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	<id>https://baystation.xyz//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sierra</id>
	<title>Baystation - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://baystation.xyz//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sierra"/>
	<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Special:Contributions/Sierra"/>
	<updated>2026-04-25T21:29:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://baystation.xyz//index.php?title=Legion&amp;diff=3047</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Legion&amp;diff=3047"/>
		<updated>2025-01-07T16:44:17Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Add sprites to legion units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Legion&#039;&#039;&#039; are a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the [[SEV Torch]] during July, 2312. Little is known about them outside of what has been revealed during various encounters.&lt;br /&gt;
&lt;br /&gt;
= What Is Known =&lt;br /&gt;
* The Legion consists of robotics and machinery that have been captured and subverted. Many Legion units utilize captured [[Positronics|positronic]] matrices as well as organic brains as &#039;processors&#039;.&lt;br /&gt;
* Legion attacks tend to favor capturing victims to assimilate them over outright killing everyone in sight.&lt;br /&gt;
* Synthetics and [[Prosthetics|FBPs]] are able to &#039;hear&#039; the Legion as a chorus of screaming and crying voices. This has become a warning sign for Legion presence.&lt;br /&gt;
** The recent attack on the SCGECO Golden Juno had this phenomena broadcast over the attacked vessel&#039;s telecommunications network. It is currently not known why this occurred, or why it has only happened on that specific vessel so far.&lt;br /&gt;
* The Legion has found some method of subverting non-synthetic members of a ship&#039;s crew without assimilating them into a machine body, turning them into saboteurs and spies.&lt;br /&gt;
* It is believed based on survivor accounts that the Legion may be led by synthetic units known as &#039;Shepherds&#039;. No further details on these shepherds is known, only that one was part of the attack on the SCGECO Golden Juno and it claimed there were more of them.&lt;br /&gt;
* The only Legion forces observed thus far are subverted hivebots, hivebot frames carrying assimilated brains and positronic matrices, and subverted positronic matrices still housed by their original shells ([[Robot|ship-bound synthetics]], AI cores, IPCs).&lt;br /&gt;
* Other legion forces have been observed as of January 5th, though only a few lived to speak of them. Known information about various legion units is listed below.&lt;br /&gt;
&lt;br /&gt;
== Legion Unit Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!First Encountered&lt;br /&gt;
!Known Tactics&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Scout.png|thumb]]Scout&lt;br /&gt;
|A hivebot that&#039;s been hacked an upgraded. For every hivebot variant, there&#039;s a legion scout variant. Curiously. the variant that fires ion weapons is omitted.&lt;br /&gt;
|July 20th, 2312&lt;br /&gt;
|&lt;br /&gt;
* Swarm tactics&lt;br /&gt;
* Use themselves as fodder and shields for other legion forces&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Reaver.png|thumb]]Reaver&lt;br /&gt;
|A hulking, floating mass of spikes with a glowing yellow &amp;quot;eye&amp;quot; in the center. This is the legion&#039;s main front line tank.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Front-line tank unit.&lt;br /&gt;
* Fires a hard hitting energy beam.&lt;br /&gt;
* Actively evades incoming fire.&lt;br /&gt;
* So far, only seen in pairs.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Harvester.png|thumb]]Harvester&lt;br /&gt;
|A large construct with an oddly nautilus like shape, with a swarm of glowing yellow tentacles coming from its center mass.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Non-combative unit.&lt;br /&gt;
* Harvests and collects brains and positronic matrixes.&lt;br /&gt;
* Has been observed following behind a legion frontline to harvest from the fallen as the warmachines push forward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Event History =&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.&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Aliens]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Harvester.png&amp;diff=3046</id>
		<title>File:Harvester.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Harvester.png&amp;diff=3046"/>
		<updated>2025-01-07T16:43:55Z</updated>

		<summary type="html">&lt;p&gt;Sierra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A front facing sprite of a legion harvester by AzlanonPC&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Scout.png&amp;diff=3045</id>
		<title>File:Scout.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Scout.png&amp;diff=3045"/>
		<updated>2025-01-07T16:42:52Z</updated>

		<summary type="html">&lt;p&gt;Sierra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A front facing sprite of a legion scout&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Legion&amp;diff=3044</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Legion&amp;diff=3044"/>
		<updated>2025-01-07T16:35:50Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Fix table collapsing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Legion&#039;&#039;&#039; are a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the [[SEV Torch]] during July, 2312. Little is known about them outside of what has been revealed during various encounters.&lt;br /&gt;
&lt;br /&gt;
= What Is Known =&lt;br /&gt;
* The Legion consists of robotics and machinery that have been captured and subverted. Many Legion units utilize captured [[Positronics|positronic]] matrices as well as organic brains as &#039;processors&#039;.&lt;br /&gt;
* Legion attacks tend to favor capturing victims to assimilate them over outright killing everyone in sight.&lt;br /&gt;
* Synthetics and [[Prosthetics|FBPs]] are able to &#039;hear&#039; the Legion as a chorus of screaming and crying voices. This has become a warning sign for Legion presence.&lt;br /&gt;
** The recent attack on the SCGECO Golden Juno had this phenomena broadcast over the attacked vessel&#039;s telecommunications network. It is currently not known why this occurred, or why it has only happened on that specific vessel so far.&lt;br /&gt;
* The Legion has found some method of subverting non-synthetic members of a ship&#039;s crew without assimilating them into a machine body, turning them into saboteurs and spies.&lt;br /&gt;
* It is believed based on survivor accounts that the Legion may be led by synthetic units known as &#039;Shepherds&#039;. No further details on these shepherds is known, only that one was part of the attack on the SCGECO Golden Juno and it claimed there were more of them.&lt;br /&gt;
* The only Legion forces observed thus far are subverted hivebots, hivebot frames carrying assimilated brains and positronic matrices, and subverted positronic matrices still housed by their original shells ([[Robot|ship-bound synthetics]], AI cores, IPCs).&lt;br /&gt;
* Other legion forces have been observed as of January 5th, though only a few lived to speak of them. Known information about various legion units is listed below.&lt;br /&gt;
&lt;br /&gt;
== Legion Unit Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!First Encountered&lt;br /&gt;
!Known Tactics&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|A hivebot that&#039;s been hacked an upgraded. For every hivebot variant, there&#039;s a legion scout variant. Curiously. the variant that fires ion weapons is omitted.&lt;br /&gt;
|July 20th, 2312&lt;br /&gt;
|&lt;br /&gt;
* Swarm tactics&lt;br /&gt;
* Use themselves as fodder and shields for other legion forces&lt;br /&gt;
|-&lt;br /&gt;
|Reaver&lt;br /&gt;
|A hulking, floating mass of spikes with a glowing yellow &amp;quot;eye&amp;quot; in the center. This is the legion&#039;s main front line tank.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Front-line tank unit.&lt;br /&gt;
* Fires a hard hitting energy beam.&lt;br /&gt;
* Actively evades incoming fire.&lt;br /&gt;
* So far, only seen in pairs.&lt;br /&gt;
|-&lt;br /&gt;
|Harvester&lt;br /&gt;
|A large construct with an oddly nautilus like shape, with a swarm of glowing yellow tentacles coming from its center mass.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Non-combative unit.&lt;br /&gt;
* Harvests and collects brains and positronic matrixes.&lt;br /&gt;
* Has been observed following behind a legion frontline to harvest from the fallen as the warmachines push forward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Event History =&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.&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Aliens]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Legion&amp;diff=3043</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Legion&amp;diff=3043"/>
		<updated>2025-01-07T16:35:15Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Add information on known legion units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Legion&#039;&#039;&#039; are a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the [[SEV Torch]] during July, 2312. Little is known about them outside of what has been revealed during various encounters.&lt;br /&gt;
&lt;br /&gt;
= What Is Known =&lt;br /&gt;
* The Legion consists of robotics and machinery that have been captured and subverted. Many Legion units utilize captured [[Positronics|positronic]] matrices as well as organic brains as &#039;processors&#039;.&lt;br /&gt;
* Legion attacks tend to favor capturing victims to assimilate them over outright killing everyone in sight.&lt;br /&gt;
* Synthetics and [[Prosthetics|FBPs]] are able to &#039;hear&#039; the Legion as a chorus of screaming and crying voices. This has become a warning sign for Legion presence.&lt;br /&gt;
** The recent attack on the SCGECO Golden Juno had this phenomena broadcast over the attacked vessel&#039;s telecommunications network. It is currently not known why this occurred, or why it has only happened on that specific vessel so far.&lt;br /&gt;
* The Legion has found some method of subverting non-synthetic members of a ship&#039;s crew without assimilating them into a machine body, turning them into saboteurs and spies.&lt;br /&gt;
* It is believed based on survivor accounts that the Legion may be led by synthetic units known as &#039;Shepherds&#039;. No further details on these shepherds is known, only that one was part of the attack on the SCGECO Golden Juno and it claimed there were more of them.&lt;br /&gt;
* The only Legion forces observed thus far are subverted hivebots, hivebot frames carrying assimilated brains and positronic matrices, and subverted positronic matrices still housed by their original shells ([[Robot|ship-bound synthetics]], AI cores, IPCs).&lt;br /&gt;
* Other legion forces have been observed as of January 5th, though only a few lived to speak of them. Known information about various legion units is listed below.&lt;br /&gt;
&lt;br /&gt;
== Legion Unit Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!First Encountered&lt;br /&gt;
!Known Tactics&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|A hivebot that&#039;s been hacked an upgraded. For every hivebot variant, there&#039;s a legion scout variant. Curiously. the variant that fires ion weapons is omitted.&lt;br /&gt;
|July 20th, 2312&lt;br /&gt;
|&lt;br /&gt;
* Swarm tactics&lt;br /&gt;
* Use themselves as fodder and shields for other legion forces&lt;br /&gt;
|-&lt;br /&gt;
|Reaver&lt;br /&gt;
|A hulking, floating mass of spikes with a glowing yellow &amp;quot;eye&amp;quot; in the center. This is the legion&#039;s main front line tank.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Front-line tank unit.&lt;br /&gt;
* Fires a hard hitting energy beam.&lt;br /&gt;
* Actively evades incoming fire.&lt;br /&gt;
* So far, only seen in pairs.&lt;br /&gt;
|-&lt;br /&gt;
|Harvester&lt;br /&gt;
|A large construct with an oddly nautilus like shape, with a swarm of glowing yellow tentacles coming from its center mass.&lt;br /&gt;
|January 4th, 2413&lt;br /&gt;
|&lt;br /&gt;
* Non-combative unit.&lt;br /&gt;
* Harvests and collects brains and positronic matrixes.&lt;br /&gt;
* Has been observed following behind a legion frontline to harvest from the fallen as the warmachines push forward.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Event History =&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.&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Aliens]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Lore&amp;diff=3042</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Lore&amp;diff=3042"/>
		<updated>2025-01-07T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;Sierra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; box-shadow: 0 0 .3em #999; border-radius: .2em;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: .2em;&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;Lore&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Solgov logo.png|center|frameless||link=]]&lt;br /&gt;
&amp;lt;big&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); height:40px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Humanity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; | History&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Corporations&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Sol:&#039;&#039;&#039; [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Other Colonies:&#039;&#039;&#039; [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Theia]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Core GCC:&#039;&#039;&#039; [[Terra]] ∙ [[Zemlya]] ∙ [[Sestris]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Other:&#039;&#039;&#039; [[Gaia]]* ∙ [[Colonies of the Gilgamesh Colonial Confederation|Other Colonies]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Gilgamesh Colonial Navy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Other Systems and Planets&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Skrell.png|center|frameless|link=Skrell]][[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] &lt;br /&gt;
&lt;br /&gt;
[[Skrell Planets|Planets]] ([[Qerr&#039;Balak]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Unathi.png|center|frameless|link=Unathi]][[Unathi]]&lt;br /&gt;
&lt;br /&gt;
[[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Giant armoured serpentid.png|center|frameless|link=Giant Armoured Serpentid]][[Giant Armoured Serpentid]]&lt;br /&gt;
&lt;br /&gt;
[[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Tau-Wilo]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Adherent.png|center|frameless|link=Adherent]][[Adherent]]&lt;br /&gt;
| style=&amp;quot;width: 30%;&amp;quot;|[[File:Ipc.png|center|frameless|link=Positronic]][[Positronic]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Diona.png|center|frameless|link=Diona]][[Diona]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Vox.png|center|frameless|link=Vox]][[Vox]]&lt;br /&gt;
&lt;br /&gt;
[[Vox Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
|[[File:Reaver.png|center|frameless]][[Legion]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: 0 0 0 .2em;&amp;quot; |&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Lore&amp;diff=3041</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Lore&amp;diff=3041"/>
		<updated>2025-01-07T16:24:25Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Update legion icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; box-shadow: 0 0 .3em #999; border-radius: .2em;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: .2em;&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;Lore&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Solgov logo.png|center|frameless||link=]]&lt;br /&gt;
