric.png|frameless]]&lt;br /&gt;
|A small computer system that tracks your vitals. A muscle gesture can be used to receive a diagnostic report, similar to that of a health analyzer.&lt;br /&gt;
|Head&lt;br /&gt;
|100 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|Biological 3&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Integrated circuit frame&lt;br /&gt;
|[[File:Augment circuit.png|frameless]]&lt;br /&gt;
|A DIY modular assembly, courtesy of Xion Industrial. Circuitry not included.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
| 3000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated filth HUD&lt;br /&gt;
|[[File:Augment hud jani.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a janiHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated health HUD&lt;br /&gt;
|[[File:Augment hud med.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a medHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated  sciHUD&lt;br /&gt;
|[[File:Augment hud sci.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a sciHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Biological 1&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Integrated security HUD&lt;br /&gt;
|[[File:Augment hud sec.png|frameless]]&lt;br /&gt;
|An implantable HUD. This one functions as a secHUD.&lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Head (Ocular)&lt;br /&gt;
|250 Steel&lt;br /&gt;
250 Glass&lt;br /&gt;
|Combat 2&lt;br /&gt;
EM Spectrum 3&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Internal air system&lt;br /&gt;
|[[File:Augment airtank.png|frameless]]&lt;br /&gt;
|A flexible air sac, installed in the respiratory system. Acts as an in-built source of internals — replenishes itself from the surrounding environment.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|500 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Biological 5&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Leukocyte breeder &lt;br /&gt;
|[[File:Augment leuko.png|frameless]]&lt;br /&gt;
| A stimulator that boosts the body&#039;s immune system, helping against infections. &lt;br /&gt;
&lt;br /&gt;
Available in loadout.&lt;br /&gt;
|Upper Body&lt;br /&gt;
|2000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|EM Spectrum 4&lt;br /&gt;
Data Theory 4&lt;br /&gt;
&lt;br /&gt;
Biological 6&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Mechanical muscles&lt;br /&gt;
|[[File:Augment muscle.png|frameless]]&lt;br /&gt;
| Nanofiber tendons which increase the speed and agility of the user. &lt;br /&gt;
Increases your [[Skills|Athletics skill]] by +1. Must have mechanical muscles installed in each leg to work.&lt;br /&gt;
|Legs (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Nanite MCU &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A swarm of nanomachines that will attempt to protect the user and harden in response to physical trauma. May become brittle if overly-damaged.&lt;br /&gt;
|Upper body&lt;br /&gt;
|5000 Steel&lt;br /&gt;
1000 Glass&lt;br /&gt;
&lt;br /&gt;
100 Gold&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 5&lt;br /&gt;
&lt;br /&gt;
Biological 5&lt;br /&gt;
&lt;br /&gt;
Engineering 5&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pop-out shotgun&lt;br /&gt;
|[[File:Augment shotgun.png|frameless]]&lt;br /&gt;
| A galvanized shotgun that replaces most of the flesh below the elbow. Opens to reveal a 12-gauge shotgun with room for a single shell.&lt;br /&gt;
|Arms (Either)&lt;br /&gt;
|5000 Steel&lt;br /&gt;
500 Silver&lt;br /&gt;
|Esoteric 5&lt;br /&gt;
Combat 6&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Pneumatic powerfist&lt;br /&gt;
|[[File:Augment powerfist.png|frameless]]&lt;br /&gt;
|A strong, pneumatic powerfist. Powered by a replaceable internal air-tank. Force depends on tank&#039;s output pressure.&lt;br /&gt;
| Arms (Either) &lt;br /&gt;
|6000 Steel&lt;br /&gt;
1000 Phoron&lt;br /&gt;
&lt;br /&gt;
500 Uranium&lt;br /&gt;
|EM Spectrum 3&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Biological 3&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Subdermal armor &lt;br /&gt;
|[[File:Augment armor.png|frameless]]&lt;br /&gt;
|A flexible composite mesh designed to prevent tearing and puncturing of underlying tissue.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
|–&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Surgical toolset&lt;br /&gt;
|[[File:Augment multitoolmed.png|frameless]]&lt;br /&gt;
|A retractable set of surgical tools, including a bonesetter, cautery, circular saw, hemostat, retractor, scalpel, and surgical drill.&lt;br /&gt;
|Hands (Either)&lt;br /&gt;
|2000 Steel&lt;br /&gt;
2000 Glass&lt;br /&gt;
|–&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Synapse interceptor&lt;br /&gt;
|[[File:Augment booster.gif|frameless]]&lt;br /&gt;
|A primitive AI that uses predictive algorithms to provide near-instant response to any close combat situation. &lt;br /&gt;
Increases your [[Skills|Close Combat skill]] by +1.&lt;br /&gt;
|Head&lt;br /&gt;
| 750 Steel&lt;br /&gt;
750 Glass&lt;br /&gt;
&lt;br /&gt;
100 Silver&lt;br /&gt;
|Materials 5&lt;br /&gt;
Combat 4&lt;br /&gt;
&lt;br /&gt;
Biological 4&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 5&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fluff Augments===&lt;br /&gt;
Additionally, there are a number of additional “fluff” augments that can be taken in the loadout section of [[Character Creation|Character Setup]]. These augments have no mechanical impact, and cannot be produced by the Exosuit Fabricator - however, you may encounter them in the line of your work.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Description&lt;br /&gt;
!Slot&lt;br /&gt;
!Works on Flesh?&lt;br /&gt;
!Works on Metal? &lt;br /&gt;
|-&lt;br /&gt;
!Circadian conditioner&lt;br /&gt;
|A small brain implant that carefully regulates the output of certain hormones to assist in controlling the sleep-wake cycle of its owner. May be an effective counter to insomnia, jet lag, and late-night work shifts.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
! Codex access chip &lt;br /&gt;
|A neuro-memetic implant or retinal chip used to grant realtime access to the Codex – a distributed encyclopedia of sorts, with editorial offices based in Venusian orbit – either via a server connection or local backups of relevant information.&lt;br /&gt;
| Head&lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Neurostimulator Implant&lt;br /&gt;
|An expensive implant attached to the brain&#039;s cortex, this network of signal relays sees mixed success as a treatment to lessen the impact of neurological problems such as Parkinson&#039;s disease, epilepsy, and paralysis. It can&#039;t prevent or heal brain damage on its own, and simply serves to make the life of its owner easier.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Pain assistant&lt;br /&gt;
|This brain implant blocks the impulses of certain nerves – usually tailored between individuals – and is used to lessen chronic pain from worn joints, headaches, and so on. It does nothing for pain that it isn&#039;t specifically tuned to handle, and is ineffective against anything stronger than a tummyache.&lt;br /&gt;
|Head&lt;br /&gt;
| Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Genetic backup &lt;br /&gt;
|This implant is a compact and resilient solid-state drive. It does nothing on its own, but contains the complete DNA sequence of its owner – whether it be to aid in medical treatment, serve for research purposes, or even be used as a template for vat-grown humans in the future. &lt;br /&gt;
|Head &lt;br /&gt;
|Y&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
! Data chip&lt;br /&gt;
|These durable chips can contain nonspecific data for a variety of potential uses, such as record lookups, work portfolios, authentication codes, contact information, and more. They&#039;re useful for carrying information without needing extraneous hardware, and some even see use as high-tech dog tags for private security firms or mercenary coalitions.&lt;br /&gt;
|Head&lt;br /&gt;
|Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
! Emergency battery&lt;br /&gt;
|A small emergency power supply. It provides no protection from power loss on its own, but might help keep your brain ticking through an otherwise critical failure.&lt;br /&gt;
