# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg's head (one for each eye socket)
# [[File:Flash.gif|Flash]] Insert two flashes in the cyborg's head (one for each eye socket)
# For final assembly, take each component and apply it to the cyborg endoskeleton
# For final assembly, take each component and apply it to the cyborg endoskeleton
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however, if your borg leaves the name up to you, be sure to name it 'PenisShitter 5000'. For some hilarity and general confusion, try giving the borg the same name as the AI.
# [[File:Multitool.png|Multitool]] Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however.
# [[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer's brain.]] (or just hit the head with a blade until it pops off and then cut the skull open)
# [[File:Brain.png|Brain]] Once it's complete, it's time for the brain. [[Surgery#Brain_Removal|See here how to remove your volunteer's brain.]] (If the brain has been removed from the head without surgery, you will need to pour [[Guide_to_chemistry#Mannitol|mannitol]] on it to fix it)
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
# [[File:MMI.png|MMI]] Now put the brain into your [[MMI]], and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the [[Morgue]] (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
# Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
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(Alternatively, for steps 4 and 5, you can use a Robotics console)
(Alternatively, for steps 4 and 5, you can use a Robotics console)
==== Upgrades ====
=== Upgrades ===
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
[[Roboticist]]s can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
{| class="wikitable"
{| class="wikitable sortable"
|-
|-
!Name
!Name
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!Materials to produce<br>(unupgraded fabricator)
!Materials to produce<br>(unupgraded fabricator)
|-
|-
!Cyborg Reclassification Module
!Cyborg Reclassification Board
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
|Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
|35000 Metal
|5 Iron
|-
|-
!Cyborg Emergency Restart Module
!Cyborg Emergency Reboot Module
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.<br>
|Used to force a restart of a disabled-but-repaired borg, bringing it back online.<br>
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.
|60000 Metal, 5000 Glass
|20 Iron, 5 Glass
|-
!Cyborg VTEC Module
|Used to kick in a borgs VTEC systems, increasing their speed.
|120000 Metal, 9000 Glass, 7500 Gold
|-
|-
!Borg Expander
!Borg Expander
|A cyborg resizer, it makes a cyborg huge.
|A cyborg resizer, it makes a cyborg huge.
|200000 metal, 5000 titanium
|200 Iron, 5 titanium
|-
|-
!Cyborg Ion Thrusters Module
!Ion Thruster Upgrade
|An ion-powered thruster system that works like a jetpack for movement in no gravity.
|An ion-powered thruster system that works like a jetpack for movement in no gravity.
|80000 Metal, 6000 Glass, 6000 Uranium
|10 Iron, 6 Glass, 5 Plasma, 6 Uranium
|-
|-
!Cyborg Self-Repair Module
!Cyborg Self-Repair Module
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.
|Allows the cyborg to slowly repair iteself over time, increasing power consumption.
|15000 Metal, 15000 Glass
|15 Iron, 15 Glass
|-
|-
!Illegal Equipment Modules
!Illegal Equipment Module
|Enables illegal modules, the same that are enabled when cyborgs are emagged.<br>
|Enables illegal modules, the same that are enabled when cyborgs are emagged.<br>
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct [[Syndicate Items]]!!)
|10000 Metal, 15000 Glass, 10000 Diamond
|15 Iron, 15 Glass, 10 Diamond
|-
!Circuit Manipulation Apparatus
|An engineering cyborg upgrade allowing for manipulation of circuit boards.
|2 Iron, 0.5 Titanium
|-
|-
!Engineering Cyborg RPED
!Engineering Cyborg RPED
|A rapid part exchange device for the engineering cyborg.
|A rapid part exchange device for the engineering cyborg.
|10000 metal, 5000 glass
|10 Iron, 5 Glass
|-
|-
!Cyborg Diamond Drill
!Mining Cyborg Diamond Drill
|Upgrades a mining cyborg's drill to be faster.
|Upgrades a mining cyborg's drill to be faster.
|10000 Metal, 2000 Diamond
|10 Iron, 6 Glass, 2 Diamond
|-
|-
!Cyborg Ore Satchel of Holding
!Mining Cyborg Satchel of Holding
|Upgrades a mining cyborg's satchel to hold infinite minerals.
|Upgrades a mining cyborg's satchel to hold infinite minerals.
|10000 Metal, 250 Gold, 500 Uranium
|10 Iron, 2 Gold, 1 Uranium
|-
|-
!Cyborg Lava-proof Tracks
!Mining Cyborg Lavaproof Chassis
|Allows a mining cyborg to walk over lava undamaged.
|Allows a mining cyborg to walk over lava undamaged.
|8000 Metal, 10000 Plasma
|10 Iron, 4 Plasma, 5 Titanium
|-
|-
!Medical Cyborg Crew Pinpointer
!Medical Cyborg Crew Pinpointer
|A crew pinpointer module for the medical cyborg.
|A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.