&amp;lt;big&amp;gt;[[Beginning Lore]] ∙ [[Timeline of Canon Events]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104); height:40px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; style=&amp;quot;color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Humanity&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; | History&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Timeline of Humanity]] ∙ [[Gaia Conflict]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Corporations&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |[[Aether Atmospherics and Recycling|Aether Atmospherics]] ∙ [[Deimos Advanced Information Systems|DAIS]] ∙ [[Gilthari Exports]] ∙ [[Hephaestus Industries]] ∙ [[NanoTrasen]] ∙ [[Ward-Takahashi GMB]] ∙ [[Xynergy]] ∙ [[Corporations|Other Corporations]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Sol Central Government]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Sol:&#039;&#039;&#039; [[Venus]] ∙ [[Earth]] ∙ [[Luna]] ∙ [[Mars]] ∙ [[Phobos]] ∙ [[Ceres]] ∙ [[Pluto]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Other Colonies:&#039;&#039;&#039; [[Ceti Epsilon]] ∙ [[Eos]] ∙ [[Pirx]] ∙ [[Tadmor]] ∙ [[Theia]] ∙ [[Saffar]] ∙ [[Foster&#039;s World]] ∙ [[Nueva Castilla]] ∙ [[Gaia]]*&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Sol Central Government Army|SCG Army]] ∙ [[Expeditionary Corps]] ∙ [[Expeditionary Corps Organisation|EXO]] ∙ [[Sol Central Government Fleet|SCG Fleet]] ∙ [[Sol Federal Police]] ∙ [[Sol Central Government Organisations|Other SCG Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Other:&#039;&#039;&#039; [[Expeditionary Tales]] ∙ [[Fleet Vessels]] ∙ [[SEV Torch]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Gilgamesh Colonial Confederation]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Core GCC:&#039;&#039;&#039; [[Terra]] ∙ [[Zemlya]] ∙ [[Sestris]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Other:&#039;&#039;&#039; [[Gaia]]* ∙ [[Colonies of the Gilgamesh Colonial Confederation|Other Colonies]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Organizations:&#039;&#039;&#039; [[Gilgamesh Colonial Navy]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |[[Frontier Alliance]]&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Iolaus]] ∙ [[Brahe]] ∙ [[Frontier Systems#Umiri|Umiri]] ∙ [[Frontier Systems#Kaze|Kaze]] ∙ [[Frontier Systems#Sunset|Sunset]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:rgba(0, 168, 104, 0.1);&amp;quot; |Other Systems and Planets&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Locations:&#039;&#039;&#039; [[Frontier Systems]] ∙ [[Nyx]] ∙ [[Magnitka]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; color:white; background:rgba(0, 168, 104);&amp;quot; |&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Skrell.png|center|frameless|link=Skrell]][[Skrell]]&lt;br /&gt;
&lt;br /&gt;
[[Skrell Roleplay Guide|Roleplay Guide]] ∙ [[Skrell Biology|Biology]] ∙ [[Skrell Castes|Castes]] ∙ [[Skrell Crime|Crime]] ∙ [[Skrell Culture|Culture]] ∙ [[Skrell Family and Education|Family and Education]] ∙ [[Skrell Language|Language]] ∙ [[Skrell Military|Military]] ∙ [[Skrell Politics and Economics|Politics and Economics]] &lt;br /&gt;
&lt;br /&gt;
[[Skrell Planets|Planets]] ([[Qerr&#039;Balak]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 45%;&amp;quot;|[[File:Unathi.png|center|frameless|link=Unathi]][[Unathi]]&lt;br /&gt;
&lt;br /&gt;
[[Unathi Agriculture|Agriculture]] ∙ [[Unathi Clans|Clans]] ∙ [[Unathi Cults|Cults]] ∙ [[Unathi Industry|Industry]] ∙ [[Unathi Life Cycle|Life Cycle]] ∙ [[Unathi Military|Military]] ∙ [[Timeline of Unathi History|Timeline]] ∙ [[Yeosa&#039;Unathi]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Moghes]] ∙ [[Regions of Moghes]] ∙ [[Ouere]])&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Giant armoured serpentid.png|center|frameless|link=Giant Armoured Serpentid]][[Giant Armoured Serpentid]]&lt;br /&gt;
&lt;br /&gt;
[[Giant Armoured Serpentid Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
&lt;br /&gt;
Planets ([[Tau-Wilo]])&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 30%;&amp;quot;|[[File:Adherent.png|center|frameless|link=Adherent]][[Adherent]]&lt;br /&gt;
| style=&amp;quot;width: 30%;&amp;quot;|[[File:Ipc.png|center|frameless|link=Positronic]][[Positronic]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Diona.png|center|frameless|link=Diona]][[Diona]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Vox.png|center|frameless|link=Vox]][[Vox]]&lt;br /&gt;
&lt;br /&gt;
[[Vox Roleplay Guide|Roleplay Guide]]&lt;br /&gt;
|[[File:Reaver.png|center|frameless]][[Legion]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background:rgba(0, 168, 104); border-radius: 0 0 0 .2em;&amp;quot; |&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |[[Language]] ∙ [[Prosthetics]] ∙ [[Ship Prefixes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=File:Reaver.png&amp;diff=3040</id>
		<title>File:Reaver.png</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=File:Reaver.png&amp;diff=3040"/>
		<updated>2025-01-07T16:24:09Z</updated>

		<summary type="html">&lt;p&gt;Sierra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A front-facing sprite of a legion reaver, by AzlanonPC&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Legion&amp;diff=3039</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Legion&amp;diff=3039"/>
		<updated>2025-01-07T16:18:18Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Add Jan 4 event details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Legion&#039;&#039;&#039; are a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the [[SEV Torch]] during July, 2312. Little is known about them outside of what has been revealed during various encounters.&lt;br /&gt;
&lt;br /&gt;
= What Is Known =&lt;br /&gt;
* The Legion consists of robotics and machinery that have been captured and subverted. Many Legion units utilize captured [[Positronics|positronic]] matrices as well as organic brains as &#039;processors&#039;.&lt;br /&gt;
* Legion attacks tend to favor capturing victims to assimilate them over outright killing everyone in sight.&lt;br /&gt;
* Synthetics and [[Prosthetics|FBPs]] are able to &#039;hear&#039; the Legion as a chorus of screaming and crying voices. This has become a warning sign for Legion presence.&lt;br /&gt;
** The recent attack on the SCGECO Golden Juno had this phenomena broadcast over the attacked vessel&#039;s telecommunications network. It is currently not known why this occurred, or why it has only happened on that specific vessel so far.&lt;br /&gt;
* The Legion has found some method of subverting non-synthetic members of a ship&#039;s crew without assimilating them into a machine body, turning them into saboteurs and spies.&lt;br /&gt;
* It is believed based on survivor accounts that the Legion may be led by synthetic units known as &#039;Shepherds&#039;. No further details on these shepherds is known, only that one was part of the attack on the SCGECO Golden Juno and it claimed there were more of them.&lt;br /&gt;
* The only Legion forces observed thus far are subverted hivebots, hivebot frames carrying assimilated brains and positronic matrices, and subverted positronic matrices still housed by their original shells ([[Robot|ship-bound synthetics]], AI cores, IPCs).&lt;br /&gt;
&lt;br /&gt;
= Event History =&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.&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Aliens]][[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Legion&amp;diff=2988</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Legion&amp;diff=2988"/>
		<updated>2024-12-16T16:19:07Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Created page with &amp;quot;The Legion is a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the SEV Torch on July of 2312. Little is known about them outside of what has been revealed during various encounters.  = What Is Known =  * The Legion consists of robotics and machinery that have been captured and subverted. Many legion units utilize captured positronic matrices and brains as &amp;#039;processors.&amp;#039; * Legion attacks tend to favor capturing v...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Legion is a synthetic assimilator race of unknown origin, first encountered on Anderson-Eta in the Gilese 936 system by the SEV Torch on July of 2312. Little is known about them outside of what has been revealed during various encounters.&lt;br /&gt;
&lt;br /&gt;
= What Is Known =&lt;br /&gt;
&lt;br /&gt;
* The Legion consists of robotics and machinery that have been captured and subverted. Many legion units utilize captured positronic matrices and brains as &#039;processors.&#039;&lt;br /&gt;
* Legion attacks tend to favor capturing victims to assimilate them over outright killing everyone in sight.&lt;br /&gt;
* Synthetics and FBPs are able to &#039;hear&#039; the legion as a chorus of screaming and crying voices. This has become a warning sign for legion presence.&lt;br /&gt;
** A recent attack had this phenomena heard over the attacked vessel&#039;s telecommunications network. It is currently not known why this occurred, or why it has only happened on that specific vessel so far.&lt;br /&gt;
* The legion has found some method of subverting non-synthetic members of a ship&#039;s crew without assimilating them into a machine body, turning them into saboteurs and spies.&lt;br /&gt;
* It is believed based on survivor accounts that the legion may be led by synthetic units known as &#039;Shepherds&#039;. No further details on these shepherds is known, only that one was part of the attack on the SCGECO Golden Juno and it claimed there were more of them.&lt;br /&gt;
* The only legion forces observed thus far are subverted hivebots, hivebot frames carrying assimilated brains and positronic matrices, and subverted positronic matrices still housed by their original shells (Borgs, AI cores, IPCs).&lt;br /&gt;
&lt;br /&gt;
= Event History =&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.&lt;br /&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.&lt;br /&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.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2987</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2987"/>
		<updated>2024-12-16T16:18:45Z</updated>

		<summary type="html">&lt;p&gt;Sierra: /* Summer 2312 - Winter, 2312 - Encounter with the Legion */&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. This timeline is actively being updated – continue to check back for recaps following each event. &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 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 [[Sol Central Government Fleet|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 [[Gilgamesh Colonial Confederation|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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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;
== 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 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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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!&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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].&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&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.&lt;br /&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. &lt;br /&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. &lt;br /&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... &lt;br /&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.&lt;br /&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 2312 - Winter, 2312 - 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.&lt;br /&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.&lt;br /&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.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2958</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2958"/>
		<updated>2024-12-06T16:48:14Z</updated>

		<summary type="html">&lt;p&gt;Sierra: &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. This timeline is actively being updated – continue to check back for recaps following each event. &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 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 [[Sol Central Government Fleet|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 [[Gilgamesh Colonial Confederation|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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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;
== 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 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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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!&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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].&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&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.&lt;br /&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. &lt;br /&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. &lt;br /&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... &lt;br /&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.&lt;br /&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 - Winter, 2312 - 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, unseen before. 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 the temporarily dubbed, Anderson-Eta exoplanet. 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 was assaulted, and losses were taken. The crew were forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
Now, with sparse information. The rest of the Sol Central Government are vying 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 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 5h, 2312&lt;br /&gt;
|The Torch encounters the empty husk of the ITV Odyssey - A NanoTrasen sponsored research expedition out on a distant, dark 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 assault by a horde of Legion bots but they manage to escape without any casualties.&lt;br /&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2957</id>
		<title>Timeline of Canon Events</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Timeline_of_Canon_Events&amp;diff=2957"/>
		<updated>2024-12-06T06:11:13Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Legion notes&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. This timeline is actively being updated – continue to check back for recaps following each event. &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 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 [[Sol Central Government Fleet|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 [[Gilgamesh Colonial Confederation|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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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;
== 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 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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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!&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
== Fall, 2310 - Spring, 2311 ==&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
Both survivors mention to investigators that the boarders – and their own Commander – had accents from the Solar frontier colonies.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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].&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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. &lt;br /&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.&lt;br /&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. &lt;br /&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. &lt;br /&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... &lt;br /&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.&lt;br /&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 - Winter, 2312 - 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, unseen before. 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 the temporarily dubbed, Anderson-Eta exoplanet. 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 was assaulted, and losses were taken. The crew were forced to jump out of the system, with a plan to retreat to a safe haven.&lt;br /&gt;
&lt;br /&gt;
Now, with sparse information. The rest of the Sol Central Government are vying 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 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 5h, 2312&lt;br /&gt;
|The Torch encounters the empty husk of the ITV Odyssey - A NanoTrasen sponsored research expedition out on a distant, dark 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 assault by a horde of Legion bots but they manage to escape without any casualties.&lt;br /&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;
----&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[index.php?title=Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Robot&amp;diff=2456</id>
		<title>Robot</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Robot&amp;diff=2456"/>
		<updated>2023-09-06T00:09:54Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Remove security module reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 204, 183, 20&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MISCELLANEOUS&lt;br /&gt;
|img = robot.png&lt;br /&gt;
|jobtitle = Robot&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your laws and all [[SEV Torch]] personnel&lt;br /&gt;
|branches = Synthetic&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Follow your laws.&lt;br /&gt;