|Upper body&lt;br /&gt;
|N&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
!Skeletal bracing &lt;br /&gt;
|Mechanical hinges and springs made from titanium or some other bio-compatible metal reinforce your joints, generally making strenuous activity less painful for you and allowing you to carry weight that would normally be unbearable. It provides no increase on strength on its own, unless you have weak bones to begin with.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
| Y&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
!Ultraviolet shielding&lt;br /&gt;
|Some parts of your epidermis have been replaced with a bio-engineered substitute that&#039;s resistant to harmful solar radiation - a common factor in the lives of spacers or inhabitants of planets with a weak magnetosphere.&lt;br /&gt;
|Upper body (Armor)&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|-&lt;br /&gt;
!Recycler suite&lt;br /&gt;
|In extreme environments where natural resources are limited or even nonexistent, it may be prudent to recycle nutrients and fluids the body would usually discard. This system reclaims any usable material in the digestive tract that would otherwise be lost to waste.&lt;br /&gt;
|Lower body&lt;br /&gt;
|Y&lt;br /&gt;
|N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bots==&lt;br /&gt;
As a Roboticist, you serve another important purpose: making NPC bots. Bots can benefit the station in many ways, and are relatively easy to create. The current list of bots, and how to make them, is displayed below.&lt;br /&gt;
&lt;br /&gt;
You can name your bots at any point before finishing them – simply use a pen on the incomplete bot, and name them what you please.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Augment&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Construction&lt;br /&gt;
|-&lt;br /&gt;
!Cleanbot&lt;br /&gt;
|[[File:Cleanbot.gif|frameless]]&lt;br /&gt;
| A little janitorial bot that will clean up messes around the station.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Cleans blood (Y/N)&lt;br /&gt;
* Patrol station (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Spews blood and gore everywhere.&lt;br /&gt;
|&lt;br /&gt;
#Obtain a bucket.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
! Farmbot&lt;br /&gt;
|[[File:Farmbot.png|frameless]]&lt;br /&gt;
|A botanical bot that automatically cares for plants – beloved by Botanists and Xenobotanists alike.&lt;br /&gt;
&lt;br /&gt;
Controls&lt;br /&gt;
&lt;br /&gt;
*Water plants (Y/N)&lt;br /&gt;
*Refill watertank (Y/N)&lt;br /&gt;
*Replace fertilizer (Y/N)&lt;br /&gt;
*Collect produce (Y/N)&lt;br /&gt;
*Remove dead plants (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Attacks anyone nearby with its hoe.&lt;br /&gt;
|&lt;br /&gt;
# Get a water tank.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a plant analyzer.&lt;br /&gt;
#Attach a bucket.&lt;br /&gt;
#Attach a mini-hoe.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Floorbot&lt;br /&gt;
|[[File:Floorbot.gif|frameless]]&lt;br /&gt;
|Automatically repairs damaged floortiles – niche, but useful in the case of mass damage. Keep in mind Floorbots have a limited number of tiles. This number can be checked (and refilled) by opening the control panel.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Improves Floors (Y/N)&lt;br /&gt;
* Finds tiles (Y/N)&lt;br /&gt;
*Make single pieces of metal into tiles when empty (Y/N)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Tears up tiles and lattice instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty toolbox.&lt;br /&gt;
#Add 10x floor tiles.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Attach a robot arm to finish.&lt;br /&gt;
|-&lt;br /&gt;
!Medibot&lt;br /&gt;
|[[File:Medbot.gif|frameless]]&lt;br /&gt;
|Injects people with chemicals when they are injured more than the set healing threshold. Produces Tricordrazine by default - if set to use a beaker, and a beaker with a chemical is put in them, they will inject that chemical into patients instead.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
* Healing threshold (--/-/+/++)&lt;br /&gt;
*Injection level (-/+)&lt;br /&gt;
*Reagent source (Loaded Beaker (When available)/Internal Synthesizer)&lt;br /&gt;
*Treatment report is: (on/off)&lt;br /&gt;
*The speaker switch is (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Injects people with toxin instead.&lt;br /&gt;
| &lt;br /&gt;
#Obtain an empty medkit.&lt;br /&gt;
#Attach a robot arm.&lt;br /&gt;
#Add a health analyzer.&lt;br /&gt;
#Add a proximity sensor to finish.&lt;br /&gt;
&lt;br /&gt;
Optional: Insert beaker filled with the chemical of your choice.&lt;br /&gt;
|-&lt;br /&gt;
!Securitron &lt;br /&gt;
|[[File:Secbot.gif|frameless]]&lt;br /&gt;
|A little security robot that patrols the station looking for CRIME.&lt;br /&gt;
&lt;br /&gt;
Note: The Securitron cannot currently be constructed on-station.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around stunning and arresting everyone in sight.&lt;br /&gt;
|&lt;br /&gt;
#Use a screwdriver on a remote signaling device.&lt;br /&gt;
#Attach device to a security helmet.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
# Attach a robot arm.&lt;br /&gt;
#Add a stun baton to finish.&lt;br /&gt;
|-&lt;br /&gt;
!ED-209 Security Robot &lt;br /&gt;
|[[File:Ed209.png|frameless]]&lt;br /&gt;
|A bigger, meaner security with a ranged taser gun.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
&lt;br /&gt;
*Check for weapon authorization (Y/N)&lt;br /&gt;
*Check security records: (Y/N)&lt;br /&gt;
*Check arrest status: (Y/N)&lt;br /&gt;
*Report arrests: (Y/N)&lt;br /&gt;
*Auto patrol (on/off)&lt;br /&gt;
&lt;br /&gt;
When Emagged: Runs around shooting and arresting everyone in sight.&lt;br /&gt;
| &lt;br /&gt;
#Print a robot frame.&lt;br /&gt;
# Add 5x steel sheets to reinforce.&lt;br /&gt;
#Add two robot legs (one left, one right).&lt;br /&gt;
#Add a subdermal armor augment.&lt;br /&gt;
#Weld.&lt;br /&gt;
#Add a security helmet.&lt;br /&gt;
#Add a proximity sensor.&lt;br /&gt;
#Wire with cable coil.&lt;br /&gt;
#Attach a stun revolver.&lt;br /&gt;
#Screwdriver to secure.&lt;br /&gt;
#Insert a power cell to finish.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exosuits ==&lt;br /&gt;
Construction of exosuits is restricted by ID, so they are typically the product of the Roboticist. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Circuit Imprinter.&lt;br /&gt;
&lt;br /&gt;
Exosuits are fully modular and consist of a number of parts. You can mix and match part sets of as you wish. Each has different stats!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#Build a set of motivators, a set of manipulators, a chassis, an exosuit frame, some exosuit armor, an exosuit control module and a set of sensors.&lt;br /&gt;
#Paint the parts with a floor painter if you want to.&lt;br /&gt;
#Head now to the &amp;quot;Cyborg&amp;quot; category. You will need a camera, 2 actuators, 1 diagnosis unit and 1 robot radio&lt;br /&gt;
#Procure 10x [[File:Steel sheets.png|frameless]] material sheets to reinforce the exosuit (melting point is most important value here).&lt;br /&gt;
#Obtain a [[File:Powercell.png|frameless]] power cell and [[File:Cable coil.png|frameless]] cable coil&lt;br /&gt;
# Print up to two software boards and insert them in the exosuit control module (IMPORTANT; DO IT BEFORE INSERTING IT IN THE SENSORS)&lt;br /&gt;
#Examine each of the exosuit parts and insert in them the required components.&lt;br /&gt;
#Attach the exosuit parts to the frame.&lt;br /&gt;
#(Use whatever material you prefer)&lt;br /&gt;
#[[File:Wrench.png|frameless]] Wrench&lt;br /&gt;
#[[File:Welding tool.gif|frameless]] Weld&lt;br /&gt;
#[[File:Cable coil.png|frameless]] Cable Coil&lt;br /&gt;
#[[File:Wirecutters.png|frameless]] Wirecutters&lt;br /&gt;
#If you haven&#039;t painted the individual parts, you can still paint the entire exosuit now.&lt;br /&gt;
#[[File:Screwdriver.png|frameless]] Screwdriver&lt;br /&gt;
&lt;br /&gt;
Construction of the exosuit is sped up by the Devices and Electrical Engineering skills.&lt;br /&gt;
&lt;br /&gt;
===Exosuit Equipment===&lt;br /&gt;