|15000 Metal, 500 Glass
|1 Iron, 0.5 Glass
|-
!Cyborg Piercing Hypospray
|Allows cyborg hyposprays to pierce through thick clothing and MODsuits.
|15 Iron, 15 Glass, 5 Titanium, 3 Diamond
|-
!Medical Cyborg Defibrillator
|Gives a Medical Cyborg a [[Medical_items#Defibrillator|defibrillator]]. You can also insert an ordinary defibrillator [[File:Defib.png]] instead, for the same upgrade.
|8 Iron, 5 Glass, 4 Silver, 3 Gold
|-
!Beaker Storage Apparatus
|A supplementary beaker storage apparatus for medical cyborgs.
|2 Iron, 2 Glass
|-
!Medical Cyborg Surgical Processor
|Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.
|5 Iron, 4 Glass, 4 Silver
|-
|-
!Medical Cyborg Expanded Hypospray
!Medical Cyborg Expanded Hypospray
|Adds [[Oculine]], [[Inacusiate]], [[Mutadone]], [[Mannitol]], and [[Haloperidol]] to a Medical Cyborg's hypospray chemicals.
|Adds [[Cyborg#Quick_reference_to_mediborg_chems|new chemicals]] to a Medical Cyborg's hypospray.
|15000 Metal, 15000 Glass, 5000 Plasma
|15 Iron, 15 Glass, 8 Plasma, 8 Uranium
|-
!Rapid Disabler Cooling Module
|Increases the recharge rate of security cyborg disablers.
|20 Iron, 6 Glass, 2 Gold, 2 Diamond
|-
!Janitor Cyborg Trash Bag of Holding
|Upgrades the janitor cyborg's trash bag to one capable of holding vast quantities of garbage.
|2 Gold, 1 Uranium
|-
|-
!Medical Cyborg High-Strength Hypospray
!Janitor Cyborg Advanced Mop
|Adds [[Salicyclic Acid]], [[Oxandrolone]], [[Rezadone]], and [[Pentetic Acid]] to a Medical Cyborg's hypospray chemicals.
|An advanced self-refiling mop replacement for the janiborg's standard mop.
|Increases the recharge rate of security cyborg disablers. (''Secborgs are no longer in game. Instead there are peacekeeper cyborgs.'')
|The borg module picker (Clown) allows you to to turn a cyborg into a clown. This is how you create a [[Cyborg#Clown|Clown]] cyborg.
|80000 metal, 6000 glass, 2000 gold, 500 diamond
|1.5 Iron, 1.5 Glass, 0.1 Bananium
|}
|}
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|Step 1: [[File:Scalpel.png|Scalpel]] '''Scalpel''': make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)
|Step 1: [[File:Scalpel.png|Scalpel]] '''Scalpel''': make an incision.||[[File:Knife.png|Kitchen Knife]] (65%) [[File:Shard.png|Shard]] (45%) [[File:Sword.gif|Energy Sword]] (75%) Any other sharp item (30%)
|colspan="2"|Step 7: '''Cyborg limb''': augment the limb.
|colspan="2"|Step 4: '''Cyborg limb''': augment the limb.
|}
|}
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====[[File:Medibot.gif|64px]] Medibot====
====[[File:Medibot.gif|64px]] Medibot====
Heals anyone nearby. Can be equipped with a beaker to stick people with instead of the default medicine, and when [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject people with toxins, repeatedly.
Performs a baby version of [[Surgery#Tend_Wounds|tend wounds]]. The surgery works through clothes and without the patient having to lie down. Amount healed scales with [[Surgery#Tend_Wounds|tend wounds surgeries]] researched. Each researched upgrade of [[Surgery#Tend_Wounds|tend wounds]] increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.
When [[Syndicate Items#Cryptographic Sequencer|emagged]] it will inject 5u [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] and damage you based on what they would have healed (brute if you don't need treatment) per step.<br>
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:
* Advanced first aid kit: All 4 basic damage types.
* Brute kit: 10% extra brute. (other types?)
* Burn kit: ?
* Toxin kit: ?
* Suffocation kit: ?
To manufacture:
To manufacture:
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!Requires
!Requires
|-
|-
1 x [[File:Cyborg_right_arm.png]] Borg Right Arm<br>
|1 x [[File:Cyborg_right_arm.png]] Borg Arm (left or right)<br>
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)<br>
1 x [[File:SMed.png|Med-kit]] (EMPTY, any color)<br>
1 x [[File:Healthanalyzer.png|Health Analyzer]]<br>
1 x [[File:Healthanalyzer.png|Health Analyzer]] or [[:File:First aid analyzer.png|First aid analyzer]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]
1 x [[File:Prox_Sensor.png|Proximity Sensor]]
|}
|}
# Attach the Borg Arm (left or right, doesn't matter) to an empty [[Med-kit]]. Color of the Med-kit doesn't matter, although it will affect the colour of the Medbot.
# Attach the Borg Arm (left or right, doesn't matter) to an empty [[Med-kit]]. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.
# You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your [[Pen]] in the other hand and clicking on it, if you wish.