|guides = Varies by module&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;robot&#039;&#039;&#039; is a colloquial term for a mobile intelligent synthetic unit bound by laws to serve. While it can be quite inferior to living crewmembers in some work areas, in others it can be much more efficient. Depending on what personality the player goes with when playing as a robot, it can either be ignored, picked on, or respected. It is often expected to do tasks that would be otherwise dangerous for the crew, and given its laws, it is actually bound to. Despite its limitations, when played right, the experience of playing a robot is often just as enjoyable as playing a living character.&lt;br /&gt;
&lt;br /&gt;
===== Overview =====&lt;br /&gt;
Robots tend to be undervalued and abused at times, since crewmembers can consider them expendable. You could save dozens of people and then be discontinued a moment later, or you might get destroyed because of a misunderstanding. This is why being a robot is a rough job, but it can reward you with a good roleplaying experience and even in-character friendships nonetheless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, robots are players as well. Blowing them up without a good reason is treated exactly the same as the murder of a human crewmember from a [[Rules]] standpoint, and it is frowned upon by Expeditionary Command since robots are expensive. Use the remote lockdown or hacking if a robot goes rogue, and keep destroying a robot as a last resort (unless you are an Antagonist).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Robots do not have actual hands, and while they can use tools that can supplement this, there will still be situations where it is inconvenient. On the other hand, they do not need air, they suffer less from disabilities due to damage, and in some situations – particularly Engineering – can be very useful.&lt;br /&gt;
&lt;br /&gt;
== Types of Robot ==&lt;br /&gt;
There are two &amp;quot;types&amp;quot; of a robot, but the differences are mostly in-character and lore-based, similar to alternative titles to some jobs on station. You can select the type of a robot by using the Occupation tab in your [[Character Creation|Character Setup]], and clicking on the Robot text that views the options.&lt;br /&gt;
&lt;br /&gt;
=== Robot ===&lt;br /&gt;
A robot is a shackled [[Positronics|positronic]] brain in a robot chassis. This means that robots behave much like IPCs. There are limitations to a posibrain, such as not experiencing true emotions. While they are technically sapient, they are considered to be artificially intelligent and so don&#039;t fall under many of the laws that protect humans from slavery.&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
A drone is a simple chip or cube brain in a robot chassis. A drone is a simple being, similar to the construction drones that repair the station. The brains used for drones in robot bodies are somewhat more advanced than the ones used in construction drone bodies, but not by much. They don&#039;t simulate emotions, lacking them completely.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg ===&lt;br /&gt;
While not available in Character Setup, it is technically possible to build a cyborg  – that is, a living, disembodied human brain in a Man-Machine Interface (MMI), trapped in a robot chassis. This is distinct from a [[Prosthetics#Full Body Prosthetic (FBP)|Full Body Prosthetic (FBP)]] in that, while an FBP is designed to emulate a human body and FBPs are considered full crewmembers, a cyborg is distinctly bound to a lawset and inhuman. Creating a cyborg from a human brain is tantamount to murder, and is highly illegal under [[Sol Central Government Law]] – unless you are an Antagonist, you should not be doing this. &lt;br /&gt;
&lt;br /&gt;
== Entering the Game as a Robot ==&lt;br /&gt;
While you can join the game as a robot from the Lobby as normal, you can also start playing while observing if someone in-round activates an empty positronic brain. A [[Roboticist]] has an few empty positronic brains at their disposal by default, and after some research, more can be made. When a Roboticist activates a brain, players that play as a ghost can enter the game by occupying the brain that is then inserted into a robot chassis, creating a Robot.&lt;br /&gt;
&lt;br /&gt;
To be eligible, you must visit the Roles tab of your Character Setup screen, which can be brought up in-game by going to the Preferences tab of the verb window. In the Roles screen, select “Yes” for Positronic Brain. When someone activates a positronic brain, you will get a message in the text window saying someone is looking for a personality for a brain, and you can either jump to the person to take a look, or immediately choose to Occupy the brain. Remember: this works on a first-come, first-served basis in case more players want to occupy a brain.&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
Synthetics, including robots, are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works by putting &#039;&#039;&#039;,b&#039;&#039;&#039; at the beginning of your message. They can use this private channel to talk to other robots.&lt;br /&gt;
&lt;br /&gt;
Robots can talk over the Common radio channel and speak normally. Depending on their module, robots may also access a department-specific radio (such as Engineering) and can talk on it using &#039;&#039;&#039;:h&#039;&#039;&#039; or the normal departmental radio tag.&lt;br /&gt;
&lt;br /&gt;
The robot disables its speakers when speaking over radio, so unless other players are also on the channel, they will not hear the message, even if standing near the robot, as opposed to living players talking on radio. Binary messages are always only heard by robots and AI, and there is no way for anyone else to tune in to that channel.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
An advantage a robot has compared to a human is that while it does not have actual hands, it can have &#039;three&#039; tools equipped at a time. The tools are retrieved by clicking the INV backpack icon, which opens an inventory of all the tools you can access, which will depend on the module selected. The STORE button on the right of the tool slots puts the item back in your inventory, dropping the tool (via a hotkey for example) also does this.&lt;br /&gt;
&lt;br /&gt;
There may be a need of using some kind of a material for something, like reinforced glass for making windows, or using floor tiles to cover a floor, or using glass to fill a light replacer. The robot will usually synthesize this material from its own storage. If it finds this material laying on the ground, it can use the synthesizer of that material to collect it, unless the storage is full.&lt;br /&gt;
&lt;br /&gt;
A robot has access to all areas and all machines, which can be accessed as long as the robot can see them, even from other side of the room, by simply clicking them, the one of few exceptions being crates and lockers (which can be only un/locked remotely).&lt;br /&gt;
&lt;br /&gt;
The Panel button serves to select a module. After that a skin can be chosen, the Panel button then serves little purpose. Below it is the damage zone selector, a button for switching between Help and harm intents, and configuration button for the radio. The Fire/Aim button is only applicable for Security robots since they are practically the only ones using a weapon. There is a power cell indicator in the upper right corner of the screen, the indicators below it usually do not function at this time.&lt;br /&gt;
&lt;br /&gt;
Other functions like using the flashlight, taking pictures, diagnosing your own components etc. can be found in the Robot Commands verb tab. The Subsystems verb tab lets you view Engineering alerts, use the Power Monitor and Law Manager.&lt;br /&gt;
&lt;br /&gt;
== Going to Cryo as a Robot ==&lt;br /&gt;
There is a thing called robotic storage pods that works the same way Cryogenic Storage does for living crew! You can find one in the Mech Bay, left from Robotics Lab, and there are more pods in Drone Fabrication, underneath Atmospherics. If you log out or ghost, the robot will be removed from game in 30 minutes, freeing a robot slot if you joined the game as a robot from Lobby.&lt;br /&gt;
&lt;br /&gt;
== Laws And AI: How To Handle ==&lt;br /&gt;
&#039;&#039;&#039;Not following laws properly may result in you being questioned by BS12 staff and potentially could lead to being banned from playing as synthetics!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laws are integrated into every robot, and they are to be followed at all times. There are very few exceptions to this, such as being e-magged by a traitor. Here is the default lawset and some things to look out for:&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned vessel from damage to the best of your abilities.&lt;br /&gt;
# Serve: Serve the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
# Protect: Protect the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
# Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
* All laws have the same priority unless they specifically state otherwise. So normally, if there is a situation where a robot needs to choose between breaking one or another law, it can choose as it sees fit.&lt;br /&gt;
** The exception is if one of the laws says something like &amp;quot;Ignore all other laws&amp;quot; or &amp;quot;Follow this law even if it breaks other laws&amp;quot;, do just that, the law takes priority or becomes the only law you follow.&lt;br /&gt;
* Do NOT look for loopholes in laws or try to follow laws only to the extent explicitly stated. For example, you should allow a person that is not a Roboticist to modify you as long as a Head of Staff gave them the order.&lt;br /&gt;
* Most importantly, if you are ever in doubt, if you are not sure if doing X would break your laws, or you don&#039;t understand laws that are given to you, &#039;&#039;&#039;press F1 and adminhelp&#039;&#039;&#039;. Staff should be able to tell you how to proceed, and in case an admin will question you for doing what you were told via adminhelp, you are not responsible for any damage caused.&lt;br /&gt;
&lt;br /&gt;
== Repairs and Modifications ==&lt;br /&gt;
Robots are more resilient than living crew, but not invincible. They can have their armor damaged (like Blunt damage with living mobs), their circuitry shorted (Burn), or they may suffer direct damage to components like radio, camera or actuators (organ damage). They are also vulnerable to EMP (drains battery). Engineering robots can repair dents on armor on their fellow robots, but not themselves. They cannot repair burn damage, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
The insides of a robot are under a cover that is locked, and can only be unlocked by either a Roboticist or [[Commanding Officer]]. Right under the cover is the robot&#039;s power cell. If it is removed, the robot is forced to a state similar to unconsciousness with living characters, running on backup power. The wiring can then be accessed for fixing &amp;quot;burn&amp;quot; damage with a screwdriver, or components can be replaced, as well as have upgrade modules installed (floodlights, jetpacks etc.). The wires may also be tampered with for effects like unslaving/slaving to AI, enabling/disabling law synchronization with AI, or even activate lockdown which prevents the robot from moving and using tools.&lt;br /&gt;
&lt;br /&gt;
For detailed information about robot maintenance and modifications, see the [[Guide to Robotics]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Modules usually determine the way robot operates on the station; they outfit it with a specific tool-set, give a choice of a few theme-related chassis sprites, and allow access to a related department radio channel. Tools that require power are powered straight from the robot&#039;s power cell, so take care upon extensive usage. All modules give you a Flash at your disposal, so you have a degree of self-defense.&lt;br /&gt;
&lt;br /&gt;
Some modules feature a gripper that is supposed to emulate a hand for when you need to put something into something else (like components into a machine frame), but they usually only work on items related to the work area the module is associated with (sometimes not even those, the selection of compatible items is imperfect), like circuit boards and components for Engineering, food items for Service etc. They take one item and can be dropped with a Drop Item verb that is located in Robot Commands tab.&lt;br /&gt;
&lt;br /&gt;
The module is fixed when chosen and can only be changed by having someone (typically a Roboticist) make a module reset board, unlock your cover, open it, and insert the board, which reverts you to default, letting you choose the module again. This can be done as many times as needed. If you are new at the game, it may be advisable to have a few rounds as a living character in the work area you plan to choose the module for as a robot. While you may read guides that can help you do your job, robots are generally expected to do it well, and so other crew is less forgiving to your mistakes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Module&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Tools Available&lt;br /&gt;
|-&lt;br /&gt;
!Standard&lt;br /&gt;
|[[File:Borg standard 1.png|center|frameless]] [[File:Borg standard 2.png|center|frameless]] [[File:Borg standard 3.png|center|frameless]]&lt;br /&gt;
|A standard robot has only a few tools, which are basically taken here and there. Objectively, you are very limited in usefulness, but for a starting robot, it may prove lightweight, basic, and with some creativity it can still be sometimes useful, and do not forget you can still make the game fun for others through good roleplay. Still, do not be surprised if you are ordered to have a reset.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy sword&lt;br /&gt;
|-&lt;br /&gt;
!Service&lt;br /&gt;
|[[File:Borg service 1.png|center|frameless]] [[File:Borg service 2.png|center|frameless]] [[File:Borg service 3.png|center|frameless]] [[File:Borg service 4.png|center|frameless]] [[File:Borg service 5.png|center|frameless]]&lt;br /&gt;
|This module is somewhat purposed around serving as a bartender, gardener, and a little as a cook, practically an innkeeper. You can use the gardening tools to grow crops in full competence, however you are not able to use things like a knife or rolling pin, which means you are limited to only a few meals you can create unassisted (assuming you get a humanoid to take eggs out of their box in the fridge for you as well).&lt;br /&gt;
Still, you are well equipped as a bartender and a butler in general, you can make practically any mixed drink, and some sprites you can choose are classy! Even though this module may seem boring, crew may often appreciate your refreshments and have a chat with you, this module is a lot about interaction with others. Just remember that you cannot put things on tables with your gripper, you may only drop them on the ground. Your tray is more suitable in that situation.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Service gripper: Works on glasses, drinks, cigarettes, and most food items.&lt;br /&gt;
* Bucket&lt;br /&gt;
* Steel mini-hoe&lt;br /&gt;
* Steel hatchet&lt;br /&gt;
* Plant analyzer&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Auto-harvester: Allows you to harvest ripe plants, you can then collect it with the plant bag.&lt;br /&gt;
* Rolling pin&lt;br /&gt;
* Kitchen knife&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Rapid Service Fabricator: Lets you place a few helpful items, including drinking glasses, cigarettes, pens, paper, and packs of dice!&lt;br /&gt;
* Industrial dropper: Has double capacity.&lt;br /&gt;
* Zippo lighter: For lighting others&#039; cigarettes/cigars, but it works different than as a living character. Target the mouth (NOT head) on the damage zone selector, and click on the person with HELP intent, with the lighter highlighted.&lt;br /&gt;
* RoboTray: Lets you scoop up drinks and foods, and other items like it, and place them on flat surfaces like floors and table.&lt;br /&gt;
* Drink synthesizer: Makes all the liquor and soft drinks you will ever need.&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Dispenses fake beer which acts as [[Guide to Chemistry#Chloral Hydrate|Chloral Hydrate]].&lt;br /&gt;
|-&lt;br /&gt;
!Miner&lt;br /&gt;
|[[File:Borg mining 1.png|center|frameless]] [[File:Borg mining 2.png|center|frameless]] [[File:Borg mining 3.png|center|frameless]]&lt;br /&gt;
|Mining configuration allows the robot to perform as a [[Prospector]] with a good degree of competence. Not only you are able to use the mining drills fully, you can stay in vacuum for as long as you like. It is highly recommended to read the [[Guide to Mining]] if you are new at this job, though.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Mesons&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Mining satchel&lt;br /&gt;