Various tools and weapons can be attached to exosuits, providing them with ability to perform different tasks. Exosuit equipment is built by the Exosuit Fabricator (in the &amp;quot;Exosuit Equipment&amp;quot; menu). To attach piece of exosuit equipment, simply click on the exosuit with the equipment in-hand. Examine both the equipment and the exosuit to see if they have a common slot free for the installation to take place. An exosuit must have the appropriate software installed in order for a piece of equipment to be used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Required Software&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Slots&lt;br /&gt;
!Materials Needed&lt;br /&gt;
!R&amp;amp;D Requirements&lt;br /&gt;
|-&lt;br /&gt;
!Floodlight&lt;br /&gt;
|–&lt;br /&gt;
|[[File:Mechequip floodlight.png|frameless]]&lt;br /&gt;
|An exosuit-mounted light.&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit flash&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flash.png|frameless]]&lt;br /&gt;
|An exosuit-mounted flash.&lt;br /&gt;
|Shoulder (Either) &lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Energy shield drone&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip shielddroid.png|frameless]]&lt;br /&gt;
|An energy deflector system designed to stop projectiles before they become a threat.&lt;br /&gt;
|Back&lt;br /&gt;
|20000 Steel&lt;br /&gt;
12000 Silver&lt;br /&gt;
&lt;br /&gt;
12000 Gold&lt;br /&gt;
| Materials 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted electrolaser&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip taser.png|frameless]]&lt;br /&gt;
|An exosuit-mounted electrolaser. Handle with care.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 1&lt;br /&gt;
|-&lt;br /&gt;
!Mounted flamethrower&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip flamethrower.gif|frameless]]&lt;br /&gt;
|A Hephaestus brand &#039;Prometheus&#039; flamethrower. Draws fuel from a refillable chemical cartridge - use a crowbar to remove, and fill with welding fuel or other accelerant.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Plastic&lt;br /&gt;
|Combat 1&lt;br /&gt;
Material 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted ion rifle&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip ionrifle.png|frameless]]&lt;br /&gt;
|An exosuit-mounted ion rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Mounted laser gun&lt;br /&gt;
|Combat&lt;br /&gt;
|[[File:Mechequip lasercarbine.png|frameless]]&lt;br /&gt;
|An exosuit-mounted carbine rifle. Handle with care. &lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Combat 4&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit airshield&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip atmosshield.png|frameless]]&lt;br /&gt;
|A portable atmospheric retention shield, designed to keep air in place. Press ctrl-click to switch modes.&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Mounted extinguisher&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip extinguisher.png|frameless]]&lt;br /&gt;
|A mech-mounted fire extinguisher. Refill by clicking on a Water Tank.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!RCD&lt;br /&gt;
|Engineering&lt;br /&gt;
|[[File:Mechequip rcd.png|frameless]]&lt;br /&gt;
|An exosuit-mounted Rapid Construction Device.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|30000 Steel&lt;br /&gt;
25000 Phoron&lt;br /&gt;
&lt;br /&gt;
15000 Silver&lt;br /&gt;
&lt;br /&gt;
15000 Gold&lt;br /&gt;
|Materials 4&lt;br /&gt;
Bluespace 3&lt;br /&gt;
&lt;br /&gt;
EM Spectrum 4&lt;br /&gt;
&lt;br /&gt;
Power 4&lt;br /&gt;
&lt;br /&gt;
Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit Medigel Spray&lt;br /&gt;
|Medical&lt;br /&gt;
&lt;br /&gt;
|[[File:Mechequip mender.png|frameless]]&lt;br /&gt;
|An exosuit-mounted matrix of medical gel nozzles, letting you bandage and salve patients from your mech.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
15000 Plastic&lt;br /&gt;
&lt;br /&gt;
15000 Aluminum&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Mounted sleeper&lt;br /&gt;
|Medical&lt;br /&gt;
|[[File:Mechequip sleeper.png|frameless]]&lt;br /&gt;
|An exosuit-mounted sleeper for patient transportation.&lt;br /&gt;
&lt;br /&gt;
|Back&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Drill&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip drill.png|frameless]]&lt;br /&gt;
|A mech-mounted mining drill. Drill heads wear out with use — make more from material sheets. Automatically moves mined ore to an Ore Box, if the exosuit has one in its hydraulic clamp&#039;s cargo storage.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit camera&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip camera.png|frameless]]&lt;br /&gt;
|A camera for remote feeds. It comes with its own transmitter!&lt;br /&gt;
|Shoulder (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
!Exosuit manouvering unit&lt;br /&gt;
|Utility &lt;br /&gt;
|[[File:Mechequip jet.png|frameless]]&lt;br /&gt;
|A jetpack for your exosuit – can also provide a brief speed boost. Toggle the stabilizers with ctrl-click. &lt;br /&gt;
|Back&lt;br /&gt;
&lt;br /&gt;
|20000 Steel&lt;br /&gt;
10000 Aluminum&lt;br /&gt;
&lt;br /&gt;
2500 Phoron&lt;br /&gt;
|Engineering 2&lt;br /&gt;
EM Spectrum 2&lt;br /&gt;
|-&lt;br /&gt;
!Gravity catapult&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip gravcatapault.png|frameless]]&lt;br /&gt;
|Can throw objects around (Pull mode) or move them away from target (Push mode).&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
|–&lt;br /&gt;
|-&lt;br /&gt;
! Hydraulic clamp&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip clamp.png|frameless]]&lt;br /&gt;
|A large, heavy industrial cargo loading clamp.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|10000 Steel&lt;br /&gt;
| –&lt;br /&gt;
|-&lt;br /&gt;
!Mechete&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip mechete.png|frameless]]&lt;br /&gt;
|Like a machete, but bigger, and welded to a giant robot.&lt;br /&gt;
| Hand (Either)&lt;br /&gt;
| 10000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
|-&lt;br /&gt;
!Mounted plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|An industrial plasma cutter mounted onto the chassis of the mech. The additional size means increased coherency at longer range.&lt;br /&gt;
|Hand (Either), Shoulder (Either)&lt;br /&gt;
|20000 Steel&lt;br /&gt;
|Combat 2&lt;br /&gt;
Materials 4&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Mounted rotatory plasma cutter&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip plasma.png|frameless]]&lt;br /&gt;
|A state of the art rotating, variable intensity, sequential-cascade plasma cutter.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
| 20000 Steel&lt;br /&gt;
2000 Silver&lt;br /&gt;
&lt;br /&gt;
2000 Gold&lt;br /&gt;
|Combat 3&lt;br /&gt;
Materials 5&lt;br /&gt;
&lt;br /&gt;
Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
!Plasteel mech shield&lt;br /&gt;
|Utility&lt;br /&gt;
|[[File:Mechequip shield.png|frameless]]&lt;br /&gt;
|A large plasteel ballistics shield, designed to protect the wielder and shove around aggressors with ease.&lt;br /&gt;
|Hand (Either)&lt;br /&gt;
|40000 Steel&lt;br /&gt;
5000 Aluminum&lt;br /&gt;
|Materials 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exosuit Maintenance===&lt;br /&gt;
&lt;br /&gt;
* You can remove installed equipment using a [[File:Multitool.png|frameless]] multitool. You can also remove them using Ctrl + click on the UI from inside the exosuit.&lt;br /&gt;
*When in &#039;&#039;&#039;maintenance mode&#039;&#039;&#039; you can remove the power cell using a [[File:Screwdriver.png|frameless]] screwdriver.&lt;br /&gt;
&lt;br /&gt;
TO DISASSEMBLE&lt;br /&gt;
&lt;br /&gt;
*Enable maintenance protocols on the exosuit&lt;br /&gt;
* Use a [[File:Wrench.png|frameless]] wrench to disassemble the exosuit.&lt;br /&gt;
&lt;br /&gt;
Having done this, simply reverse the steps used to create the exosuit (and apply [[File:Crowbar.png|frameless]] crowbar when in doubt) to take out existing parts and replace them.&lt;br /&gt;
&lt;br /&gt;
====Repair====&lt;br /&gt;
&lt;br /&gt;
*Repair damage with a [[File:Welding tool.gif|frameless]] welder or [[File:Cable coil.png|frameless]] cable coil, or move the exosuit to an upgraded exosuit dock or simply replace damaged parts through maintenance procedure.&lt;br /&gt;