# Add a [[Medical Analyzer]].
# Add a [[Medical Analyzer]].
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Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
To make:
To manufacture:
{| style="background-color:#EEEEEE" width="300"
{| style="background-color:#EEEEEE" width="300"
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====[[File:Firebot.gif|64px]] Firebot====
====[[File:Firebot.gif|64px]] Firebot====
This lil guy will scoot around and try his best to extinguish burning people and gases around him.
This lil' guy will scoot around and try his best to extinguish burning people and gases around him.
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire.
If [[Emag|emagged]] he will spray [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]] at anyone who isn't on fire. Firebots retain full movement in space, and automatically dispense Firefighting Foam in a small radius around them in low-pressure conditions.
It's annoying and useless, but the clown might bug you to make one of this in absentia of a H.O.N.K. mech. God forbid if a traitor emags the thing.
Annoying and useless, now with cuffing abilities. The clown might bug you to make one of these in absence of a H.O.N.K. mech. Can be of use to [[Security]] if there's no supplies for a [[Securitron]]. God forbid if a traitor [[Emag|emags]] the thing or if ''anyone'' puts a PAI into one.
To manufacture:
To manufacture:
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# Add a [[Proximity Sensor]].
# Add a [[Proximity Sensor]].
# Add a Bike Horn
# Add a Bike Horn
====[[File:Vibebot.png|64px]] Vibebot====
It's just out here vibing.
To manufacture:
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|2 x [[File:Light_Bulb.png|Light bulb]]<br>
1 x [[File:Cyborg_head.png|Cyborg head]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Crayon.png|Crayon]]<br>
|}
# Gather up the building materials.
# Use the crafting menu to assemble.
====[[File:Hygienebot.gif|64px]] Hygienebot====
Flying bot which showers people covered in blood, with force if necessary. Showers people in fire if [[Emag]]<nowiki/>ed
To manufacture:
{| style="background-color:#EEEEEE" width="300"
!Requires
|-
|2 x [[File:Metal.png|Metal]]<br>
1 x [[File:Welder.png|Welding Tool]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Nduct_n_w.png|link=#Plumbing#Fluid_Ducts|Fluid Duct]]
|}
# [[File:Metal.png|Metal]] Use metal in hand to craft an ''incomplete hygienebot assembly''.
# [[File:Welder.png]] [[Welding Tool|Weld]] a hole in the incomplete hygienebot assembly.
# [[File:Prox_Sensor.png]] Add a [[Proximity Sensor]].
# [[File:Nduct_n_w.png]] Add a [[Plumbing#Fluid_Ducts|Fluid Duct]].
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====
====[[File:Securitron.gif|I AM THE LAW|64px]] [[Securitron]]====
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Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Has a toy sword version.
To manufacture:
To manufacture:
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1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:Prox_Sensor.png|Proximity Sensor]]<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Hybrid_taser.gif|Hybrid Taser]]<br>
1 x [[File:Disabler.png|Disabler]]<br>
1 x [[File:Screwdriver_tool.png|Screwdriver]]<br>
1 x [[File:Screwdriver_tool.png|Screwdriver]]<br>
1 x [[File:Power_cell.png|Power Cell]]<br>
1 x [[File:Power_cell.png|Power Cell]]<br>
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# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly
# [[File:Prox_Sensor.png|Proximity Sensor]] Attach a [[Proximity Sensor]] to the assembly
# [[File:CableCoils.png|Cable Coil]] Insert wires
# [[File:CableCoils.png|Cable Coil]] Insert wires
# [[File:Hybrid_taser.gif|Hybrid Taser]] [[File:Screwdriver_tool.png|Screwdriver]] Add a Hybrid [[Taser]] and attach it with a [[Screwdriver]]
# [[File:Disabler.png|DRAGnet]] [[File:Screwdriver_tool.png|Screwdriver]] Add a [[Disabler]] and attach it with a [[Screwdriver]]
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own exosuit is complete!
# [[File:Power_cell.png|Power Cell]] Insert a [[Power Cell]]. Your own exosuit is complete!
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
An emagged ED-209 fires deadly lasers AND attacks anyone on sight.
'''Note that Drones are currently admin spawn only, outside of the three derelict drones.'''
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Drone Shell Fabricator by inserting glass and metal.
# [[File:Droneshell.png|Drone Shell]] Build a drone shell from the Exosuit Fabricator.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
==Exosuits==
These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
With all Exosuits, [[MMI]]s can be installed as drivers. But remember, MMIs are not bound to the AI or its laws, so don't put any [[Traitor|deranged]] [[Clown|maniacs]] inside them. Remember to grant MMI controlled mechs access keys, because they don't have a keycard on them!
===List of Exosuits===
====[[File:Vimbot.png|64px]] Vim====
The current list of exosuits is as follows.
Minature little mecha for sentient small animals, such as pets, to ride around in. Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).
----
====[[File:Ripley_MK-I.png|64px]] Ripley APLU====
'''Equipment slots''': 6
Non-sentient animals cannot pilot it.