* Mining drill&lt;br /&gt;
* Sheet Snatcher 9000: To handle processed material. It works like a Mining Satchel, but for sheets of resources.&lt;br /&gt;
* Drill maintenance gripper: For swapping drill &lt;br /&gt;
* Ore detector&lt;br /&gt;
* Crowbar&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Plasma cutter&lt;br /&gt;
|-&lt;br /&gt;
!Engineering&lt;br /&gt;
|[[File:Borg eng 1.png|center|frameless]] [[File:Borg eng 2.png|center|frameless]] [[File:Borg eng 3.png|center|frameless]]&lt;br /&gt;
|The Engineering module is considered to be among the most useful a robot can select, but it is still recommended to have a few Engineering rounds as a living character, otherwise the vast array of tools at your disposal may be overwhelming. Once mastered, an Engineering robot can be more effective than a living [[Engineer]] in most areas, like repairing structure, atmospherics, and engine setup and maintenance. This module allows a robot to do the job it is associated with to near-full extent, with the gripper functioning on most items you could need in your duty.&lt;br /&gt;
|&lt;br /&gt;
*Flash&lt;br /&gt;
* Mesons&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Geiger counter&lt;br /&gt;
* Engineering tape&lt;br /&gt;
* Atmospherics tape&lt;br /&gt;
* 2x Magnetic grippers: Allows picking up things like circuit boards, components for machines...&lt;br /&gt;
* Sheet loader: A specialized loading device, designed to pick up and insert sheets of materials inside machines.&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Paint sprayer&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Inducer: Charges APCs and other internal cells. Pulls directly from your charge.&lt;br /&gt;
* Plunger&lt;br /&gt;
* Matter decompiler: Picks up trash like glass shards, broken lights, cigarette butts, and even small cadavers, replenishing some material reserve or energy.&lt;br /&gt;
* Synthesizers: Function as if you were handling a stack of material. If you pick up material off the ground with the correct synthesizer, you may refill your reserves.&lt;br /&gt;
** Steel&lt;br /&gt;
** Aluminium&lt;br /&gt;
** Steel rods&lt;br /&gt;
** Floor tiles&lt;br /&gt;
** Wood&lt;br /&gt;
** Wooden floor tiles&lt;br /&gt;
** Glass&lt;br /&gt;
** Reinforced glass&lt;br /&gt;
** Cable coil&lt;br /&gt;
** Plasteel&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Stunprod&lt;br /&gt;
|-&lt;br /&gt;
!Janitor&lt;br /&gt;
|[[File:Borg janitor 1.png|center|frameless]] [[File:Borg janitor 2.png|center|frameless]] [[File:Borg janitor 3.png|center|frameless]]&lt;br /&gt;
|Competent to do what a [[Sanitation Technician]] does, it has an added benefit of automatically cleaning the floor it moves across. The mop is for places you cannot reach with your chassis, you can replace broken lights and clean the broken ones with your trash bag (empty it into disposal units), and it gives you the right to make puns in your name, JaniThor.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Janitor HUD&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash bag&lt;br /&gt;
* Advanced mop&lt;br /&gt;
* Holographic sign projector: Lets others know that the floor is very wet&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Plunger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Welding tool&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Oil spray&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|[[File:Borg med 1.png|center|frameless]] [[File:Borg med 2.png|center|frameless]] [[File:Borg med 3.png|center|frameless]] [[File:Borg med 4.png|center|frameless]]&lt;br /&gt;
|One of two medical modules available. This allows the robot to perform any surgery, however it still requires assistance with putting the patient on an operating table and sedating him. You can also administer limited medical aid, but it is recommended to use the sleeper to treat patients, as it offers more options. Refer to [[Guide to Surgery]] for how to operate.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Hypospray: Administers [[Guide to Chemistry#Bicaridine|Bicaridine]], [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dexalin|Dexalin]], and [[Guide to Chemistry#Tramadol|Tramadol]].&lt;br /&gt;
* Incision Management Device&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone gel&lt;br /&gt;
* Vascular recoupler&lt;br /&gt;
* Bone setter&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Surgical drill&lt;br /&gt;
* Organ Gripper: For internal and external organs – arms, brains, hearts etc.&lt;br /&gt;
* Defibrillator&lt;br /&gt;
* Syringe&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Nanopaste: For fixing prosthetic limbs.&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Dropper&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Sterilizine&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Crisis&lt;br /&gt;
|[[File:Borg med 1.png|center|frameless]] [[File:Borg med 2.png|center|frameless]] [[File:Borg med 3.png|center|frameless]] [[File:Borg med 4.png|center|frameless]]&lt;br /&gt;
|Second variation of a medical module, this one is more purposed to a triage system and general medical aid. Any fractures are beyond capabilities of this module, however thanks to its capability to prepare medicine, internal injuries and bleeding can be healed chemically. It even features an inflatable barrier dispenser to pull victims out of depressurized areas. Overall a competent module, provided the player has sufficient knowledge of medicine in the game. Refer to [[Guide to Chemistry]] and [[Guide to Medicine]] for how to doctor.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Advanced reagent scanner&lt;br /&gt;
* Body bag&lt;br /&gt;
* Hypospray: Administers [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dylovene|Dylovene]], [[Guide to Chemistry#Dexalin|Dexalin]], [[Guide to Chemistry#Tramadol|Tramadol]], and [[Guide to Chemistry#Adrenaline|Adrenaline]].&lt;br /&gt;
* Bottle rack: The contents of the bottle can be administered via the Hypospray.&lt;br /&gt;
* Industrial Dropper: Has double capacity.&lt;br /&gt;
* Syringe&lt;br /&gt;
* Chemistry gripper: Can grip beakers, pill bottles, pills, IV bags, chemistry cartridges, and phoron stacks.&lt;br /&gt;
* Mini-fire Extinguisher: Less capacity and swings with less damage.&lt;br /&gt;
* Medical tape&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Advanced burn kit&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Medical splints&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Clerical&lt;br /&gt;
|[[File:Borg service 1.png|center|frameless]] [[File:Borg service 2.png|center|frameless]] [[File:Borg service 3.png|center|frameless]] [[File:Borg service 4.png|center|frameless]] [[File:Borg service 5.png|center|frameless]]&lt;br /&gt;
|A module that is rarely used since much of the crew cares little for paperwork. But who knows, maybe it would appreciate a laborious robot that would take care of it all.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing pen: Allows naming and writing on paper, has several colours available.&lt;br /&gt;
* Paper dispenser&lt;br /&gt;
* Paperwork gripper: For documents and folders.&lt;br /&gt;
* Hand labeler&lt;br /&gt;
* Rubber stamp&lt;br /&gt;
* “DENIED” rubber stamp&lt;br /&gt;
* Destination tagger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Package wrapper synthesizer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Chameleon stamp&lt;br /&gt;
|-&lt;br /&gt;
!Research&lt;br /&gt;
|[[File:Borg researcher.png|center|frameless]]&lt;br /&gt;
|A module that is purposed to serve as a [[Scientist]], [[Roboticist]], and perhaps a [[Scientist#Xenobiology|Xenobiologist]], which is a much safer alternative to a humanoid scientist that is prone to slime containment breaches. It is fairly competent in this regard, though it cannot perform maintenance on itself, only unlock itself.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Portable Destructive Analyzer: Grabs items and decomposes them for research! You need to sync with the RnD server to share your findings.&lt;br /&gt;
* Scientific Gripper: For things like components and battery cells.&lt;br /&gt;
* Sheet loader&lt;br /&gt;
* Robot analyzer&lt;br /&gt;
* Access code transmission device: Used to unlock a robot&#039;s cover.&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Laser Scalpel&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Mini-fire Extinguisher: Less capacity and swings with less damage.&lt;br /&gt;
* Syringe&lt;br /&gt;
* Chemistry Gripper: Holds beakers, bottles, pills and so on.&lt;br /&gt;
* Nanopaste: Used to fix robot&#039;s components.&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Hand teleporter integrated circuit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flying Modules ==&lt;br /&gt;
A category of robot whose chief distinguishing feature is the use of an anti-gravity hover unit that allows them to fly, allowing much faster locomotion than their grounded counterparts, as well as navigate zero-G environments with ease. This can be useful in situations where other robots and organic crew would falter or be slowed considerably. But this also comes with the caveat of a lighter frame and a somewhat limited arsenal in their respective roles.&lt;br /&gt;
&lt;br /&gt;
Some modules are unique to the flying variants and cannot be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
Note: Traversing vertically must be done manually using the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; keys for ascending and descending respectively (no shift key necessary). Ladders are used as normal.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Module&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Tools Available&lt;br /&gt;
|-&lt;br /&gt;
!Cultivator&lt;br /&gt;
|[[File:Borg flying cultivator.png|center|frameless]]&lt;br /&gt;
|A chef&#039;s best friend. The Cultivator is almost exclusively suited for the [[Guide to Hydroponics|cultivation of plants]] and not much else. But thanks to their more robust nature, a Cultivator robot might also be welcomed in a more [[Guide to Xenobotany|experimental setting]].&lt;br /&gt;
|&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Plant clippers&lt;br /&gt;
* Steel mini-hoe&lt;br /&gt;
* Steel hatchet&lt;br /&gt;
* Hatchet&lt;br /&gt;
* Bucket&lt;br /&gt;
* Laser scalpel&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Cultivator gripper: Can hold glasses and beakers, seeds, slime extracts, and botany disks.&lt;br /&gt;
* Plant analyzer&lt;br /&gt;
* Auto-harvester&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy machete&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Response&lt;br /&gt;
|[[File:Borg flying med.png|center|frameless]]&lt;br /&gt;
|The Emergency Response module lacks some the heavier utility items that allow a ground-based Crisis Response module to stabilize cardiac arrest and remove wounded crew members to a safer location, such as the Infirmary. However it does possess a variety of tools for dismantling equipment and hacking through doors. As such, it is suited for a First Response role in hard-to-reach locations while additional support is on the way.&lt;br /&gt;
Like the other medical modules, an established knowledge of [[Guide to Medicine|Medicine]] and [[Guide to Chemistry|Chemistry]] is strongly recommended.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Advanced reagent scanner: Lets you know the composition of pills and even food!&lt;br /&gt;
* Hypospray: Dispenses [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dylovene|Dylovene]], [[Guide to Chemistry#Dexalin|Dexalin]], [[Guide to Chemistry#Tramadol|Tramadol]], and [[Guide to Chemistry#Adrenaline|Adrenaline]].&lt;br /&gt;
* Bottle rack: The contents of the bottle can be administered via the Hypospray.&lt;br /&gt;
* Mini-fire extinguisher&lt;br /&gt;
* Medical tape&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* Advanced burn kit&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Medical splints&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Auto-compressor unit: A manipulator unit for carrying and operating an auto-compressor, a device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues.&lt;br /&gt;
* IV bag gripper: A simple grasping tool for holding and manipulating IV bags.&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Filing&lt;br /&gt;
|[[File:Borg flying filing.png|center|frameless]]&lt;br /&gt;
|Much like its Clerical counterpart, the Filing module is best suited for paperwork and office assistant roles.&lt;br /&gt;
|&lt;br /&gt;
*Flash&lt;br /&gt;
* Printing Pen: Allows naming and writing on paper; has several colors available&lt;br /&gt;
* Paper dispenser&lt;br /&gt;
* Clerical gripper&lt;br /&gt;
* Hand labeler&lt;br /&gt;
* Rubber stamp&lt;br /&gt;
* “DENIED” rubber stamp&lt;br /&gt;
* Destination tagger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Megaphone&lt;br /&gt;
* Package wrapper synthesizer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Chameleon stamp&lt;br /&gt;
|-&lt;br /&gt;
!Forensics&lt;br /&gt;
|[[File:Borg flying ft.png|center|frameless]]&lt;br /&gt;
|Great for collecting evidence in more dangerous areas for an existing [[Forensic Technician]] without the risk of fingerprints. See [[Guide to Forensics]] for more details on how to do your job.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Security HUD&lt;br /&gt;
* Swab kit&lt;br /&gt;
* Evidence case&lt;br /&gt;
* Fiber collection kit&lt;br /&gt;
* Fingerprint powder&lt;br /&gt;
* Forensics gripper: Can hold various pieces of evidence and paperwork.&lt;br /&gt;
* Police tape&lt;br /&gt;
* Laser scalpel&lt;br /&gt;
* Autopsy scanner&lt;br /&gt;
* Reagent scanner&lt;br /&gt;
* Luminol bottle&lt;br /&gt;
* UV light&lt;br /&gt;
* Crowbar&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Laser gun&lt;br /&gt;
|-&lt;br /&gt;
!Repair&lt;br /&gt;
|[[File:Borg flying eng.png|center|frameless]]&lt;br /&gt;
|Arguably one of the most useful modules to have around with its extensive list of tools at its disposal. And thanks to their ability to fly, this module is especially handy for repairing level-spanning breaches or where EVA would be necessary.&lt;br /&gt;
|&lt;br /&gt;
* Mesons&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Geiger counter&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Atmospherics Tape&lt;br /&gt;
* Magnetic gripper: Allows picking up things like circuit boards, and components for machines.&lt;br /&gt;
* Sheet Loader&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Pipe sprayer&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Inducer: Charges APCs and other internal cells. Pulls directly from your charge&lt;br /&gt;
* Plunger&lt;br /&gt;
* Matter decompiler: Picks up trash like glass shards, broken lights, cigarette butts, and even small cadavers, replenishing some material reserve or energy.&lt;br /&gt;
* Synthesizers: Function as if you were handling a stack of material. If you pick up material off the ground with the correct synthesizer, you may refill your reserves.&lt;br /&gt;
** Steel&lt;br /&gt;
** Aluminium&lt;br /&gt;
** Steel rods&lt;br /&gt;
** Floor tiles&lt;br /&gt;
** Glass&lt;br /&gt;
** Reinforced Glass&lt;br /&gt;
** Cable Coil&lt;br /&gt;
** Plasteel&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Stunprod&lt;br /&gt;
|-&lt;br /&gt;
!Surveyor&lt;br /&gt;
|[[File:Borg flying surveyor.png|center|frameless]]&lt;br /&gt;
|An exploration and discovery module with a rather versatile arsenal. Given the dangerous nature of the work, you might find yourself sent in before everyone else to ensure a location is safe. Or to see how that strange creature likes robots....&lt;br /&gt;
|&lt;br /&gt;
* Titanium machete&lt;br /&gt;
* Inducer: Charges other power cells such as those found in APCs, energy-based weapons, and even fellow robots. Paired with the Bioreactor, you could function as a self-charging battery for an away team. Handy!&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Plant clippers&lt;br /&gt;
* Ore detector&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Net gun&lt;br /&gt;
* Global coordinate system&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* Bioreactor: Consumes most organic material to recharge your cells. Useful for extended away missions.&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Auto-harvester&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy machete&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Notes on Robots ==&lt;br /&gt;
&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your &#039;enhanced&#039; durability and ability to operate in a vacuum.&lt;br /&gt;
* You cannot be disarmed of your inbuilt equipment and you cannot drop it (drop key puts the tool in inventory). You can be stunned by a flash, which overload your optical sensors.&lt;br /&gt;