&lt;br /&gt;
====Removal of jammed user ====&lt;br /&gt;
An exosuit pilot can be removed from their exosuit by using &#039;&#039;&#039;aggressive intent&#039;&#039;&#039; on the exosuit (unless they locked themselves in). You may first need to &#039;&#039;&#039;open the canopy&#039;&#039;&#039;. &#039;&#039;&#039;Help intent&#039;&#039;&#039; on the exosuit will work.&lt;br /&gt;
&lt;br /&gt;
If the canopy is &#039;&#039;&#039;locked&#039;&#039;&#039; however, you will need to &#039;&#039;&#039;force&#039;&#039;&#039; the emergency release with a [[File:Crowbar.png|frameless]] crowbar.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
[[Category:Engineering Guides]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>NL208</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Gaia&amp;diff=3238</id>
		<title>Gaia</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Gaia&amp;diff=3238"/>
		<updated>2025-08-14T18:40:30Z</updated>

		<summary type="html">&lt;p&gt;NL208: fix visual editor adding &amp;quot;index.php&amp;quot; to category links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaia, the sole planetary body within the Galilei system, is one of the only Earth-like planets known to humanity. Gaia was historically an agricultural powerhouse, supplying upwards of a quarter of humanity&#039;s agricultural products before 2292. Today, in the aftermath of the [[Gaia Conflict]], Gaia is a war-torn planet split between the occupying forces of the [[Sol Central Government]] and the [[Gilgamesh Colonial Confederation]] with only a tiny strip of land and the planetary capital of New Venice remaining under independent Gaian control.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Gaia is about one-tenth smaller than [[Earth]], and its nitrogen-oxygen atmosphere is slightly thicker. This makes Gaia marginally warmer and more favorable to farming during all seasons.&lt;br /&gt;
&lt;br /&gt;
On it&#039;s discovery and inital colonization, Gaia lacked any native plant life other then the planet&#039;s &#039;grass&#039;. This prompted a massive forestation and biodiversity campaign in the early decades of the planet&#039;s colonies. This campaign saw the planet&#039;s orignal grass lost as it was overcome by the invasive nature of brought plant life. Today the campaign is most visible in the planets forests, that while planted in areas to make it look natural, the straight rows of trees still commonly found give away their origin.&lt;br /&gt;
&lt;br /&gt;
Geographically, the planet has no oceans; however, several areas of the planet possess &#039;shot lakes,&#039; large groupings of smaller lakes interconnected by streams and rivers. The planet’s largest body of water is Lake Cabot, a large round lake on the planet&#039;s equator.&lt;br /&gt;
&lt;br /&gt;
Gaia is predominantly covered in vast, rolling plains, though the planet has several other notable geographical features. The Napoleon Mountains – a mountain range several hundred kilometers west of Lake Cabot – separates the Cabot region from the shot lakes, and the Tobruk Desert sits near the planet’s north pole.&lt;br /&gt;
&lt;br /&gt;
Gaia does not possess ice caps. While the planet has a semblance of Earth-like seasons, temperatures are only known to fall below freezing in the mountains and desert regions, and Gaia’s overall climate is distinctly Mediterranean.&lt;br /&gt;
&lt;br /&gt;
Scarred from several years of war and orbital bombardments, some areas of the planet have lost their ability to support heavy agriculture. Many Gaians fear that the Tobruk Desert may begin expanding in the coming years.&lt;br /&gt;
&lt;br /&gt;
== Modern Division ==&lt;br /&gt;
&lt;br /&gt;
=== Gaian Administrative Area ===&lt;br /&gt;
Still under a military administration over a decade after the conflict, Southern Gaia holds no representation in the Solar Assembly and is run on the planetary level by an administrative council appointed from the Fourth Fleet and Army Group Cabot ranks. The council is still headed by Brigadier General Louis Montgomery, who has become the target of most public outrage. While the administrative council has made significant efforts to rebuild the region following the war (primarily out of security concerns), the region functions more like an occupied state than a member of the SCG, and Solar peacekeeping forces supplant civilian law enforcement in many areas. This continues to contribute to the tense political situation in the South, where politics are conducted at the municipal level, with pro-autonomy parties regularly in office.&lt;br /&gt;
&lt;br /&gt;
=== Independent City of New Venice ===&lt;br /&gt;
Established as an international city-state with the Treaty of New Venice, New Venice remains a bastion of Gaian politics and independence on the shores of Lake Cabot. With the mayor holding total executive powers held in check by an elected fifteen-seat city council, the independent city functions much more like a government in exile than a city government, continuing to maintain public services across the planet, notably the issuance of passports, all on-planet diplomacy, and infrastructure. Gaians cannot be prosecuted for public statements within the city, and this loophole has been used to a great extent by many across both hemispheres to decry the situation many Gaians have found themselves in in the years following the conflict.&lt;br /&gt;
&lt;br /&gt;
=== Protectorate of Gaia ===&lt;br /&gt;
The Protectorate of Gaia consists of Gaia’s Northern hemisphere, under GCC occupation. Northern Gaia holds no representation in the Confederation&#039;s Directory. While an elected parliament and Prime Minister run the Protectorate, its operations are directly beholden to a Governor General appointed by the Directory. Under the Governor General, the Protectorate government has prioritized the production of agricultural goods for the GCC, paying little heed to other issues. While the relative lack of oversight has granted Northern Gaians greater freedom than their Southern counterparts, post-war reconstruction has remained stagnant outside the agricultural sector, and many former urban areas remain in disrepair. Today, Gaian exports comprise almost a quarter of the GCC’s imported food supply.&lt;br /&gt;
&lt;br /&gt;
The present Governor-General, Vice-Admiral Mira Novak, has held the post since the 2304 retirement of Vice-Admiral Lee. Her hands-off approach has left public opinion lukewarm at best, with most day-to-day matters left to the parliament. However, few Gaians have forgotten the brutal policing and orbital bombardments of the Gaia Conflict.&lt;br /&gt;
&lt;br /&gt;
=== The Political Tinderbox ===&lt;br /&gt;
Compared to the past decade, Gaia is relatively stable – at least on the surface. As it stands, the planet as a whole is not in a position to change sides or suddenly erupt as an independent state without a sudden rallying factor. While Gaians might protest in the streets of Syracuse or New Madrid against different governments, the one unifying factor for any Gaian who survived the conflict is an absolute anti-war stance. The right spark – say, the [[Timeline of Canon Events|threat of another conflict]] – and the planet stands to go off like a powder keg to ensure their own survival.&lt;br /&gt;
&lt;br /&gt;
== Notable Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Northern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== New Madrid ====&lt;br /&gt;
New Madrid is the Administrative Capital of the North and the second most significant metropolis on the planet, situated amongst the ‘great shot lakes’; the New Madrid Prefecture encompasses the city of New Madrid and its many suburbs that wrap around the thousands of lakes within the Prefecture. New Madrid recently took control of the former Confederation Naval Yards, built by the ICCGN during the conflict as a resupply base; today, it is the largest public transit hub on the planet and often the first stop for travellers heading further into the GCC.&lt;br /&gt;
&lt;br /&gt;
New Madrid is regarded by many in the SCG as one of the safest tourist destinations within the GCC. The city contains a vibrant entertainment district, with countless casinos and resorts on its many lakes.&lt;br /&gt;