'''Movement speed''': Fast.
To manufacture:
'''Special abilities''': Even faster movespeed in low pressure environments (Lavaland, space, etc.). Armor can be upgraded with Goliath plates.
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) is a fast moving exosuit with no atmospheric protection. Don't expect the wire screen to do much against ranged weapons. Useful for carrying boxes and as a lightweight platform for various exosuit tools.
While it lacks the Firefigher's lavaproofing and improved armor, the Ripley APLU can still go toe to toe with Lavaland mobs thanks to its good melee protection.
<nowiki>*</nowiki>The exosuit itself can withstand decently high temperatures without taking damage. It does not, however, offer protection to the pilot from fire or temperature hazards.
'''Description:''' The Ripley APLU (Autonomous Power Loading Unit) Mark II is a slow moving, decently protected exosuit that's often used for construction, break&entry or fighting Blobs.
The MK-II has a pressurized cabin for space operations, but the added weight has slowed it down. Whether the trade is fair or not depends solely on your purpose for the exosuit.
1 x Ripley APLU MK-I [[File:Ripley_MK-I.png|Ripley MK-I]]
|}
[[File:Ripley_conversionkit.png|MK-I to MK-II Conversion Kit]] The Ripley MK-II is created by using a conversion kit on a Ripley MK-I exosuit. This kit is available from the Exosuit Fabricator. The conversion process requires the MK-I to have an empty cargo bay, no pilot sitting inside, and the Maintenance Procedures function permitted.<br>'''Once converted to the MK-II design, the exosuit cannot be restored to MK-I.'''
'''Description:''' The Firefighter APLU (Autonomous Power Loading Unit) is the Ripley's big brother that has significantly improved armor and can walk on lava unscathed.
Once you outfit it with a plasma cutter and hydraulic clamp, it becomes great for mining and slaying [[Megafauna]] - miners love it!
# [[File:Gygax armor plates.png|Gygax Armor Plates]]Add Gygax Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
----
====[[File:Durand.png|64px]] Durand====
'''Equipment slots''': 3
'''Movement speed''': Slow.
'''Special abilities''': Has devastating punches that can knock people out. Can enable defense mode, which increases its armor's deflect chance, but leaves the mech unable to move or turn.
'''Description:''' Phazons are the culmination of RnD - they have the highest base movespeed, good armor and can phase through anything thanks to bluespace technology.
Unless you manage to neutralize an anomaly, you won't be able to build one of these.
# [[File:Metal_r.png|Plasteel]] 5 pieces of Plasteel
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# Add Phazon Armor Plates (Made in the Exosuit Fabricator)
# [[File:Wrench.png|Wrench]] Wrench
# [[File:Welder.png|Welding Tool]] Welding Tool
# Add the Anomaly Core
----
====[[File:honk.png|64px]] H.O.N.K.====
'''Equipment slots''': 3
'''Movement speed''': Average.
'''Special abilities''': Can equip Clown weapons of mass pranking. Makes squeaking noises while walking and has a special menu to play even more annoying sounds.
'''Armor''': -20 melee, 25.000°K max temperature. Yikes.
'''Integrity:''' 140
'''Description:''' What's worse than a Clown? A Clown inside a custom exosuit. This monstrosity can equip weapons of mass pranking and WILL annoy the hell out of people.
2 x [[File:Cyborg_left_leg.png]] Borg Leg (left or right)<br>
1 x Clown shoes<br>
1 x [[File:Flashlight.png]]Flashlight<br>
1 x Bike horn [[File:Bike horn.png|60px]]<br>
1 x [[File:Screwdriver_tool.png]]Screwdriver<br>
3 x H.O.N.K. circuit boards [[File:Circuitboard.png]]<br>
1 x [[File:Voice_Analyzer.png]] Voice Analyzer
1 x Scanning Module [[File:Scanning_Module.gif|Phasic Scanning Module]]<br>
Higher tier = less power consumption.<br>
1 x Capacitor [[File:Capacitor.png|Super Capacitor]]<br>
Higher tier = better EMP resistance.<br>
1 x [[File:CableCoils.png|Cable Coil]]<br>
1 x [[File:Power_cell.png|Power Cell]]
|}
|}
# Attach two Borg Legs to your EVA Helmet.
# Attach a flashlight to the Vim assembly.
# Use a screwdriver to attach the flashlight.
# Use a [[Pen]] to name it if you wish.
# Attach the [[Voice Analyzer]] to the assembly.
'''Construction steps'''::
Your mini mech is now ready for Ian to take a joyride in!
#Create all of the H.O.N.K. exosuit parts in the Exosuit Fabricator.
#Attach all of the H.O.N.K. exosuit parts to the H.O.N.K. exosuit chassis.
#[[File:Bike horn.png|60px]] HONK at the exosuit with a bike horn.
#[[File:Circuitboard.png]] Add the main circuit board.
#[[File:Bike horn.png|60px]] HONK at the exosuit again.