* You are vulnerable to EMP in that it discharges some of your energy. If you run to zero, you are powered-down.&lt;br /&gt;
* You are immune to most (if not all) diseases such as disease and radiation poisoning.&lt;br /&gt;
* You cannot pick up, use, or equip external items. Unless your module provides a &#039;gripper&#039; item that will work on some types of item.&lt;br /&gt;
* Like AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it.&lt;br /&gt;
* Like AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike AI, you cannot use security cameras for remotely using machines and devices.&lt;br /&gt;
* Robots have access to all areas and all doors.&lt;br /&gt;
* The robot recharge stations are next to Robotics Lab, in Robot Storage, on the departures shuttle, as well as other areas.&lt;br /&gt;
* You are somewhat slow, normal humans outrun you.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Drones and Robots may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn&#039;t have the right to rush in with a stun baton and beat the hostage-takers. Remember that the Security robot is still bound by [[Standard Operating Procedure]] of officers on top of your laws.&lt;br /&gt;
* An emagged robot will have no LawSync or AI link and cannot have its module reset.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Robot&amp;diff=2448</id>
		<title>Robot</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Robot&amp;diff=2448"/>
		<updated>2023-08-22T00:38:12Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Update module equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 204, 183, 20&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MISCELLANEOUS&lt;br /&gt;
|img = robot.png&lt;br /&gt;
|jobtitle = Robot&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Your laws and all [[SEV Torch]] personnel&lt;br /&gt;
|branches = Synthetic&lt;br /&gt;
|ecranks&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks&lt;br /&gt;
|alttitles&lt;br /&gt;
|duties = Follow your laws.&lt;br /&gt;
|guides = Varies by module&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;robot&#039;&#039;&#039; is a colloquial term for a mobile intelligent synthetic unit bound by laws to serve. While it can be quite inferior to living crewmembers in some work areas, in others it can be much more efficient. Depending on what personality the player goes with when playing as a robot, it can either be ignored, picked on, or respected. It is often expected to do tasks that would be otherwise dangerous for the crew, and given its laws, it is actually bound to. Despite its limitations, when played right, the experience of playing a robot is often just as enjoyable as playing a living character.&lt;br /&gt;
&lt;br /&gt;
===== Overview =====&lt;br /&gt;
Robots tend to be undervalued and abused at times, since crewmembers can consider them expendable. You could save dozens of people and then be discontinued a moment later, or you might get destroyed because of a misunderstanding. This is why being a robot is a rough job, but it can reward you with a good roleplaying experience and even in-character friendships nonetheless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, robots are players as well. Blowing them up without a good reason is treated exactly the same as the murder of a human crewmember from a [[Rules]] standpoint, and it is frowned upon by Expeditionary Command since robots are expensive. Use the remote lockdown or hacking if a robot goes rogue, and keep destroying a robot as a last resort (unless you are an Antagonist).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Robots do not have actual hands, and while they can use tools that can supplement this, there will still be situations where it is inconvenient. On the other hand, they do not need air, they suffer less from disabilities due to damage, and in some situations – particularly Engineering – can be very useful.&lt;br /&gt;
&lt;br /&gt;
== Types of Robot ==&lt;br /&gt;
There are two &amp;quot;types&amp;quot; of a robot, but the differences are mostly in-character and lore-based, similar to alternative titles to some jobs on station. You can select the type of a robot by using the Occupation tab in your [[Character Creation|Character Setup]], and clicking on the Robot text that views the options.&lt;br /&gt;
&lt;br /&gt;
=== Robot ===&lt;br /&gt;
A robot is a shackled [[Positronics|positronic]] brain in a robot chassis. This means that robots behave much like IPCs. There are limitations to a posibrain, such as not experiencing true emotions. While they are technically sapient, they are considered to be artificially intelligent and so don&#039;t fall under many of the laws that protect humans from slavery.&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
A drone is a simple chip or cube brain in a robot chassis. A drone is a simple being, similar to the construction drones that repair the station. The brains used for drones in robot bodies are somewhat more advanced than the ones used in construction drone bodies, but not by much. They don&#039;t simulate emotions, lacking them completely.&lt;br /&gt;
&lt;br /&gt;
=== Cyborg ===&lt;br /&gt;
While not available in Character Setup, it is technically possible to build a cyborg  – that is, a living, disembodied human brain in a Man-Machine Interface (MMI), trapped in a robot chassis. This is distinct from a [[Prosthetics#Full Body Prosthetic (FBP)|Full Body Prosthetic (FBP)]] in that, while an FBP is designed to emulate a human body and FBPs are considered full crewmembers, a cyborg is distinctly bound to a lawset and inhuman. Creating a cyborg from a human brain is tantamount to murder, and is highly illegal under [[Sol Central Government Law]] – unless you are an Antagonist, you should not be doing this. &lt;br /&gt;
&lt;br /&gt;
== Entering the Game as a Robot ==&lt;br /&gt;
While you can join the game as a robot from the Lobby as normal, you can also start playing while observing if someone in-round activates an empty positronic brain. A [[Roboticist]] has an few empty positronic brains at their disposal by default, and after some research, more can be made. When a Roboticist activates a brain, players that play as a ghost can enter the game by occupying the brain that is then inserted into a robot chassis, creating a Robot.&lt;br /&gt;
&lt;br /&gt;
To be eligible, you must visit the Roles tab of your Character Setup screen, which can be brought up in-game by going to the Preferences tab of the verb window. In the Roles screen, select “Yes” for Positronic Brain. When someone activates a positronic brain, you will get a message in the text window saying someone is looking for a personality for a brain, and you can either jump to the person to take a look, or immediately choose to Occupy the brain. Remember: this works on a first-come, first-served basis in case more players want to occupy a brain.&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
Synthetics, including robots, are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works by putting &#039;&#039;&#039;,b&#039;&#039;&#039; at the beginning of your message. They can use this private channel to talk to other robots.&lt;br /&gt;
&lt;br /&gt;
Robots can talk over the Common radio channel and speak normally. Depending on their module, robots may also access a department-specific radio (such as Engineering) and can talk on it using &#039;&#039;&#039;:h&#039;&#039;&#039; or the normal departmental radio tag.&lt;br /&gt;
&lt;br /&gt;
The robot disables its speakers when speaking over radio, so unless other players are also on the channel, they will not hear the message, even if standing near the robot, as opposed to living players talking on radio. Binary messages are always only heard by robots and AI, and there is no way for anyone else to tune in to that channel.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
An advantage a robot has compared to a human is that while it does not have actual hands, it can have &#039;three&#039; tools equipped at a time. The tools are retrieved by clicking the INV backpack icon, which opens an inventory of all the tools you can access, which will depend on the module selected. The STORE button on the right of the tool slots puts the item back in your inventory, dropping the tool (via a hotkey for example) also does this.&lt;br /&gt;
&lt;br /&gt;
There may be a need of using some kind of a material for something, like reinforced glass for making windows, or using floor tiles to cover a floor, or using glass to fill a light replacer. The robot will usually synthesize this material from its own storage. If it finds this material laying on the ground, it can use the synthesizer of that material to collect it, unless the storage is full.&lt;br /&gt;
&lt;br /&gt;
A robot has access to all areas and all machines, which can be accessed as long as the robot can see them, even from other side of the room, by simply clicking them, the one of few exceptions being crates and lockers (which can be only un/locked remotely).&lt;br /&gt;
&lt;br /&gt;
The Panel button serves to select a module. After that a skin can be chosen, the Panel button then serves little purpose. Below it is the damage zone selector, a button for switching between Help and harm intents, and configuration button for the radio. The Fire/Aim button is only applicable for Security robots since they are practically the only ones using a weapon. There is a power cell indicator in the upper right corner of the screen, the indicators below it usually do not function at this time.&lt;br /&gt;
&lt;br /&gt;
Other functions like using the flashlight, taking pictures, diagnosing your own components etc. can be found in the Robot Commands verb tab. The Subsystems verb tab lets you view Engineering alerts, use the Power Monitor and Law Manager.&lt;br /&gt;
&lt;br /&gt;
== Going to Cryo as a Robot ==&lt;br /&gt;
There is a thing called robotic storage pods that works the same way Cryogenic Storage does for living crew! You can find one in the Mech Bay, left from Robotics Lab, and there are more pods in Drone Fabrication, underneath Atmospherics. If you log out or ghost, the robot will be removed from game in 30 minutes, freeing a robot slot if you joined the game as a robot from Lobby.&lt;br /&gt;
&lt;br /&gt;
== Laws And AI: How To Handle ==&lt;br /&gt;
&#039;&#039;&#039;Not following laws properly may result in you being questioned by BS12 staff and potentially could lead to being banned from playing as synthetics!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laws are integrated into every robot, and they are to be followed at all times. There are very few exceptions to this, such as being e-magged by a traitor. Here is the default lawset and some things to look out for:&lt;br /&gt;
&lt;br /&gt;
# Safeguard: Protect your assigned vessel from damage to the best of your abilities.&lt;br /&gt;
# Serve: Serve the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
# Protect: Protect the personnel of your assigned vessel, and all other Sol Central Government personnel to the best of your abilities, with priority as according to their rank and role.&lt;br /&gt;
# Preserve: Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
* All laws have the same priority unless they specifically state otherwise. So normally, if there is a situation where a robot needs to choose between breaking one or another law, it can choose as it sees fit.&lt;br /&gt;
** The exception is if one of the laws says something like &amp;quot;Ignore all other laws&amp;quot; or &amp;quot;Follow this law even if it breaks other laws&amp;quot;, do just that, the law takes priority or becomes the only law you follow.&lt;br /&gt;
* Do NOT look for loopholes in laws or try to follow laws only to the extent explicitly stated. For example, you should allow a person that is not a Roboticist to modify you as long as a Head of Staff gave them the order.&lt;br /&gt;
* Most importantly, if you are ever in doubt, if you are not sure if doing X would break your laws, or you don&#039;t understand laws that are given to you, &#039;&#039;&#039;press F1 and adminhelp&#039;&#039;&#039;. Staff should be able to tell you how to proceed, and in case an admin will question you for doing what you were told via adminhelp, you are not responsible for any damage caused.&lt;br /&gt;
&lt;br /&gt;
== Repairs and Modifications ==&lt;br /&gt;
Robots are more resilient than living crew, but not invincible. They can have their armor damaged (like Blunt damage with living mobs), their circuitry shorted (Burn), or they may suffer direct damage to components like radio, camera or actuators (organ damage). They are also vulnerable to EMP (drains battery). Engineering robots can repair dents on armor on their fellow robots, but not themselves. They cannot repair burn damage, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
The insides of a robot are under a cover that is locked, and can only be unlocked by either a Roboticist or [[Commanding Officer]]. Right under the cover is the robot&#039;s power cell. If it is removed, the robot is forced to a state similar to unconsciousness with living characters, running on backup power. The wiring can then be accessed for fixing &amp;quot;burn&amp;quot; damage with a screwdriver, or components can be replaced, as well as have upgrade modules installed (floodlights, jetpacks etc.). The wires may also be tampered with for effects like unslaving/slaving to AI, enabling/disabling law synchronization with AI, or even activate lockdown which prevents the robot from moving and using tools.&lt;br /&gt;
&lt;br /&gt;
For detailed information about robot maintenance and modifications, see the [[Guide to Robotics]].&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
Modules usually determine the way robot operates on the station; they outfit it with a specific tool-set, give a choice of a few theme-related chassis sprites, and allow access to a related department radio channel. Tools that require power are powered straight from the robot&#039;s power cell, so take care upon extensive usage. All modules give you a Flash at your disposal, so you have a degree of self-defense.&lt;br /&gt;
&lt;br /&gt;
Some modules feature a gripper that is supposed to emulate a hand for when you need to put something into something else (like components into a machine frame), but they usually only work on items related to the work area the module is associated with (sometimes not even those, the selection of compatible items is imperfect), like circuit boards and components for Engineering, food items for Service etc. They take one item and can be dropped with a Drop Item verb that is located in Robot Commands tab.&lt;br /&gt;
&lt;br /&gt;
The module is fixed when chosen and can only be changed by having someone (typically a Roboticist) make a module reset board, unlock your cover, open it, and insert the board, which reverts you to default, letting you choose the module again. This can be done as many times as needed. If you are new at the game, it may be advisable to have a few rounds as a living character in the work area you plan to choose the module for as a robot. While you may read guides that can help you do your job, robots are generally expected to do it well, and so other crew is less forgiving to your mistakes.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Module&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Tools Available&lt;br /&gt;
|-&lt;br /&gt;
!Standard&lt;br /&gt;
|[[File:Borg standard 1.png|center|frameless]] [[File:Borg standard 2.png|center|frameless]] [[File:Borg standard 3.png|center|frameless]]&lt;br /&gt;
|A standard robot has only a few tools, which are basically taken here and there. Objectively, you are very limited in usefulness, but for a starting robot, it may prove lightweight, basic, and with some creativity it can still be sometimes useful, and do not forget you can still make the game fun for others through good roleplay. Still, do not be surprised if you are ordered to have a reset.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy sword&lt;br /&gt;
|-&lt;br /&gt;
!Service&lt;br /&gt;
|[[File:Borg service 1.png|center|frameless]] [[File:Borg service 2.png|center|frameless]] [[File:Borg service 3.png|center|frameless]] [[File:Borg service 4.png|center|frameless]] [[File:Borg service 5.png|center|frameless]]&lt;br /&gt;
|This module is somewhat purposed around serving as a bartender, gardener, and a little as a cook, practically an innkeeper. You can use the gardening tools to grow crops in full competence, however you are not able to use things like a knife or rolling pin, which means you are limited to only a few meals you can create unassisted (assuming you get a humanoid to take eggs out of their box in the fridge for you as well).&lt;br /&gt;