&lt;br /&gt;
==== GCNB Tobruk ====&lt;br /&gt;
Gilgamesh Confederation Naval Base Tobruk covers the western half of the Tobruk Desert, sitting at the north end of the Napoleon Mountain range, GCNB Tobruk is the only permanent posting for Confederation Naval Forces within the Galilei System and from where all Naval activity within the System is based from.&lt;br /&gt;
&lt;br /&gt;
=== Venetian DMZ ===&lt;br /&gt;
&lt;br /&gt;
==== New Venice ====&lt;br /&gt;
New Venice, the largest city on the planet and officially the capital of Gaia, is – in practice – the only remnant of independence on the planet. Established as an international city with the Treaty of New Venice, the mayor regularly mediates between the SCG and GCC.&lt;br /&gt;
&lt;br /&gt;
Set on the southern shore of Lake Cabot, the city houses many governmental offices for both the North and South, as well as the SCG and GCC, resulting in the unique occurrence where members of the two rival superpowers&#039; governments live and work in somewhat close quarters.&lt;br /&gt;
&lt;br /&gt;
The New Venice Constabulary is the only armed force permitted within the city and DMZ as a whole, with all others (including Gaian civilians) forced to relinquish their weapons for the duration of their stay. Enforcement of this policy is limited outside the city itself, however, mainly owing to a lack of manpower.&lt;br /&gt;
&lt;br /&gt;
==== The Strip ====&lt;br /&gt;
The Strip is the name of the 300-kilometre-wide DMZ that spans the planet’s equator, given to it by the Gaian populace. Not even a speedbump in the event of a conflict, the Strip is run by the government in New Venice with little oversight from either the North or South. Many strip residents cling fiercely to their independence, refusing to bend to Sol or the GCC; they are largely left to their own devices by the New Venice Constabulary, who are more concerned with enforcing the law in the capital.&lt;br /&gt;
&lt;br /&gt;
=== Southern Gaia ===&lt;br /&gt;
&lt;br /&gt;
==== Syracuse ====&lt;br /&gt;
Syracuse, renamed from New Syracuse in 2271, is the South’s largest city and its administrative capital. A manufacturing city before the Gaia Conflict, Syracuse has seen a boost in the industry since the division of the planet, with Sol encouraging a shift from agriculture to manufacturing. Syracuse houses many of the planet’s workshops for agricultural equipment, exported both to the North and off of the planet; it is quickly becoming one of the largest agrarian equipment exporters in human space.&lt;br /&gt;
&lt;br /&gt;
Situated on the Catalonian River, the city offers less in the way of nightlife than its Northern brother; instead, the lights of cargo vessels are often the only thing illuminating the vast river during the night.&lt;br /&gt;
&lt;br /&gt;
==== SCGDFB Cabot ====&lt;br /&gt;
SCG Defence Forces Base Cabot is the primary basing location for SCG PDF forces on the planet; unlike its Northern twin, DFB Cabot is situated an hour up the Catalonian River from Syracuse, with the area the base controls being industrial lands before the conflict, the land was quickly appropriated by the Fourth Fleet to be their embarkation point on the planet, with quick access to the civil populace when required.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* Most Gaians are trilingual, speaking the planet&#039;s native Iberian, Zurich Common, and Pan-Slavic.&lt;br /&gt;
* The South has a larger population and economy but is less stable than the North due to unrest and the continuation of the Military Administration.&lt;br /&gt;
* Native-born and naturalized Gaians are entitled to free transit of the planet and the right to bear arms. Northern Gaians are not eligible for service in the GCC’s military forces but are exempted from the GCC’s mandatory state service.&lt;br /&gt;
* People on Gaia can be broadly divided into four categories:&lt;br /&gt;
** Native Gaians: Gaians who were born on the Planet.&lt;br /&gt;
** Naturalized Gaians: Gaians who were not born on the planet but immigrated onto the planet before the Conflict and were afforded the rights of native Gaians due to their &amp;quot;naturalization by fire&amp;quot;.&lt;br /&gt;
** Temporary Residents: People who live and work on Gaia temporarily, such as Colonial Guard or Army Group Cabot personnel who do not intend to remain on the planet.&lt;br /&gt;
** &amp;quot;The New Wave&amp;quot;: New immigrants who have moved to the planet following the Conflict; these immigrants, particularly those of Core Solar origin, are sometimes seen as ‘taking advantage’ of the occupied planet.&lt;br /&gt;
&lt;br /&gt;
=== Societal ===&lt;br /&gt;
Gaian society was founded, and remains rooted in agrarianism. Combined with a communal identity, Gaians heavily focus on a &#039;one for all&#039; approach to both governance and community, with family farms, or stations should they be sizeable enough, seldom passed outside of the family that owns them. This communal identity also appears in Gaian&#039;s religious beliefs, with less then 20% of respondents in the 2310 census reporting as Agnostic, Atheist, or otherwise non-religious.&lt;br /&gt;
&lt;br /&gt;
==== Holidays ====&lt;br /&gt;
The Gaian calendar possesses a more then average number of holidays, and while few are &#039;statutory&#039; holidays, where governmental operations and private business close, all are deeply rooted in Gaian culture.&lt;br /&gt;
&lt;br /&gt;
===== Statutory =====&lt;br /&gt;
Statutory Holidays are observed by all Gaians, and are largely based around key moments in Gaia&#039;s history.&lt;br /&gt;
&lt;br /&gt;
National Day of Mourning - January 16th - The start date of the Gaia Conflict, the only holiday where the planet truly comes to a stop, with widespread memorial services, public gatherings, and mourning. Notably the only holiday that does not possess any celebratory aspects.&lt;br /&gt;
&lt;br /&gt;
Founding Day - March 15th - Commemorating the official unification of the planet into the Gaian Republic.&lt;br /&gt;
&lt;br /&gt;
Labour Day - September 1st - Annual day of celebration of the labour movement.&lt;br /&gt;
&lt;br /&gt;
Harvest Day - September - Not a fixed holiday, Harvest day is held during the Harvest Moon (full moon closest to the fall equinox) to celebrate the contributions of Gaian farmers.&lt;br /&gt;
&lt;br /&gt;
Remembrance Day - November 11th - Much like the National Day of Mourning, Remembrance Day commemorates &#039;all those who have or will have given their lives in the defence of liberty and freedom in the past, present, or future.&#039;&lt;br /&gt;
&lt;br /&gt;
===== Non-Statutory =====&lt;br /&gt;
Non-Statutory holidays are primarily religious in nature, and thus are not universally observed, though many secular holidays are still widely commemorated. - Of Note, due to Gaian society having a strong religious influence, all religions holidays are recognized by the Gaian Government, and to list them all would be impossible.&lt;br /&gt;
&lt;br /&gt;
New Year&#039;s Day - January 1st&lt;br /&gt;
&lt;br /&gt;
Christmas Day - January 6th, 7th, 19th, December 25th&lt;br /&gt;
&lt;br /&gt;
All Saints Day - November 1st&lt;br /&gt;
&lt;br /&gt;
Mariner&#039;s Day - November 10th - To commemorate the merchant marine, and all those who have given their life at sea.&lt;br /&gt;
&lt;br /&gt;
Boxing Day - December 26th&lt;br /&gt;
&lt;br /&gt;
Rosh Hashanah - Varying Dates in September&lt;br /&gt;
&lt;br /&gt;
Yom Kippur - Varying Dates in September/October&lt;br /&gt;
&lt;br /&gt;
Ramadan - Varying Dates&lt;br /&gt;
&lt;br /&gt;
=== Culinary ===&lt;br /&gt;
Gaia has always had an extremely strong culinary culture resulting from it&#039;s status as a garden world. Historically rooted in Earth&#039;s Mediterranean Cultures, primarily Latin (Spanish, Portuguese, French, Italian), but with heavy Greek, and Maghreb influences as well as minor influence from other Mediterranean Cultures.&lt;br /&gt;
&lt;br /&gt;