#[[File:Circuitboard.png]] Add the peripherals circuit board.
#[[File:Bike horn.png|60px]] HONK
#[[File:Circuitboard.png]] Add the targeting circuit board.
#[[File:Bike horn.png|60px]] HONK
# [[File:Scanning_Module.gif|Advanced Scanning Module]] Add a Scanning Module
#[[File:Bike horn.png|60px]] HONK
# [[File:Capacitor.png|Advanced Capacitor]] Add a Capacitor
#[[File:Bike horn.png|60px]] HONK
# [[File:Power_cell.png|Power Cell]] Power Cell
#[[File:Bike horn.png|60px]] '''HONK'''
#Add the clown's mask to the exosuit.
#[[File:Bike horn.png|60px]] '''HENK'''
#Add clown shoes to it.
#[[File:Bike horn.png|60px]] '''I WILL GRAB ONE OF MY SIX BIKE HORNS, AND I WILL HONK THE SONG THAT ENDS THE EARTH''' [[File:Bike horn.png|60px]]
==MODsuits==
<big>[[MODsuits|Click here for the MODsuits page]]</big>
Much like Epimetheus and Oppenheimer, you have unleashed unspeakable evil - a weapon that has lain dormant since the Honk Ages. I hope you're happy with yourself.
==Exosuits==
----
<big>[[Exosuits|Click here for the Exosuits page]]</big>
===CentCom Exosuits===
If you see these, you know that things have '''really''' gone to shit. These exosuits are typically only found in the repositories of the elite [[Emergency Response Team]] and [[Death Squad]].
====[[File:Marauder.png|64px]] Marauder====
'''Equipment slots''': 4
'''Movement speed''': Very slow.
'''Special abilities''': Smoke grenades, thrusters (for space navigation), optical zoom. Destroys walls by running into them. Punches harder than a Durand. Lava- and fireproof.
'''Armor''': 50 melee, 55 bullet, 40 laser, 30 energy, 30 bomb. 60.000°K max temperature. Has a chance to deflect attacks.
'''Integrity:''' 500
'''Description:''' Standard issue exosuit for the [[Death Squad]] when the going gets tough.<br> It starts off with the eZ-13 MK2 heavy pulse rifle, the SRM-8 missile rack, a Tesla Energy Relay and an antiprojectile armor booster.
====[[File:Seraph.png|64px]] Seraph====
'''Equipment slots''': 5
'''Movement speed''': Average.
'''Special abilities''': Same as the Marauder's, but punches even harder.
'''Armor''': Same as the Marauder's.
'''Integrity:''' 550
'''Description:''' An advanced [[Death Squad]] exosuit for when the going gets seriously tough. Usually reserved for CentCom high command.<br> It starts off with the LBX AC 10 "Scattershot", the SRM-8 missile rack, a teleporter, a Tesla Energy Relay, and an antiprojectile armor booster.
----
===Syndicate Exosuits===
For dealing with particularly resilient obstacles. Typically only found in the arsenals of the famed [[Nuclear Operative]]s.
====[[File:DarkGygax.png|64px]] Dark Gygax====
'''Equipment slots''': 4
'''Movement speed''': Average.
'''Special abilities''': Same as the Gygax', but with additional thrusters for space navigation.
'''Armor''': 40 melee, 40 bullet, 50 laser, 35 energy, 20 bomb. 35.000°K max temperature. Has a low chance to deflect attacks.
'''Integrity:''' 300
'''Description:''' A modified Gygax used for nefarious purposes.<br> It starts off with the FNX-99 "Hades" Carbine, the SGL-6 grenade launcher, a Teleporter, and a Tesla Energy Relay.
====[[File:DarkMarauder.png|64px]] Mauler====
'''Equipment slots''': 5
'''Movement speed''': Very slow.
'''Special abilities''': Same as the Marauder's.
'''Armor''': Same as the Marauder's.
'''Integrity:''' 500
'''Description:''' A modified Marauder used by the Syndicate that's not as maneuverable as the Dark Gygax, but it makes up for that in armor and sheer firepower.<br> Starts off with the Ultra AC 2 LMG, the LBX AC 10 "Scattershot", the SRM-8 missile rack, a Tesla Energy Relay, and an antiprojectile armor booster.
----
==Exosuit operation and maintenance==
To climb into an exosuit, just drag and drop your character onto it.
====Exosuit beacons====
Adding a tracking beacon (exofab "Misc" category) to a mech allows the RD's exosuit control console to track the mech, view detailed stats, message the pilot and even EMP it when neccessary.
Research can also unlock an AI control beacon that lets the AI - you guessed it - control the exosuit.
====Locking/unlocking Exosuits====
There are two ways to lock exosuit: A) ID ("keycode") lock or B) DNA lock.
A) '''ID lock (keycode)''':
Adding a keycode to a mech will grant it access to that area, but will also prevent anyone without that access from entering the mech.
For example: A mech with "bridge" and "robotics" keycodes has access to both areas, but requires an ID card with at least bridge and robotics access to enter.