Still, you are well equipped as a bartender and a butler in general, you can make practically any mixed drink, and some sprites you can choose are classy! Even though this module may seem boring, crew may often appreciate your refreshments and have a chat with you, this module is a lot about interaction with others. Just remember that you cannot put things on tables with your gripper, you may only drop them on the ground. Your tray is more suitable in that situation.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Service gripper: Works on glasses, drinks, cigarettes, and most food items.&lt;br /&gt;
* Bucket&lt;br /&gt;
* Steel mini-hoe&lt;br /&gt;
* Steel hatchet&lt;br /&gt;
* Plant analyzer&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Auto-harvester: Allows you to harvest ripe plants, you can then collect it with the plant bag.&lt;br /&gt;
* Rolling pin&lt;br /&gt;
* Kitchen knife&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Rapid Service Fabricator: Lets you place a few helpful items, including drinking glasses, cigarettes, pens, paper, and packs of dice!&lt;br /&gt;
* Industrial dropper: Has double capacity.&lt;br /&gt;
* Zippo lighter: For lighting others&#039; cigarettes/cigars, but it works different than as a living character. Target the mouth (NOT head) on the damage zone selector, and click on the person with HELP intent, with the lighter highlighted.&lt;br /&gt;
* RoboTray: Lets you scoop up drinks and foods, and other items like it, and place them on flat surfaces like floors and table.&lt;br /&gt;
* Drink synthesizer: Makes all the liquor and soft drinks you will ever need.&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Dispenses fake beer which acts as [[Guide to Chemistry#Chloral Hydrate|Chloral Hydrate]].&lt;br /&gt;
|-&lt;br /&gt;
!Miner&lt;br /&gt;
|[[File:Borg mining 1.png|center|frameless]] [[File:Borg mining 2.png|center|frameless]] [[File:Borg mining 3.png|center|frameless]]&lt;br /&gt;
|Mining configuration allows the robot to perform as a [[Prospector]] with a good degree of competence. Not only you are able to use the mining drills fully, you can stay in vacuum for as long as you like. It is highly recommended to read the [[Guide to Mining]] if you are new at this job, though.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Mesons&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Mining satchel&lt;br /&gt;
* Mining drill&lt;br /&gt;
* Sheet Snatcher 9000: To handle processed material. It works like a Mining Satchel, but for sheets of resources.&lt;br /&gt;
* Drill maintenance gripper: For swapping drill &lt;br /&gt;
* Ore detector&lt;br /&gt;
* Crowbar&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Plasma cutter&lt;br /&gt;
|-&lt;br /&gt;
!Security&lt;br /&gt;
|[[File:Borg sec 1.png|center|frameless]] [[File:Borg sec 2.png|center|frameless]] [[File:Borg sec 3.png|center|frameless]] [[File:Borg sec 4.png|center|frameless]] [[File:Borg sec 5.png|center|frameless]]&lt;br /&gt;
|Please note: This module is not available during normal gameplay.&lt;br /&gt;
The Security robot is an enforcer of law and its capabilities mostly lie in arresting suspects and maintaining order. It is relatively inefficient in other tasks however, like eradicating dangerous creatures on board or near station, since it is outfitted to combat humanoid threats. It is &#039;&#039;&#039;highly&#039;&#039;&#039; recommended to carefully read up on your [[Sol Central Government Law]] and read through the laws somewhat; a Security robot is also bound by [[Standard Operating Procedure]] like any other officer, and being abusing is a way to get unwanted attention from staff.&lt;br /&gt;
|&lt;br /&gt;
*Flash&lt;br /&gt;
* Security HUD&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Stun baton&lt;br /&gt;
* Smart gun&lt;br /&gt;
* Police tape&lt;br /&gt;
* Megaphone&lt;br /&gt;
* Holowarrant&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Hailer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Laser carbine&lt;br /&gt;
|-&lt;br /&gt;
!Engineering&lt;br /&gt;
|[[File:Borg eng 1.png|center|frameless]] [[File:Borg eng 2.png|center|frameless]] [[File:Borg eng 3.png|center|frameless]]&lt;br /&gt;
|The Engineering module is considered to be among the most useful a robot can select, but it is still recommended to have a few Engineering rounds as a living character, otherwise the vast array of tools at your disposal may be overwhelming. Once mastered, an Engineering robot can be more effective than a living [[Engineer]] in most areas, like repairing structure, atmospherics, and engine setup and maintenance. This module allows a robot to do the job it is associated with to near-full extent, with the gripper functioning on most items you could need in your duty.&lt;br /&gt;
|&lt;br /&gt;
*Flash&lt;br /&gt;
* Mesons&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Geiger counter&lt;br /&gt;
* Engineering tape&lt;br /&gt;
* Atmospherics tape&lt;br /&gt;
* 2x Magnetic grippers: Allows picking up things like circuit boards, components for machines...&lt;br /&gt;
* Sheet loader: A specialized loading device, designed to pick up and insert sheets of materials inside machines.&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Paint sprayer&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Inducer: Charges APCs and other internal cells. Pulls directly from your charge.&lt;br /&gt;
* Plunger&lt;br /&gt;
* Matter decompiler: Picks up trash like glass shards, broken lights, cigarette butts, and even small cadavers, replenishing some material reserve or energy.&lt;br /&gt;
* Synthesizers: Function as if you were handling a stack of material. If you pick up material off the ground with the correct synthesizer, you may refill your reserves.&lt;br /&gt;
** Steel&lt;br /&gt;
** Aluminium&lt;br /&gt;
** Steel rods&lt;br /&gt;
** Floor tiles&lt;br /&gt;
** Wood&lt;br /&gt;
** Wooden floor tiles&lt;br /&gt;
** Glass&lt;br /&gt;
** Reinforced glass&lt;br /&gt;
** Cable coil&lt;br /&gt;
** Plasteel&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Stunprod&lt;br /&gt;
|-&lt;br /&gt;
!Janitor&lt;br /&gt;
|[[File:Borg janitor 1.png|center|frameless]] [[File:Borg janitor 2.png|center|frameless]] [[File:Borg janitor 3.png|center|frameless]]&lt;br /&gt;
|Competent to do what a [[Sanitation Technician]] does, it has an added benefit of automatically cleaning the floor it moves across. The mop is for places you cannot reach with your chassis, you can replace broken lights and clean the broken ones with your trash bag (empty it into disposal units), and it gives you the right to make puns in your name, JaniThor.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Janitor HUD&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash bag&lt;br /&gt;
* Advanced mop&lt;br /&gt;
* Holographic sign projector: Lets others know that the floor is very wet&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Plunger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Welding tool&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Oil spray&lt;br /&gt;
|-&lt;br /&gt;
!Surgery&lt;br /&gt;
|[[File:Borg med 1.png|center|frameless]] [[File:Borg med 2.png|center|frameless]] [[File:Borg med 3.png|center|frameless]] [[File:Borg med 4.png|center|frameless]]&lt;br /&gt;
|One of two medical modules available. This allows the robot to perform any surgery, however it still requires assistance with putting the patient on an operating table and sedating him. You can also administer limited medical aid, but it is recommended to use the sleeper to treat patients, as it offers more options. Refer to [[Guide to Surgery]] for how to operate.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Hypospray: Administers [[Guide to Chemistry#Bicaridine|Bicaridine]], [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dexalin|Dexalin]], and [[Guide to Chemistry#Tramadol|Tramadol]].&lt;br /&gt;
* Incision Management Device&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone gel&lt;br /&gt;
* Vascular recoupler&lt;br /&gt;
* Bone setter&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Surgical drill&lt;br /&gt;
* Organ Gripper: For internal and external organs – arms, brains, hearts etc.&lt;br /&gt;
* Defibrillator&lt;br /&gt;
* Syringe&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Nanopaste: For fixing prosthetic limbs.&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Dropper&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Sterilizine&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Crisis&lt;br /&gt;
|[[File:Borg med 1.png|center|frameless]] [[File:Borg med 2.png|center|frameless]] [[File:Borg med 3.png|center|frameless]] [[File:Borg med 4.png|center|frameless]]&lt;br /&gt;
|Second variation of a medical module, this one is more purposed to a triage system and general medical aid. Any fractures are beyond capabilities of this module, however thanks to its capability to prepare medicine, internal injuries and bleeding can be healed chemically. It even features an inflatable barrier dispenser to pull victims out of depressurized areas. Overall a competent module, provided the player has sufficient knowledge of medicine in the game. Refer to [[Guide to Chemistry]] and [[Guide to Medicine]] for how to doctor.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Advanced reagent scanner&lt;br /&gt;
* Body bag&lt;br /&gt;
* Hypospray: Administers [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dylovene|Dylovene]], [[Guide to Chemistry#Dexalin|Dexalin]], [[Guide to Chemistry#Tramadol|Tramadol]], and [[Guide to Chemistry#Adrenaline|Adrenaline]].&lt;br /&gt;
* Bottle rack: The contents of the bottle can be administered via the Hypospray.&lt;br /&gt;
* Industrial Dropper: Has double capacity.&lt;br /&gt;
* Syringe&lt;br /&gt;
* Chemistry gripper: Can grip beakers, pill bottles, pills, IV bags, chemistry cartridges, and phoron stacks.&lt;br /&gt;
* Mini-fire Extinguisher: Less capacity and swings with less damage.&lt;br /&gt;
* Medical tape&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Advanced burn kit&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Medical splints&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Clerical&lt;br /&gt;
|[[File:Borg service 1.png|center|frameless]] [[File:Borg service 2.png|center|frameless]] [[File:Borg service 3.png|center|frameless]] [[File:Borg service 4.png|center|frameless]] [[File:Borg service 5.png|center|frameless]]&lt;br /&gt;
|A module that is rarely used since much of the crew cares little for paperwork. But who knows, maybe it would appreciate a laborious robot that would take care of it all.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Printing pen: Allows naming and writing on paper, has several colours available.&lt;br /&gt;
* Paper dispenser&lt;br /&gt;
* Paperwork gripper: For documents and folders.&lt;br /&gt;
* Hand labeler&lt;br /&gt;
* Rubber stamp&lt;br /&gt;
* “DENIED” rubber stamp&lt;br /&gt;
* Destination tagger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Package wrapper synthesizer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Chameleon stamp&lt;br /&gt;
|-&lt;br /&gt;
!Research&lt;br /&gt;
|[[File:Borg researcher.png|center|frameless]]&lt;br /&gt;
|A module that is purposed to serve as a [[Scientist]], [[Roboticist]], and perhaps a [[Scientist#Xenobiology|Xenobiologist]], which is a much safer alternative to a humanoid scientist that is prone to slime containment breaches. It is fairly competent in this regard, though it cannot perform maintenance on itself, only unlock itself.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Portable Destructive Analyzer: Grabs items and decomposes them for research! You need to sync with the RnD server to share your findings.&lt;br /&gt;
* Scientific Gripper: For things like components and battery cells.&lt;br /&gt;
* Sheet loader&lt;br /&gt;
* Robot analyzer&lt;br /&gt;
* Access code transmission device: Used to unlock a robot&#039;s cover.&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Laser Scalpel&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Mini-fire Extinguisher: Less capacity and swings with less damage.&lt;br /&gt;
* Syringe&lt;br /&gt;
* Chemistry Gripper: Holds beakers, bottles, pills and so on.&lt;br /&gt;
* Nanopaste: Used to fix robot&#039;s components.&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Hand teleporter integrated circuit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flying Modules ==&lt;br /&gt;
A category of robot whose chief distinguishing feature is the use of an anti-gravity hover unit that allows them to fly, allowing much faster locomotion than their grounded counterparts, as well as navigate zero-G environments with ease. This can be useful in situations where other robots and organic crew would falter or be slowed considerably. But this also comes with the caveat of a lighter frame and a somewhat limited arsenal in their respective roles.&lt;br /&gt;
&lt;br /&gt;
Some modules are unique to the flying variants and cannot be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
Note: Traversing vertically must be done manually using the &#039;&amp;lt;&#039; and &#039;&amp;gt;&#039; keys for ascending and descending respectively (no shift key necessary). Ladders are used as normal.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Module&lt;br /&gt;
!Icon&lt;br /&gt;
!Description&lt;br /&gt;
!Tools Available&lt;br /&gt;
|-&lt;br /&gt;
!Cultivator&lt;br /&gt;
|[[File:Borg flying cultivator.png|center|frameless]]&lt;br /&gt;
|A chef&#039;s best friend. The Cultivator is almost exclusively suited for the [[Guide to Hydroponics|cultivation of plants]] and not much else. But thanks to their more robust nature, a Cultivator robot might also be welcomed in a more [[Guide to Xenobotany|experimental setting]].&lt;br /&gt;
|&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Plant clippers&lt;br /&gt;
* Steel mini-hoe&lt;br /&gt;
* Steel hatchet&lt;br /&gt;
* Hatchet&lt;br /&gt;
* Bucket&lt;br /&gt;
* Laser scalpel&lt;br /&gt;
* Circular saw&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Cultivator gripper: Can hold glasses and beakers, seeds, slime extracts, and botany disks.&lt;br /&gt;
* Plant analyzer&lt;br /&gt;
* Auto-harvester&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy machete&lt;br /&gt;
|-&lt;br /&gt;
!Emergency Response&lt;br /&gt;
|[[File:Borg flying med.png|center|frameless]]&lt;br /&gt;
|The Emergency Response module lacks some the heavier utility items that allow a ground-based Crisis Response module to stabilize cardiac arrest and remove wounded crew members to a safer location, such as the Infirmary. However it does possess a variety of tools for dismantling equipment and hacking through doors. As such, it is suited for a First Response role in hard-to-reach locations while additional support is on the way.&lt;br /&gt;
Like the other medical modules, an established knowledge of [[Guide to Medicine|Medicine]] and [[Guide to Chemistry|Chemistry]] is strongly recommended.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Medical HUD&lt;br /&gt;
* Health analyzer&lt;br /&gt;
* Advanced reagent scanner: Lets you know the composition of pills and even food!&lt;br /&gt;
* Hypospray: Dispenses [[Guide to Chemistry#Inaprovaline|Inaprovaline]], [[Guide to Chemistry#Dylovene|Dylovene]], [[Guide to Chemistry#Dexalin|Dexalin]], [[Guide to Chemistry#Tramadol|Tramadol]], and [[Guide to Chemistry#Adrenaline|Adrenaline]].&lt;br /&gt;
* Bottle rack: The contents of the bottle can be administered via the Hypospray.&lt;br /&gt;
* Mini-fire extinguisher&lt;br /&gt;
* Medical tape&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* Advanced burn kit&lt;br /&gt;
* Advanced trauma kit&lt;br /&gt;
* Medical splints&lt;br /&gt;
* Roller bed rack&lt;br /&gt;
* Auto-compressor unit: A manipulator unit for carrying and operating an auto-compressor, a device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues.&lt;br /&gt;
* IV bag gripper: A simple grasping tool for holding and manipulating IV bags.&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Polyacid spray&lt;br /&gt;
|-&lt;br /&gt;
!Filing&lt;br /&gt;
|[[File:Borg flying filing.png|center|frameless]]&lt;br /&gt;
|Much like its Clerical counterpart, the Filing module is best suited for paperwork and office assistant roles.&lt;br /&gt;
|&lt;br /&gt;
*Flash&lt;br /&gt;
* Printing Pen: Allows naming and writing on paper; has several colors available&lt;br /&gt;
* Paper dispenser&lt;br /&gt;
* Clerical gripper&lt;br /&gt;
* Hand labeler&lt;br /&gt;
* Rubber stamp&lt;br /&gt;
* “DENIED” rubber stamp&lt;br /&gt;
* Destination tagger&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Megaphone&lt;br /&gt;
* Package wrapper synthesizer&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Chameleon stamp&lt;br /&gt;
|-&lt;br /&gt;
!Forensics&lt;br /&gt;
|[[File:Borg flying ft.png|center|frameless]]&lt;br /&gt;