Rooted around the &#039;holy trinity&#039; of Olives, Grapes, and Wheat, Gaian cuisine goes hand in hand with the planet&#039;s agrarian communal identity, with holidays and other celebratory events often centred around a grand meal. Divided into numerous courses, a true feast often lasts the course of several days. Staple items include olives as well as olive oil, grapes, cheeses, and wheat based dishes.&lt;br /&gt;
&lt;br /&gt;
Having imported Earth&#039;s flora and fauna, Gaian livestock is regionally divided, with the majority of the planet covered in vast grassy plains, Gaia&#039;s largest population of livestock is cattle, with high numbers of sheep and poultry across the grasslands while the Napoleon mountains boast large numbers of goats.&lt;br /&gt;
&lt;br /&gt;
Gaia&#039;s geography, lacking oceans but plentiful in lakes and rivers also contributes to a sizeable seafood industry. In a desire to keep the food supply as &#039;natural&#039; as possible, industrial scale fishing is extremely regulated, with fish farms only permitted on Lake Cabot, primarily producing shellfish.&lt;br /&gt;
&lt;br /&gt;
The high agricultural output of the planet allows Gaia to not rely on just growing foodstuffs. Gaian olive oil is widely sought after, extremely low cost allowing even the most isolated of the human frontier to be able to afford it. Gaian wine is often regarded as some of the highest quality in human space, easily beating Tadmorian wines in sale numbers, primarily due to production capabilities permitting much lower costs.&lt;br /&gt;
&lt;br /&gt;
Gaia has historically possessed a &#039;laisse-faire&#039; attitude towards plant based drugs, with tobacco production producing high quality cigars and cigarettes. As well, low-grade drug producing plants such as coca, poppies, and cannabis is common, with the vast majority of production for the industrial and medical uses of the products in stimulants, painkillers and hemp, a minority of production remains for narcotics production, though under much higher regulation then the industrial sectors.&lt;br /&gt;
&lt;br /&gt;
=== Character Tips ===&lt;br /&gt;
Most Gaians can clearly remember the conflict. Many are the people they are today because of it. Gaians are stubbornly attached to their homeworld, with Gaia not experiencing the exodus following the conflict that many Confederation planets saw, even though the planet was by far the most damaged – for most, Gaia is the only home they’ve ever known. They can remember everything quite clearly, and the memories of war are far more prevalent in the public consciousness than elsewhere in human space; you cannot go more than a few kilometres without passing some sign of the conflict, be it a silent memorial along the side of a road, a cratered field surrounding an abandoned farmstead, or the respectfully-maintained graveyards where civilians and combatants lay side by side.&lt;br /&gt;
&lt;br /&gt;
Gaians remember it all and will continue to remember it for generations to come. Colonial Guard troops assigned to Galilei are hand-picked career personnel who understand the gravity of their duties. Along with the PDF troops of Army Group Cabot, they’ve come to understand that the glares and scorn they receive daily are rooted in an ever-present loathing of the fact that they are on the planet at all.&lt;br /&gt;
&lt;br /&gt;
=== Flags ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Polity&lt;br /&gt;
!Flag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Pre-Conflict, New Venice, The Strip&lt;br /&gt;
|[[File:Gaia pre-conflict.png|center|frameless]]&lt;br /&gt;
|Still extremely popular among the populace, this flag is commonly flown across the planet, with most still considering this flag the ‘correct’ Gaian flag.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian Administrative Area&lt;br /&gt;
|[[File:Gaia SCG.png|center|frameless]]&lt;br /&gt;
|Rarely seen outside of government property, this flag is only seen in the hands of the general public when it’s being burned during protests against the ongoing military occupation.&lt;br /&gt;
|-&lt;br /&gt;
|Protectorate of Gaia&lt;br /&gt;
|[[File:Gaia GCC.png|center|frameless]]&lt;br /&gt;
|Similarly to its Southern brother, this flag suffers from the same lack of popularity as the South’s; however, it is popular among Confederate immigrants, and is backed by a civilian government.&lt;br /&gt;
|-&lt;br /&gt;
|New Madrid Prefecture&lt;br /&gt;
|[[File:Gaia New Madrid.png|center|frameless]]&lt;br /&gt;
|The addition of the dove in 2299 to this flag was considered controversial at the time. However, many have warmed to this flag over the years, being a common sight alongside Pre-conflict flags in the New Madrid Prefecture, or flown by fans at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Syracuse Prefecture&lt;br /&gt;
|[[File:Gaia Syracuse.png|center|frameless]]&lt;br /&gt;
|Once again, a flag that has grown more popular over time, it’s common to see this flag flying across Syracuse and at sports events.&lt;br /&gt;
|-&lt;br /&gt;
|Gaian ‘Rebel’ Flag&lt;br /&gt;
|[[File:Gaia Independence.png|center|frameless]]&lt;br /&gt;
|While variations of the ‘Rebel’ flag exist, its most common form is a pre-conflict banner with defiant text sewn on; these flags are commonly flown during protests or as a replacement for the standard pre-conflict flag by more outspoken Gaians.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The first sleeper ships arrived in the Galilei system in the 2130s, settling at the sites of what would become Gaia’s modern metropolises. By the middle of the century, these colonies had formed a loose planetary government based in New Venice.&lt;br /&gt;
&lt;br /&gt;
Like other sleeper colonies, Galilei would not re-establish contact with Sol until the late 22nd century. By that time, the Terran Commonwealth was embroiled in its war against the Ares Confederation. When the Sol Central Government finally rose from the Commonwealth’s ashes, Sol was in no shape to look towards other systems – with the SCG turning inward, Gaia would retain its independence for the next sixty years. Between 2230 and 2270, Gaia settled into limited trade arrangements with nearby systems; agricultural exports (particularly exports to the newly-expanding Gilgamesh) formed the bulk of Gaian trade during this period.&lt;br /&gt;
&lt;br /&gt;
As the SCG began to reassert its presence beyond Sol – and as the GCC expanded its reach ever further – Gaia entered an era of significant political uncertainty, with pressure from both the SCG and GCC causing almost constant elections in the two decades before the war, ending with a planet-wide referendum to join the SCG passing by a razor-thin margin. Following the Gilgameshi occupation of Gaia, the Government of the Republic declared that the Gaian Parliament would be dissolved and that the parliament could only be recalled for planet-wide elections by the Mayor of New Venice at &#039;the soonest reasonable time.&#039; The old Gaian Parliament has remained defunct as the planet remains divided.&lt;br /&gt;
&lt;br /&gt;
=== The Gaian Resistance ===&lt;br /&gt;
The “Gaian Resistance,” despite its name, was primarily composed of SCG military forces: the remnants of Colonel Montgomery’s forces, reinforced by survivors of the First and Fourth Fleets’ slaughter in Gaian orbit, dispersed into the Gaian countryside and fought against Gilgameshi occupation as a guerilla force after failing to hold New Venice.&lt;br /&gt;
&lt;br /&gt;
The Montgomery resistance was highly decentralized, operating among the planet’s many forests and mountains and entrenching their facilities amidst basements, farms, and other residential areas; the resistance actively sought to integrate itself into populated areas, and it was not uncommon for members to employ civilians in its operations or to hide themselves amongst civilians directly. This dissuaded the GCC Navy from using overwhelming orbital strikes against known resistance operations but demonstrably resulted in Gaian casualties throughout the war – both through accidental casualties during bombardments and from brutal GCC crackdowns against alleged insurgents.&lt;br /&gt;
&lt;br /&gt;
The Gaian populace suffered dearly in the crossfire between the GCC occupation and Montgomery’s guerillas. Cities became battlefields; fertile fields became bombed-out, mine-studded husks, and many Gaians grew bitter and fearful towards Solars and Confederates alike. &lt;br /&gt;