* Enter the exosuit and unlock the ID upload panel.
* Exit the exosuit.
* Use an ID card/PDA on exosuit and select "Edit operation keycodes".
B) '''DNA lock''':
DNA locking only allows the person matching the recorded Unique Enzymes (UE) to enter the mech.
This can be abused by Changelings and crafty Geneticists! Another downside is that you will be locked out if you swap bodies.
* Enter the exosuit and open the stats menu.
* Unter Permissions&Logging, click "DNA-lock".
* To remove the lock, hit "[ Reset ]" next to your DNA string under "DNA-locked:".
====Exosuit Damage and Repairs====
For external damage to the exosuit, simply use a welder on it. When a mech takes damage while its integrity is below a certain threshold, it has a chance to break internally. The reports for internal damage can be seen in the stats window.
'''Internal Fire:''' An internal fire will heat the air in the cabin and in the air tank, potentially causing a breach. It has a chance to fix itself if the life support system is functional.
'''Life Support System Malfunction:''' A malfunction in the life support system will prevent the mech from regulating the temperature brought into the cabin from the internal air tank. It can be fixed by using a screwdriver on it or with a repair droid.
'''Gas Tank Breach:''' A gas tank breach will cause the contents of the internal tank to be leaked into the environment. It can be fixed by using a welder on the mech if it also has external damage or with a repair droid.
'''Coordination System Calibration Failure:''' A failure in the coordination system will cause the mech to move randomly and can cause the mech to miss its targets. It can be fixed by clicking "Recalibrate" in the damage report.
'''Short Circuit:''' A short circuit failure will cause the installed power cell to lose charge and damages it so that its maximum charge decreases. It also prevents repair droids and tesla relays from working. It can be repaired by using wires on the mech while its power unit hatch is open (see battery replacement steps).
====Exosuit Battery Replacement====
# Make sure maintenance protocols are permitted (Permissions&Logging inside the mech).
# [[File:Id_regular.png]] Hit the exosuit with your ID card or PDA with ID inside and select "Initiate maintenance protocol".
# [[File:Id_regular.png]] ID Card and select "Initiate maintenance protocol" again.
# Optional: Forbid maintenance protocols inside the mech.
==Exosuit Equipment==
Various tools and weapons can be attached to exosuits, providng them with ability to perform different tasks. Exosuit equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu).
To attach a tool or weapon, simply click with it on the exosuit.
|The drill can completely destroy most objects (with the exception of reinforced walls) and kill people who stand still within a few seconds.<br>
When used for mining, the targeted and two adjacent mineral deposits will be drilled. Drills are rarely used for mining once Plasma Cutters become available.<br>
Can't be attached to the Odysseus.
|-
![[File:Mecha diamond drill.png]] Diamond Drill
|Essentially an upgraded drill that's faster and much stronger - you can go right through minerals and reinforced walls.<br>
!style="background-color:#EEEEEF;" width=200|Can be attached to
|-
![[File:Hydraulic clamp.png]] Hydraulic Clamp
|Gives it an ability to load objects into a cargo compartment, or lets you crush people with it.<br> Great in combination with an ore box - nearby minerals will be loaded straight into the box.
!Ripley, Firefighter
|-
![[File:Brokenbottle.png]] 217-D Heavy Plasma Cutter
|Cuts through solid rock and can dismember unlucky targets. More effective in low pressure environments.<br> Longer range and higher damage than portable cutters.
|Exosuit-mounted extinguisher. Holds up to 1.000 units and can be refilled by clicking on a water tank.
!Ripley, Firefighter
|-
![[File:Cable layer.png]] Cable Layer
|Pries up floor tiles, lays cables and cuts them; similar to a rapid cable layer.
!Ripley, Firefighter
|-
![[File:Sgun.png]] Exosuit Syringe Gun
|Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur until the syringe injects someone.<br> Can scan and produce most reagents - these will be available for syringes and the mounted sleeper. To load syringes, click on syringe boxes or individual syringes with the gun selected.<br> Reagent synthesis has to be manually started by opening the equipment tab of the mech's status menu.
!Odysseus
|-
![[File:Sleeper.gif]] Mounted Sleeper
|Exo-suit mounted sleeper that stabilizes patients inside and lets you inject chemicals that were produced by the mounted syringe gun.<br> Can also be used to abduct people and keep them sedated.
!Odysseus
|-
![[File:Mecha_medigun.png]] Medigun
|Exo-suit mounted medigun which gradually heals people it's used on. Don't cross the streams!
These are the main machines used in Robotics, with them you can create various exosuit and cyborg parts and their upgrade modules.
Remember to sync these with the R&D servers frequently for new equipment designs and increased production speeds.
If one (or more) of the Exosuit Fabricators gets stuck at updating from R&D servers, use a screwdriver on it and then crowbar that fucker!
Remove any metal/glass sheets and then put all the components back into the machine frame, use a screwdriver at the end to reassemble the Exosuit Fabricator.