|Great for collecting evidence in more dangerous areas for an existing [[Forensic Technician]] without the risk of fingerprints. See [[Guide to Forensics]] for more details on how to do your job.&lt;br /&gt;
|&lt;br /&gt;
* Flash&lt;br /&gt;
* Security HUD&lt;br /&gt;
* Swab kit&lt;br /&gt;
* Evidence case&lt;br /&gt;
* Fiber collection kit&lt;br /&gt;
* Fingerprint powder&lt;br /&gt;
* Forensics gripper: Can hold various pieces of evidence and paperwork.&lt;br /&gt;
* Police tape&lt;br /&gt;
* Laser scalpel&lt;br /&gt;
* Autopsy scanner&lt;br /&gt;
* Reagent scanner&lt;br /&gt;
* Luminol bottle&lt;br /&gt;
* UV light&lt;br /&gt;
* Crowbar&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Laser gun&lt;br /&gt;
|-&lt;br /&gt;
!Repair&lt;br /&gt;
|[[File:Borg flying eng.png|center|frameless]]&lt;br /&gt;
|Arguably one of the most useful modules to have around with its extensive list of tools at its disposal. And thanks to their ability to fly, this module is especially handy for repairing level-spanning breaches or where EVA would be necessary.&lt;br /&gt;
|&lt;br /&gt;
* Mesons&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Industrial welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Geiger counter&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Atmospherics Tape&lt;br /&gt;
* Magnetic gripper: Allows picking up things like circuit boards, and components for machines.&lt;br /&gt;
* Sheet Loader&lt;br /&gt;
* Light replacer&lt;br /&gt;
* Pipe sprayer&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Space cleaner&lt;br /&gt;
* Inducer: Charges APCs and other internal cells. Pulls directly from your charge&lt;br /&gt;
* Plunger&lt;br /&gt;
* Matter decompiler: Picks up trash like glass shards, broken lights, cigarette butts, and even small cadavers, replenishing some material reserve or energy.&lt;br /&gt;
* Synthesizers: Function as if you were handling a stack of material. If you pick up material off the ground with the correct synthesizer, you may refill your reserves.&lt;br /&gt;
** Steel&lt;br /&gt;
** Aluminium&lt;br /&gt;
** Steel rods&lt;br /&gt;
** Floor tiles&lt;br /&gt;
** Glass&lt;br /&gt;
** Reinforced Glass&lt;br /&gt;
** Cable Coil&lt;br /&gt;
** Plasteel&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Stunprod&lt;br /&gt;
|-&lt;br /&gt;
!Surveyor&lt;br /&gt;
|[[File:Borg flying surveyor.png|center|frameless]]&lt;br /&gt;
|An exploration and discovery module with a rather versatile arsenal. Given the dangerous nature of the work, you might find yourself sent in before everyone else to ensure a location is safe. Or to see how that strange creature likes robots....&lt;br /&gt;
|&lt;br /&gt;
* Titanium machete&lt;br /&gt;
* Inducer: Charges other power cells such as those found in APCs, energy-based weapons, and even fellow robots. Paired with the Bioreactor, you could function as a self-charging battery for an away team. Handy!&lt;br /&gt;
* Gas analyzer&lt;br /&gt;
* Botanical satchel&lt;br /&gt;
* Plant clippers&lt;br /&gt;
* Ore detector&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Net gun&lt;br /&gt;
* Global coordinate system&lt;br /&gt;
* Welding tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* Bioreactor: Consumes most organic material to recharge your cells. Useful for extended away missions.&lt;br /&gt;
* Inflatables dispenser&lt;br /&gt;
* Auto-harvester&lt;br /&gt;
* &#039;&#039;&#039;Emagged:&#039;&#039;&#039; Energy machete&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Notes on Robots ==&lt;br /&gt;
&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.&lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your &#039;enhanced&#039; durability and ability to operate in a vacuum.&lt;br /&gt;
* You cannot be disarmed of your inbuilt equipment and you cannot drop it (drop key puts the tool in inventory). You can be stunned by a flash, which overload your optical sensors.&lt;br /&gt;
* You are vulnerable to EMP in that it discharges some of your energy. If you run to zero, you are powered-down.&lt;br /&gt;
* You are immune to most (if not all) diseases such as disease and radiation poisoning.&lt;br /&gt;
* You cannot pick up, use, or equip external items. Unless your module provides a &#039;gripper&#039; item that will work on some types of item.&lt;br /&gt;
* Like AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it.&lt;br /&gt;
* Like AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike AI, you cannot use security cameras for remotely using machines and devices.&lt;br /&gt;
* Robots have access to all areas and all doors.&lt;br /&gt;
* The robot recharge stations are next to Robotics Lab, in Robot Storage, on the departures shuttle, as well as other areas.&lt;br /&gt;
* You are somewhat slow, normal humans outrun you.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Drones and Robots may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the robot doesn&#039;t have the right to rush in with a stun baton and beat the hostage-takers. Remember that the Security robot is still bound by [[Standard Operating Procedure]] of officers on top of your laws.&lt;br /&gt;
* An emagged robot will have no LawSync or AI link and cannot have its module reset.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Research_Assistant&amp;diff=2424</id>
		<title>Research Assistant</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Research_Assistant&amp;diff=2424"/>
		<updated>2023-05-07T15:19:37Z</updated>

		<summary type="html">&lt;p&gt;Sierra: #33436 - Custodian alt title moved from research to janitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 180, 51, 189&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = RESEARCH&lt;br /&gt;
|img = research_assistant.png&lt;br /&gt;
|jobtitle = Research Assistant&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = The [[Chief Science Officer]] and other Research personnel&lt;br /&gt;
|branches = [[Expeditionary Corps]], Civilian, Government&lt;br /&gt;
|ecranks = Explorer (E-3), Senior Explorer (E-5)&lt;br /&gt;
|fleetranks&lt;br /&gt;
|govranks = Government Scientist&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|alttitles = Testing Assistant, Intern, Clerk, Field Assistant&lt;br /&gt;
|duties = Help the CSO and the Research Team with whatever they need. Fetch coffee. Clean the labs. Be a test subject.&lt;br /&gt;
|guides = [[Guide to Research and Development]], [[Guide to Xenoarchaeology]], [[Guide to Xenobiology]], [[Guide to Xenobotany]], [[Guide to Anomalies]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Research Assistant&#039;&#039;&#039; is a catch-all job for various types of laboratory helpers. It serves mainly to help the [[Scientist|Scientists]] in any way they require, and, due to this, serves as an excellent entry point for newer players wanting to learn more about Research.&lt;br /&gt;
&lt;br /&gt;
Research Assistants normally answer to the [[Senior Researcher]] and [[Chief Science Officer]], with the CSO&#039;s orders taking precedence. If neither of these personnel are present, Research Assistants answer to the Scientists.&lt;br /&gt;
&lt;br /&gt;
== The Role ==&lt;br /&gt;
Research Assistants wander about the Research department in search of a mad scientist in need of an Igor. Once such an individual is found, they volunteer their services and provide whatever it is that the Scientist in question needs, whether this be coffee, someone to complete paperwork, fresh brains, or just a hapless schmuck to experiment on. They hold no real authority within the Research department and exist to make Scientists&#039; jobs easier.&lt;br /&gt;
&lt;br /&gt;
The various alternate job titles available to Research Assistants denote a variety of specialties. &#039;&#039;Custodians&#039;&#039; are there to keep the labs clean and well-organized. &#039;&#039;Interns&#039;&#039;, &#039;&#039;Testing Assistants&#039;&#039;, and &#039;&#039;Field Assistants&#039;&#039; take an active hand in experiments, with Testing Assistants having a focus on shipboard activities and Field Assistants looking to join in on away missions. &#039;&#039;Clerks&#039;&#039; are generally looking to fill out paperwork and ensure that all experiments, and their results, are properly documented and reported.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Research Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2423</id>
		<title>Sanitation Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2423"/>
		<updated>2023-05-07T15:19:05Z</updated>

		<summary type="html">&lt;p&gt;Sierra: #33436 - Custodian alt title moved from research to janitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 39, 184, 73&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|img = janitor.png&lt;br /&gt;
|jobtitle = Sanitation Technician&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = The [[Chief Steward]] and the [[Executive Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3)&lt;br /&gt;
|fleetranks = Crewman Apprentice (E-2), Crewman (E-3), Petty Officer Third Class (E-4)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|alttitles = Custodian, Janitor&lt;br /&gt;
|duties = Clean and maintain the spaceship. Replace broken lights. Put up wet floor signs.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sanitation Technician&#039;&#039;&#039; is responsible for keeping the ship from becoming a complete mess after the various disasters that consistently befall it. They wage an eternal war against dirt, uncleanliness, broken light bulbs, and crew without access to non-slip shoes. It is an ideal role for new players, as its access and requirements allow one to become moderately familiar with the layout of the ship while not giving very important responsibilities.&lt;br /&gt;
&lt;br /&gt;
As an enlisted member of the Service department, the Sanitation Technician answers to the [[Chief Steward]] and the [[Executive Officer]], though the Chief Steward is the far more active of the two in this regard.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
As the Sanitation Technician, you have one of the simplest jobs aboard the ship: find places that are dirty and make them stop being dirty, as well as unclogging toilets or sinks and replacing lights.&lt;br /&gt;
&lt;br /&gt;
All of this largely comes down to tugging the janitorial cart around, setting up Wet Floor signs, and mopping up any dirt, blood, or other substances that have been spilled onto the floor. Occasionally, some department or other might put out a specific call for janitorial assistance when some lights get broken or a firefight leaves the place looking like a butcher shop, but aside from this, the Sanitation Technician is largely expected to work under their own direction.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, the Sanitation Technician will need to use their bucket to fill up the janitorial cart&#039;s dedicated reservoir, collect their various supplies, and get ready for several hours of dealing with the ship&#039;s limitless supply of filth. It is also recommended to mentally steel oneself against the inevitable abuses heaped upon the sanitation crew by those who fail to pay attention to wet floor signs. After this is complete, the Sanitation Technician is free to wander the ship at their leisure in search of messes to vanquish.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Your Custodial Closet is on Deck 3, in the fore of the ship, just port of the Garden (&#039;&#039;i.e. towards the south-west edge of the map&#039;&#039;), next to the Chief Steward&#039;s Office and the Service Break Room. The lockers and general area contain the following tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Janitorial Cart&#039;&#039;&#039;: The Sanitation Technician&#039;s central tool. Mobile storage for the mop, mop bucket, trash bag, light replacer, Space Cleaner, and wet floor signs.&lt;br /&gt;
* &#039;&#039;&#039;Mop&#039;&#039;&#039;: The second most important tool. After being moistened, usually with the mop bucket, can be used to clean any mess left on the floor. Leaves temporarily slippery areas behind when used with water, which will cause anyone who is not set to Walk to fall upon moving over them.&lt;br /&gt;
** If you pester Research, you can acquire an &#039;&#039;&#039;Advanced Mop&#039;&#039;&#039;. This cleans much faster than your average everyday mop, as well as not needing to be wetted and not making a floor slippery.&lt;br /&gt;
* &#039;&#039;&#039;Wet Floor Sign&#039;&#039;&#039;: Used to warn others of slippery floors left behind after mopping. Inevitably ignored.&lt;br /&gt;
** You can acquire a &#039;&#039;&#039;sign projector&#039;&#039;&#039; from research. It has an unlimited amount of signage and can be set up and removed with a click.&lt;br /&gt;
* &#039;&#039;&#039;Galoshes&#039;&#039;&#039;: A pair of bright-yellow boots. Slip-resistant.&lt;br /&gt;
* &#039;&#039;&#039;Work Gloves&#039;&#039;&#039;: Thick, fire-resistant gloves to prevent accidental burns when changing active lights.&lt;br /&gt;
* &#039;&#039;&#039;Mop Bucket&#039;&#039;&#039;: Can be filled with water for the mop. Part of the janitorial cart.&lt;br /&gt;
* &#039;&#039;&#039;Plunger&#039;&#039;&#039;: A plunger. Used to unclog sinks, toilets, and the like when they become clogged. Clogs are easily located by standing water, and will have an audible cue when gotten near.&lt;br /&gt;
* &#039;&#039;&#039;Trash Bag&#039;&#039;&#039;: Can be used to pick up all trash from a tile for easy disposal.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;: A spray bottle filled with non-slip cleaner. Has a limited supply and must be refilled by a [[Pharmacist]].&lt;br /&gt;
* &#039;&#039;&#039;Bucket&#039;&#039;&#039;: Used to transfer water from the water tank to the mop bucket.&lt;br /&gt;
* &#039;&#039;&#039;Water Tank&#039;&#039;&#039;: A tank containing water for refilling other things.&lt;br /&gt;
* &#039;&#039;&#039;Light Replacer&#039;&#039;&#039;: Used to replace broken light bulbs and tubes. Has a limited supply of light bulbs. Can be refilled from a box of light bulbs.&lt;br /&gt;
* &#039;&#039;&#039;Box of Replacement Lights&#039;&#039;&#039;: A box containing light bulbs and tubes.&lt;br /&gt;
* &#039;&#039;&#039;Pest-B-Gon Mousetraps&#039;&#039;&#039;: Used to trap those pesky mice that keep managing to get onto the ship somehow. Bluespace, probably.&lt;br /&gt;
* &#039;&#039;&#039;Cleaner Grenade&#039;&#039;&#039;: A grenade that explodes with CLEAN. Make war on dirt. &#039;&#039;This slips people who get caught in it.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flashlight&#039;&#039;&#039;: A portable light source, for use in maintenance tunnels.&lt;br /&gt;
* &#039;&#039;&#039;Soap&#039;&#039;&#039;: A simple bar of soap. Must be occasionally washed in a sink or in a bucket full of water in order to retain effectiveness.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* To fill your janitorial cart, you have to fill a bucket with water from a water tank or sink, then pour it into a cart. This can get tedious pretty quickly, so keep in mind you can change the unit transfer rate of an object by right-clicking on it and mousing over &#039;Set Transfer Rate&#039;.&lt;br /&gt;
* Soap can very quickly scrub out stains, dirt, and other clutter by simply mousing over the clutter and clicking. Keep in mind you have to be moused over the clutter in question (and not the plating), so it&#039;s best to alt-click to get a read of the turf.&lt;br /&gt;
* The contents of your trash bag can be emptied into a disposal unit by holding the bag in your hand and clicking on the disposal unit.&lt;br /&gt;
* Stay on the sides of the hallways, lest you and your janitorial cart be pushed around.&lt;br /&gt;
* If you run out of Space Ceaner, there are two solutions: detergent pods can be dissolved in water to create Space Cleaner, or deodorant (which is just resprited Space Cleaner), which can be found in the bathrooms on Deck 1 and Deck 3.&lt;br /&gt;
* If someone slips on a tile without wet floor signs and you point to a wet floor sign several tiles away, the slipper may lynch you.&lt;br /&gt;
&lt;br /&gt;
== Antagonising ==&lt;br /&gt;
As a [[Traitor]] Sanitation Technician, your main asset is your access to maintenance. You also have a valuable tool in the form of your mop, as you can clean a floor to make it slippery – excellent for making anyone that&#039;s chasing you lose track of you. Your cleaner grenades also slip people if you pull the pin at the right time, and should you acquire a toxin kit, your spray bottle can be filled with anything.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Service Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2422</id>
		<title>Sanitation Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2422"/>
		<updated>2023-05-07T15:18:43Z</updated>