&lt;br /&gt;
=== Modern Resistance ===&lt;br /&gt;
The end of the conflict did not end underground resistance operations on the planet – merely shifting who they consisted of and their goals. Outposts established throughout the conflict by “Monty’s Militia” (or, more derisively, “Monty’s Murderers”) quickly gave Gaians who wished the conflict resolved differently bases to begin operations. Vastly more popular among the greater populace than their wartime predecessors, today, scattered groups are unified in their desire to remove outside influence from Gaia. Offhandedly known as either the “Gaian People’s Front” or the “People’s Front of Gaia,” copied from two of the planet’s most popular political parties, most groups are numbered in the low dozens. They often lack central leadership, and goals and motivations can shift wildly from group to group. However, all seek to remove Gaia from the yoke of off-world control.&lt;br /&gt;
&lt;br /&gt;
More active across the Southern half of the planet, the confederation’s hands-off approach to the planet and their tendency to respond with overwhelming force regulate the ire of most groups towards the Military Occupation Forces of Army Group Cabot. They rarely strike out, with actions that result in open firefights often extremely brief and one-sided; they prefer not to spill blood if it’s not required, leaving troops handcuffed to road signs or guardrails to warn others not to return.&lt;br /&gt;
&lt;br /&gt;
=== Present Ongoing ===&lt;br /&gt;
The Gaian people’s spirit wasn&#039;t broken, though battered and bruised throughout the conflict. Across the planet, the whispers of resistance have quietly persisted to the present day, with dozens of municipal leaders across the South and a sizable chunk of the Protectorate’s parliament officially holding pro-independence views. Neither the GCC nor the SCG has shown signs of yielding, however: Official statements from the Directory of the Confederation have upheld that the Confederation would not block Gaian re-unification provided the planet remained under Gilgamesh&#039;s ‘protection’, while the SCG has flatly stated they are content with the status quo.&lt;br /&gt;
&lt;br /&gt;
Still, the Gaian people continue their daily lives, with many quietly waiting for the day of their return to complete self-determination.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
&lt;br /&gt;
=== SCG ===&lt;br /&gt;
Gaia&#039;s relationship with the SCG is long and muddied. With Gaia having established itself as a self-sufficient planet over a century prior, it was a surprise to many in Sol that Gaia was open to reintegration. To many Gaians, the referendum to join Sol represented the planet’s best hope of remaining a free planet and avoiding the encroachment of the rapidly expanding GCC – a hope which, following the Gaia Conflict, has been violently and brutally dashed. Today, while some parts of the South remain pro-Sol, many Gaians feel betrayed by the SCG. This sentiment has only been reinforced by the SCG’s continued occupation of Southern Gaia, with malcontent only worsening as the years drag on. Still, for many – particularly those who bore the brunt of the GCC’s occupation – the SCG remains the lesser of two evils.&lt;br /&gt;
&lt;br /&gt;
=== GCC ===&lt;br /&gt;
Gaia’s history with the GCC is, likewise, complicated. Relations between Gaia and the Confederation began shortly after the latter’s founding, with Gilgameshi diplomats reaching out to secure imports of Gaian agricultural goods. Trade continued throughout the 23rd century, and as the GCC expanded, the more it came to rely on Gaian crops. Gilgamesh’s presence on Gaia likewise increased – by the turn of the century, immigrants from Terra and other GCC colonies made up a sizable minority on Gaia.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the referendum to join the SCG, many in the Gaian government feared the worst: With the GCC’s reliance on Gaian agriculture, it was bound to take action. These fears would quickly prove accurate, and the conflict would see Gaia battered and bombarded under GCC occupation.&lt;br /&gt;
&lt;br /&gt;
Today, the relationship is much more bitter than anything. With the Confederation staying out of Gaian domestic matters and the Governor General seldom using their veto power to date. Still, most Gaians are old enough to remember the manhunts, and some continue to find themselves looking over their shoulders to this day. This extends through the Protectorate’s government as well, as Internal Defense keeps a close eye on members of the Northern Parliament, with occasional visits for ‘friendly’ chats if they get too unruly.&lt;br /&gt;
&lt;br /&gt;
=== Frontier Alliance ===&lt;br /&gt;
The [[Frontier Alliance]]’s emergence onto the galactic scene has piqued the interest of many on Gaia, finding themselves sympathetic to the desire of the Alliance to rid themselves of influence from Sol. However, this does not mean Gaia wishes to join, with most wishing for Gaia to keep to itself. As of now, Gaians continue to observe and take notes – both of the Alliance’s actions and of Sol and the Confederation’s responses.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Colonies]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>NL208</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3237</id>
		<title>SCG Civics</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=SCG_Civics&amp;diff=3237"/>
		<updated>2025-08-14T18:40:03Z</updated>

		<summary type="html">&lt;p&gt;NL208: fix visual editor adding &amp;quot;index.php&amp;quot; to category links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sol Central Government]] has many tiers of civic status that an individual can possess, intertwined with many levels of local, planetary, and federal citizenship. This page will help outline these categories as they are described in law. While this page covers federal civic status – which guarantees many of the fundamental rights and protections of sapiens within the SCG – many people living within Sol self-identify with their planet or colony of residence, whose civic infrastructures can vary wildly within the broader framework of the SCG.&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
The primary sources of Solar citizenship are:&lt;br /&gt;
&lt;br /&gt;
* By birth:&lt;br /&gt;
** Humans born within SCG space are automatically SCG citizens. For the purposes of determining citizenship, SCG space includes:&lt;br /&gt;
*** Any colony of the SCG, plus the space within a certain distance of said colony determined by colony charter. &lt;br /&gt;
*** Any station, vessel, or gateway licensed under an SCG registration.&lt;br /&gt;
** Children of SCG citizens are automatically granted SCG citizenship.&lt;br /&gt;
*** Artificially-born humans (e.g. “vat-borns”) are considered the legal child of the person(s) who commissioned their creation and are eligible for citizenship accordingly. &lt;br /&gt;
* By naturalization: &lt;br /&gt;
** Non-citizens living within the SCG are eligible to apply for citizenship so long as they meet the following criteria:&lt;br /&gt;
*** Are human.&lt;br /&gt;
*** Have been a permanent resident for at least 5 years (see below).&lt;br /&gt;
*** Have no felony convictions within the SCG.&lt;br /&gt;
&lt;br /&gt;
Additionally, all applicants are subject to screening and review by the Bureau of Citizenship. This is often a long, drawn-out process, with additional scrutiny given to emigrants from “high-risk” areas (namely, emigrants from the [[Gilgamesh Colonial Confederation|GCC]] and [[Gaia|Northern Gaia]]). &lt;br /&gt;
&lt;br /&gt;
Under the current SCG Charter, only humans are eligible for citizenship. This is a highly controversial issue and one currently being debated in the Solar Assembly.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Citizens are afforded all rights and privileges of the SCG under the law. Citizenship is a prerequisite for service within many of the SCG&#039;s state services, including the [[Sol Central Government Fleet|Fleet]] and the [[Expeditionary Corps]], as well as the [[Sol Central Government Army|Army]] (which restricts membership to natural-born citizens only). Some exceptions apply in the case of positronics (see below). Additionally, only citizens may vote in Solar elections or be elected to offices of the SCG. &lt;br /&gt;