2 x (Exosuit Fabricator)
1 x
1 x (preferably at least High-Capacity)
1 x → OR positronic brain OR B.O.R.I.S. module
The Cyborg is the Roboticist's primary creation. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
Assuming you already have the necessary components:
Insert a charged power cell into the cyborg's chest
Insert a coil of wire into the cyborg's chest
Insert two flashes in the cyborg's head (one for each eye socket)
For final assembly, take each component and apply it to the cyborg endoskeleton
Multitools can be used to give cyborgs names. Simply apply the multitool before the brain is installed. Note that calling a borg 'PenisShitter 5000' will not net you any new friends, however.
Now put the brain into your MMI, and then the MMI into the cyborg suit. Congratulations, your cyborg is complete. Put the brainless corpse into a body bag and deliver it to the Morgue (or throw it down the disposals because ROBOTICS!). If when you insert the MMI into the cyborg it says "This MMI does not seem to fit." it means the user is job banned from cyborg.
Instead of a brain, you can insert a positronic brain (controlled by a ghost) or B.O.R.I.S. module (controlled by the AI) into the cyborg as well.
Cyborg Maintenance
In the beginning of a maintenance process, you need to open the Cyborg's maintenance cover. To open it:
Use an ID Card, Emag it or just ask the Cyborg to unlock its panel
Use a Crowbar to open the cover.
After the maintenance process use the same tools in reverse order so the Cyborg doesn't run around with its cover open, like so:
Use a Crowbar to close the cover.
Use your ID Card to lock the Cyborg. Borgs can't lock their panel.
Cyborg Repairs
Cyborgs will often come to you for repairs if damaged.
Rewire the damaged circuits. You may have to do this step more than once.
Screwdriver to hide wiring.
Re-insert the old battery or insert a new one.
Close the cover and lock the Cyborg.
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.
Cyborg Batteries
You will often see at least one Cyborg come to your assembly line to ask for an upgrade.
Unlock and open the Cyborg's cover.
With an Empty Hand, remove the old battery.
Insert a New Battery.
Close the cover and lock the Cyborg.
Cyborg Radios
Cyborgs can be installed with radio encryption keys, allowing them to communicate on secure department channels.
Unlock and open the Cyborg's cover.
Insert a New Encryption Key (or Screwdriver to remove the current Key).
Close the cover and lock the Cyborg.
Reviving Cyborgs
A cyborg that has failed but not been turned into scrap can be repaired back to working order.
Create an Emergency Restart Module at the Exosuit Fabricator (under Cyborg Upgrade Modules).
Repair the Cyborg with a welder and/or replace wires.
Unlock and open the Cyborg's cover.
Insert the Emergency Restart Module.
Close the cover and lock the Cyborg.
Upgrading Cyborgs
Unlock and open the Cyborg's cover.
Insert the Upgrade Module (or emag to subvert).
Close the cover and lock the Cyborg.
Resetting Cyborg models
For info on how to reset a cyborg's model, check out the Guide to Hacking.
Deconstructing Cyborgs
Cyborgs can be deconstructed to remove their MMI and get their parts back.
Unlock and open the Cyborg's cover.
Use an Empty Hand to remove battery.
Screwdriver to open wiring.
Cut every wire until the lockdown light turns on.
Wrench to disassemble.
(Alternatively, for steps 4 and 5, you can use a Robotics console)
Upgrades
Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, ask the roboticist to cut and mend your reset wire.
Name
Description
Materials to produce (unupgraded fabricator)
Cyborg Reclassification Board
Allows you to rename the borg. Use it in hand to set the name, then apply it to the cyborg.
5 Iron
Cyborg Emergency Reboot Module
Used to force a restart of a disabled-but-repaired borg, bringing it back online.
An important module! This will allow you to bring a dead, but not blown, Cyborg back to life.
20 Iron, 5 Glass
Borg Expander
A cyborg resizer, it makes a cyborg huge.
200 Iron, 5 titanium
Ion Thruster Upgrade
An ion-powered thruster system that works like a jetpack for movement in no gravity.
10 Iron, 6 Glass, 5 Plasma, 6 Uranium
Cyborg Self-Repair Module
Allows the cyborg to slowly repair iteself over time, increasing power consumption.
15 Iron, 15 Glass
Illegal Equipment Module
Enables illegal modules, the same that are enabled when cyborgs are emagged.
Only obtainable through admin shenanigans or through researching illegal tech. (deconstruct Syndicate Items!!)
15 Iron, 15 Glass, 10 Diamond
Circuit Manipulation Apparatus
An engineering cyborg upgrade allowing for manipulation of circuit boards.
2 Iron, 0.5 Titanium
Engineering Cyborg RPED
A rapid part exchange device for the engineering cyborg.
10 Iron, 5 Glass
Mining Cyborg Diamond Drill
Upgrades a mining cyborg's drill to be faster.
10 Iron, 6 Glass, 2 Diamond
Mining Cyborg Satchel of Holding
Upgrades a mining cyborg's satchel to hold infinite minerals.