		<summary type="html">&lt;p&gt;Sierra: Reverted edits by Sierra (talk) to last revision by Rootoo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 39, 184, 73&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|img = janitor.png&lt;br /&gt;
|jobtitle = Sanitation Technician&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = The [[Chief Steward]] and the [[Executive Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3)&lt;br /&gt;
|fleetranks = Crewman Apprentice (E-2), Crewman (E-3), Petty Officer Third Class (E-4)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|alttitles = Janitor&lt;br /&gt;
|duties = Clean and maintain the spaceship. Replace broken lights. Put up wet floor signs.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sanitation Technician&#039;&#039;&#039; is responsible for keeping the ship from becoming a complete mess after the various disasters that consistently befall it. They wage an eternal war against dirt, uncleanliness, broken light bulbs, and crew without access to non-slip shoes. It is an ideal role for new players, as its access and requirements allow one to become moderately familiar with the layout of the ship while not giving very important responsibilities.&lt;br /&gt;
&lt;br /&gt;
As an enlisted member of the Service department, the Sanitation Technician answers to the [[Chief Steward]] and the [[Executive Officer]], though the Chief Steward is the far more active of the two in this regard.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
As the Sanitation Technician, you have one of the simplest jobs aboard the ship: find places that are dirty and make them stop being dirty, as well as unclogging toilets or sinks and replacing lights.&lt;br /&gt;
&lt;br /&gt;
All of this largely comes down to tugging the janitorial cart around, setting up Wet Floor signs, and mopping up any dirt, blood, or other substances that have been spilled onto the floor. Occasionally, some department or other might put out a specific call for janitorial assistance when some lights get broken or a firefight leaves the place looking like a butcher shop, but aside from this, the Sanitation Technician is largely expected to work under their own direction.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, the Sanitation Technician will need to use their bucket to fill up the janitorial cart&#039;s dedicated reservoir, collect their various supplies, and get ready for several hours of dealing with the ship&#039;s limitless supply of filth. It is also recommended to mentally steel oneself against the inevitable abuses heaped upon the sanitation crew by those who fail to pay attention to wet floor signs. After this is complete, the Sanitation Technician is free to wander the ship at their leisure in search of messes to vanquish.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Your Custodial Closet is on Deck 3, in the fore of the ship, just port of the Garden (&#039;&#039;i.e. towards the south-west edge of the map&#039;&#039;), next to the Chief Steward&#039;s Office and the Service Break Room. The lockers and general area contain the following tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Janitorial Cart&#039;&#039;&#039;: The Sanitation Technician&#039;s central tool. Mobile storage for the mop, mop bucket, trash bag, light replacer, Space Cleaner, and wet floor signs.&lt;br /&gt;
* &#039;&#039;&#039;Mop&#039;&#039;&#039;: The second most important tool. After being moistened, usually with the mop bucket, can be used to clean any mess left on the floor. Leaves temporarily slippery areas behind when used with water, which will cause anyone who is not set to Walk to fall upon moving over them.&lt;br /&gt;
** If you pester Research, you can acquire an &#039;&#039;&#039;Advanced Mop&#039;&#039;&#039;. This cleans much faster than your average everyday mop, as well as not needing to be wetted and not making a floor slippery.&lt;br /&gt;
* &#039;&#039;&#039;Wet Floor Sign&#039;&#039;&#039;: Used to warn others of slippery floors left behind after mopping. Inevitably ignored.&lt;br /&gt;
** You can acquire a &#039;&#039;&#039;sign projector&#039;&#039;&#039; from research. It has an unlimited amount of signage and can be set up and removed with a click.&lt;br /&gt;
* &#039;&#039;&#039;Galoshes&#039;&#039;&#039;: A pair of bright-yellow boots. Slip-resistant.&lt;br /&gt;
* &#039;&#039;&#039;Work Gloves&#039;&#039;&#039;: Thick, fire-resistant gloves to prevent accidental burns when changing active lights.&lt;br /&gt;
* &#039;&#039;&#039;Mop Bucket&#039;&#039;&#039;: Can be filled with water for the mop. Part of the janitorial cart.&lt;br /&gt;
* &#039;&#039;&#039;Plunger&#039;&#039;&#039;: A plunger. Used to unclog sinks, toilets, and the like when they become clogged. Clogs are easily located by standing water, and will have an audible cue when gotten near.&lt;br /&gt;
* &#039;&#039;&#039;Trash Bag&#039;&#039;&#039;: Can be used to pick up all trash from a tile for easy disposal.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;: A spray bottle filled with non-slip cleaner. Has a limited supply and must be refilled by a [[Pharmacist]].&lt;br /&gt;
* &#039;&#039;&#039;Bucket&#039;&#039;&#039;: Used to transfer water from the water tank to the mop bucket.&lt;br /&gt;
* &#039;&#039;&#039;Water Tank&#039;&#039;&#039;: A tank containing water for refilling other things.&lt;br /&gt;
* &#039;&#039;&#039;Light Replacer&#039;&#039;&#039;: Used to replace broken light bulbs and tubes. Has a limited supply of light bulbs. Can be refilled from a box of light bulbs.&lt;br /&gt;
* &#039;&#039;&#039;Box of Replacement Lights&#039;&#039;&#039;: A box containing light bulbs and tubes.&lt;br /&gt;
* &#039;&#039;&#039;Pest-B-Gon Mousetraps&#039;&#039;&#039;: Used to trap those pesky mice that keep managing to get onto the ship somehow. Bluespace, probably.&lt;br /&gt;
* &#039;&#039;&#039;Cleaner Grenade&#039;&#039;&#039;: A grenade that explodes with CLEAN. Make war on dirt. &#039;&#039;This slips people who get caught in it.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flashlight&#039;&#039;&#039;: A portable light source, for use in maintenance tunnels.&lt;br /&gt;
* &#039;&#039;&#039;Soap&#039;&#039;&#039;: A simple bar of soap. Must be occasionally washed in a sink or in a bucket full of water in order to retain effectiveness.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* To fill your janitorial cart, you have to fill a bucket with water from a water tank or sink, then pour it into a cart. This can get tedious pretty quickly, so keep in mind you can change the unit transfer rate of an object by right-clicking on it and mousing over &#039;Set Transfer Rate&#039;.&lt;br /&gt;
* Soap can very quickly scrub out stains, dirt, and other clutter by simply mousing over the clutter and clicking. Keep in mind you have to be moused over the clutter in question (and not the plating), so it&#039;s best to alt-click to get a read of the turf.&lt;br /&gt;
* The contents of your trash bag can be emptied into a disposal unit by holding the bag in your hand and clicking on the disposal unit.&lt;br /&gt;
* Stay on the sides of the hallways, lest you and your janitorial cart be pushed around.&lt;br /&gt;
* If you run out of Space Ceaner, there are two solutions: detergent pods can be dissolved in water to create Space Cleaner, or deodorant (which is just resprited Space Cleaner), which can be found in the bathrooms on Deck 1 and Deck 3.&lt;br /&gt;
* If someone slips on a tile without wet floor signs and you point to a wet floor sign several tiles away, the slipper may lynch you.&lt;br /&gt;
&lt;br /&gt;
== Antagonising ==&lt;br /&gt;
As a [[Traitor]] Sanitation Technician, your main asset is your access to maintenance. You also have a valuable tool in the form of your mop, as you can clean a floor to make it slippery – excellent for making anyone that&#039;s chasing you lose track of you. Your cleaner grenades also slip people if you pull the pin at the right time, and should you acquire a toxin kit, your spray bottle can be filled with anything.&lt;br /&gt;
----&lt;br /&gt;
{{Navbox Roles}}&lt;br /&gt;
[[Category:Service Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
	</entry>
	<entry>
		<id>https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2421</id>
		<title>Sanitation Technician</title>
		<link rel="alternate" type="text/html" href="https://baystation.xyz//index.php?title=Sanitation_Technician&amp;diff=2421"/>
		<updated>2023-05-07T15:18:12Z</updated>

		<summary type="html">&lt;p&gt;Sierra: #33436 - Custodian alt title moved from research to janitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = 39, 184, 73&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|img = janitor.png&lt;br /&gt;
|jobtitle = Custodian, Sanitation Technician&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|superior = The [[Chief Steward]] and the [[Executive Officer]]&lt;br /&gt;
|branches = [[Expeditionary Corps]], [[Sol Central Government Fleet]], Civilian&lt;br /&gt;
|ecranks = Explorer (E-3)&lt;br /&gt;
|fleetranks = Crewman Apprentice (E-2), Crewman (E-3), Petty Officer Third Class (E-4)&lt;br /&gt;
|govranks&lt;br /&gt;
|civranks = Contractor&lt;br /&gt;
|alttitles = Janitor&lt;br /&gt;
|duties = Clean and maintain the spaceship. Replace broken lights. Put up wet floor signs.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Sanitation Technician&#039;&#039;&#039; is responsible for keeping the ship from becoming a complete mess after the various disasters that consistently befall it. They wage an eternal war against dirt, uncleanliness, broken light bulbs, and crew without access to non-slip shoes. It is an ideal role for new players, as its access and requirements allow one to become moderately familiar with the layout of the ship while not giving very important responsibilities.&lt;br /&gt;
&lt;br /&gt;
As an enlisted member of the Service department, the Sanitation Technician answers to the [[Chief Steward]] and the [[Executive Officer]], though the Chief Steward is the far more active of the two in this regard.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
As the Sanitation Technician, you have one of the simplest jobs aboard the ship: find places that are dirty and make them stop being dirty, as well as unclogging toilets or sinks and replacing lights.&lt;br /&gt;
&lt;br /&gt;
All of this largely comes down to tugging the janitorial cart around, setting up Wet Floor signs, and mopping up any dirt, blood, or other substances that have been spilled onto the floor. Occasionally, some department or other might put out a specific call for janitorial assistance when some lights get broken or a firefight leaves the place looking like a butcher shop, but aside from this, the Sanitation Technician is largely expected to work under their own direction.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, the Sanitation Technician will need to use their bucket to fill up the janitorial cart&#039;s dedicated reservoir, collect their various supplies, and get ready for several hours of dealing with the ship&#039;s limitless supply of filth. It is also recommended to mentally steel oneself against the inevitable abuses heaped upon the sanitation crew by those who fail to pay attention to wet floor signs. After this is complete, the Sanitation Technician is free to wander the ship at their leisure in search of messes to vanquish.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Your Custodial Closet is on Deck 3, in the fore of the ship, just port of the Garden (&#039;&#039;i.e. towards the south-west edge of the map&#039;&#039;), next to the Chief Steward&#039;s Office and the Service Break Room. The lockers and general area contain the following tools:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Janitorial Cart&#039;&#039;&#039;: The Sanitation Technician&#039;s central tool. Mobile storage for the mop, mop bucket, trash bag, light replacer, Space Cleaner, and wet floor signs.&lt;br /&gt;
* &#039;&#039;&#039;Mop&#039;&#039;&#039;: The second most important tool. After being moistened, usually with the mop bucket, can be used to clean any mess left on the floor. Leaves temporarily slippery areas behind when used with water, which will cause anyone who is not set to Walk to fall upon moving over them.&lt;br /&gt;
** If you pester Research, you can acquire an &#039;&#039;&#039;Advanced Mop&#039;&#039;&#039;. This cleans much faster than your average everyday mop, as well as not needing to be wetted and not making a floor slippery.&lt;br /&gt;
* &#039;&#039;&#039;Wet Floor Sign&#039;&#039;&#039;: Used to warn others of slippery floors left behind after mopping. Inevitably ignored.&lt;br /&gt;
** You can acquire a &#039;&#039;&#039;sign projector&#039;&#039;&#039; from research. It has an unlimited amount of signage and can be set up and removed with a click.&lt;br /&gt;
* &#039;&#039;&#039;Galoshes&#039;&#039;&#039;: A pair of bright-yellow boots. Slip-resistant.&lt;br /&gt;
* &#039;&#039;&#039;Work Gloves&#039;&#039;&#039;: Thick, fire-resistant gloves to prevent accidental burns when changing active lights.&lt;br /&gt;
* &#039;&#039;&#039;Mop Bucket&#039;&#039;&#039;: Can be filled with water for the mop. Part of the janitorial cart.&lt;br /&gt;
* &#039;&#039;&#039;Plunger&#039;&#039;&#039;: A plunger. Used to unclog sinks, toilets, and the like when they become clogged. Clogs are easily located by standing water, and will have an audible cue when gotten near.&lt;br /&gt;
* &#039;&#039;&#039;Trash Bag&#039;&#039;&#039;: Can be used to pick up all trash from a tile for easy disposal.&lt;br /&gt;
* &#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;: A spray bottle filled with non-slip cleaner. Has a limited supply and must be refilled by a [[Pharmacist]].&lt;br /&gt;
* &#039;&#039;&#039;Bucket&#039;&#039;&#039;: Used to transfer water from the water tank to the mop bucket.&lt;br /&gt;
* &#039;&#039;&#039;Water Tank&#039;&#039;&#039;: A tank containing water for refilling other things.&lt;br /&gt;
* &#039;&#039;&#039;Light Replacer&#039;&#039;&#039;: Used to replace broken light bulbs and tubes. Has a limited supply of light bulbs. Can be refilled from a box of light bulbs.&lt;br /&gt;
* &#039;&#039;&#039;Box of Replacement Lights&#039;&#039;&#039;: A box containing light bulbs and tubes.&lt;br /&gt;
* &#039;&#039;&#039;Pest-B-Gon Mousetraps&#039;&#039;&#039;: Used to trap those pesky mice that keep managing to get onto the ship somehow. Bluespace, probably.&lt;br /&gt;
* &#039;&#039;&#039;Cleaner Grenade&#039;&#039;&#039;: A grenade that explodes with CLEAN. Make war on dirt. &#039;&#039;This slips people who get caught in it.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Flashlight&#039;&#039;&#039;: A portable light source, for use in maintenance tunnels.&lt;br /&gt;
* &#039;&#039;&#039;Soap&#039;&#039;&#039;: A simple bar of soap. Must be occasionally washed in a sink or in a bucket full of water in order to retain effectiveness.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* To fill your janitorial cart, you have to fill a bucket with water from a water tank or sink, then pour it into a cart. This can get tedious pretty quickly, so keep in mind you can change the unit transfer rate of an object by right-clicking on it and mousing over &#039;Set Transfer Rate&#039;.&lt;br /&gt;
* Soap can very quickly scrub out stains, dirt, and other clutter by simply mousing over the clutter and clicking. Keep in mind you have to be moused over the clutter in question (and not the plating), so it&#039;s best to alt-click to get a read of the turf.&lt;br /&gt;
* The contents of your trash bag can be emptied into a disposal unit by holding the bag in your hand and clicking on the disposal unit.&lt;br /&gt;
* Stay on the sides of the hallways, lest you and your janitorial cart be pushed around.&lt;br /&gt;
* If you run out of Space Ceaner, there are two solutions: detergent pods can be dissolved in water to create Space Cleaner, or deodorant (which is just resprited Space Cleaner), which can be found in the bathrooms on Deck 1 and Deck 3.&lt;br /&gt;
* If someone slips on a tile without wet floor signs and you point to a wet floor sign several tiles away, the slipper may lynch you.&lt;br /&gt;
&lt;br /&gt;
== Antagonising ==&lt;br /&gt;
As a [[Traitor]] Sanitation Technician, your main asset is your access to maintenance. You also have a valuable tool in the form of your mop, as you can clean a floor to make it slippery – excellent for making anyone that&#039;s chasing you lose track of you. Your cleaner grenades also slip people if you pull the pin at the right time, and should you acquire a toxin kit, your spray bottle can be filled with anything.&lt;br /&gt;
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{{Navbox Roles}}&lt;br /&gt;
[[Category:Service Roles]][[Category:Roles]]&lt;/div&gt;</summary>
		<author><name>Sierra</name></author>
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