&lt;br /&gt;
== Permanent Residents ==&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Permanent residency is a legal status granted to individuals who are non-citizens but are allowed to live permanently within the SCG. Barring special cases, permanent residency is usually the first step towards becoming a naturalized citizen; it also covers rights and status for those who live within the SCG but are unwilling or unable to pursue full SCG citizenship. &lt;br /&gt;
&lt;br /&gt;
To obtain permanent residency, a person must apply for a Permanent Residency Card with the Bureau of Citizenship. The following groups may apply for permanent residency:&lt;br /&gt;
&lt;br /&gt;
* Spouses and immediate relatives (parent, child, sibling) of current SCG citizens and permanent residents.&lt;br /&gt;
* Workers employed within the SCG.&lt;br /&gt;
* Asylum seekers.&lt;br /&gt;
* Free [[positronics]] created within the SCG or falling into any of the previous categories.&lt;br /&gt;
* Any persons without citizenship or permanent resident status who do not otherwise fall into one of the previous categories, provided they arrived in the SCG before age 14.&lt;br /&gt;
&lt;br /&gt;
As with citizenship applications, applications for permanent residency are subject to stringent screening and review by the Bureau of Citizenship. Only humans and positronics are currently eligible for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Rights ===&lt;br /&gt;
Residents are afforded almost all the same rights as citizens with the exception of the ability participate in government or state service.&lt;br /&gt;
&lt;br /&gt;
== Visitors ==&lt;br /&gt;
Visitors are persons who are temporarily in the SCG, usually under a visa.   The SCG issues a variety of both short-term and long-term visas, including for work, education, leisure, and asylum, as well as immigration visas for those intending to seek permanent residence later on. Visas are usually obtained at a local SCG consulate in the area a visitor is traveling from or through a direct application with the Ambassadorial Service if a consulate is unavailable. Certain corporations retain the right to issue visas directly, though corporate visas are usually subject to additional restrictions and only apply under their jurisdiction. &lt;br /&gt;
&lt;br /&gt;
All sapient species are eligible to apply for visas within the SCG, though under some circumstances, the SCG does not require a visa for visitation. For example, traveling through SCG space does not usually require a visa. Additionally, certain non-SCG groups (such as members of affiliated colonies) do not require a visa to visit neighboring SCG systems.&lt;br /&gt;
&lt;br /&gt;
Visitors are afforded the rights that apply to them under their visa, as well as the standard legal rights afforded to sapiens in SCG space.&lt;br /&gt;
&lt;br /&gt;
== Other Citizenship Categories ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary Citizenship ===&lt;br /&gt;
In addition to SCG citizenship, individual SCG member states also issue planetary citizenship. Eligibility for and rights guaranteed by planetary citizen vary from member state to member state (within the broader legal framework of the SCG). Planetary citizens typically hold both their planetary citizenship and SCG citizenship; however, it is possible to hold one without the other (as is sometimes the case of citizens of newly-integrated colonies).&lt;br /&gt;
&lt;br /&gt;
=== Corporate Citizenship ===&lt;br /&gt;
Certain corporations within the SCG (most notably the [[Corporations#The Five Megacorporations|&amp;quot;Big Five&amp;quot;]]) hold the right to issue their employees corporate citizenship, which only applies within corporate installations. This citizenship is entirely separate from SCG citizenship, and is issued at the discretion of the sponsor corporation. This means that a visitor to Solar space can hold corporate citizenship.&lt;br /&gt;
&lt;br /&gt;
== Special Cases ==&lt;br /&gt;
&lt;br /&gt;
=== Positronics ===&lt;br /&gt;
While not citizens, positronics are able to join the uniformed services of the SCG. The specifics of positronic service vary by organization – for instance, the Expeditionary Corps allows both second and third generation positronics to serve, while the Fleet only allows third generation positronics. Additionally, free positronics are eligible to apply for permanent residency.&lt;br /&gt;
&lt;br /&gt;
=== Gaia ===&lt;br /&gt;
While Gaia is not a member state of the SCG and Gaians do not receive SCG citizenship, residents of Southern Gaia have been allowed to join the SCG&#039;s uniformed services (provided they have never resided in Northern Gaia post-conflict) since the advent of SCG occupation. The military administration in Southern Gaia encourages this, citing state service as a way to deepen Solar-Gaian ties and further entrench the SCG&#039;s role on the planet.&lt;br /&gt;
&lt;br /&gt;
This policy is somewhat controversial, with its opponents citing the SCG&#039;s longstanding legal precedents; however, the practical realities on the ground coupled with the political influence of Brigadier General Montgomery as military governor of the Gaian Administrative Area have often overshadowed these complaints.&lt;br /&gt;
&lt;br /&gt;
=== Copernicus and the Frontier Alliance ===&lt;br /&gt;
The SCG does not recognize the secession of Copernicus and inhabitants of [[Iolaus]] and [[Brahe]] retain their SCG civic status. In practice this primarily affects refugees and expatriates, as the SCG considers the [[Frontier Alliance]] a terrorist organization and Copernicus is under active blockade. Inhabitants of the Frontier Alliance colonies of Kaze, Umiri, and Sunset are not considered Solar citizens. &lt;br /&gt;
&lt;br /&gt;
=== New Colony Citizens/Residents ===&lt;br /&gt;
While no major new colonies have joined the SCG in some time, if one were to do so, all members of the colony younger than 14 would automatically be granted SCG citizenship while all other members of the colony would become residents with extra privileges. Specifically, residents would retain the ability to take part in the government of that colony up to the system level, represent the colony if elected to the Solar Assembly or Senate, and serve within the Planet&#039;s PDF and SDF. These residents would still be unable to serve within the SCG&#039;s uniformed services or hold appointments within the federal government.&lt;br /&gt;
&lt;br /&gt;
== Tables of Examples ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Civic Status&lt;br /&gt;
!&lt;br /&gt;
!Citizenship&lt;br /&gt;
!Residency&lt;br /&gt;
!Visitation&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Origin)&lt;br /&gt;
|✓ (automatic)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Human (Non-SCG Origin)&lt;br /&gt;
|✓ (via naturalization)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (if free)&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Eligibility for Service&lt;br /&gt;
!&lt;br /&gt;
!SCG Fleet&lt;br /&gt;
!SCG Army&lt;br /&gt;
!EC&lt;br /&gt;
!SFP&lt;br /&gt;
!Federal Government&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Citizen)&lt;br /&gt;
|✓&lt;br /&gt;
|✓ (natural-born only)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Resident)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌ (Agent)&amp;lt;br&amp;gt;✓ (Tracker)&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (SCG Visitor)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|-&lt;br /&gt;
|Human (Southern Gaia)&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (2nd Generation)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|IPC (3rd Generation)&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|✓&lt;br /&gt;
|❌&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Other Non-Human&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|✓ (temporarily only, via Exchange Program)&lt;br /&gt;
|❌&lt;br /&gt;
|❌&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>NL208</name></author>
	</entry>
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