10 Iron, 2 Gold, 1 Uranium
Mining Cyborg Lavaproof Chassis
Allows a mining cyborg to walk over lava undamaged.
10 Iron, 4 Plasma, 5 Titanium
Medical Cyborg Crew Pinpointer
A crew pinpointer module for the medical cyborg. Also permits remote access to the crew monitor.
1 Iron, 0.5 Glass
Cyborg Piercing Hypospray
Allows cyborg hyposprays to pierce through thick clothing and MODsuits.
15 Iron, 15 Glass, 5 Titanium, 3 Diamond
Medical Cyborg Defibrillator
Gives a Medical Cyborg a defibrillator. You can also insert an ordinary defibrillator instead, for the same upgrade.
8 Iron, 5 Glass, 4 Silver, 3 Gold
Beaker Storage Apparatus
A supplementary beaker storage apparatus for medical cyborgs.
2 Iron, 2 Glass
Medical Cyborg Surgical Processor
Gives a Medical Cyborg a Surgical Processor, which can be used on an operating computer to permanently learn any advanced surgeries that were synced on it. These surgeries can then be performed by the cyborg anywhere.
Increases the recharge rate of security cyborg disablers.
20 Iron, 6 Glass, 2 Gold, 2 Diamond
Janitor Cyborg Trash Bag of Holding
Upgrades the janitor cyborg's trash bag to one capable of holding vast quantities of garbage.
2 Gold, 1 Uranium
Janitor Cyborg Advanced Mop
An advanced self-refiling mop replacement for the janiborg's standard mop.
2 Iron, 2 Glass
Experimental Push Broom
An experimental push broom used for efficiently pushing refuse.
4 Iron, 0.5 Glass
Plating Repair Tool
Gives janitor cyborgs a tool that can repair damaged floor tiles.
2.5 Iron, 0.75Glass
Clown Module
The borg module picker (Clown) allows you to to turn a cyborg into a clown. This is how you create a Clown cyborg.
1.5 Iron, 1.5 Glass, 0.1 Bananium
Mining Cyborgs can also have their KA upgraded with kinetic accelerator upgrades.
Surgery
To initiate most surgeries, first place drapes over the part of the body you are operating on.
Removing Brains
Procedure
Ghetto Analogues
Step 1: Scalpel: make an incision.
(65%) (45%) (75%) Any other sharp item (30%)
Step 2: Retractor: retract the skin.
(45%) (35%)
Step 3: Circular Saw: saw through bones.
(65%) (50%) (50%) (35%) (25%) (75%)
Step 4: Hemostat: clamp the bleeders.
(60%) (35%) (15%)
Step 5: Scalpel: make an incision.
(65%) (45%) (75%) Any other sharp item (30%)
Step 6: Hemostat: remove the brain.
(55%)
Step 7: Have an MMI in hand.
Step 8: Click to remove the brain.
Despite what some old-timer Roboticists may tell you, DO NOT JUST TAKE THE BONESAW AND CUT THEIR HEAD OFF WITHOUT SURGERY. Removing a brain without surgery will damage it and may result in the immediate death of the brain.
In case this happens, you will need to ask the Chemist to make some Mannitol to fix it. Once you have a beaker of it, just splash it on the brain and it should be good to go. You can always examine the brain to see if it is still damaged.
If a head is not attached to a body, you can simply use a scalpel or some other slicing/cutting item on it to cut the brain out. No need for drapes or table.
Limb Augmentation
Replace a limb with a robot part. The head, torso, arms, and legs can all be augmented. Augmenting torso makes you immune to appendicitis and xeno larva. Robot limbs are tougher. They need welding to "heal" brute damage and wires for burn damage, and cannot be otherwise healed. EMP pulses will hurt augmented humans.
We can rebuild him. We have the technology.
Target: Head, chest, legs or arms
Procedure
Ghetto Analogues
Step 0: Create the cyborg limb(s) using an Exosuit Fabricator.
Step 1: Scalpel: make an incision.
(65%) (45%) (75%) Any other sharp item (30%)
Step 2: Retractor: retract the skin.
(45%) (35%)
Step 3: Hemostat: clamp bleeders.
(60%) (35%) (15%)
Step 4: Cyborg limb: augment the limb.
Bots
As a Roboticist, you serve another important purpose: making robots. Robots can benefit the station in many ways, and are really damned easy to create. The current list of robots, and how to make them, is as follows:
Remember: All bots can be made through the crafting menu (T-like hammer hud-icon). This can save a lot of time during construction, especially if Robotics is busy!
Medibot
Performs a baby version of tend wounds. The surgery works through clothes and without the patient having to lie down. Amount healed scales with tend wounds surgeries researched. Each researched upgrade of tend wounds increases health healed. Requires a "refresh" similarly to operating computers to benefit from research.
When emagged it will inject 5u chloral hydrate and damage you based on what they would have healed (brute if you don't need treatment) per step.
What damage types the medibot can heal depends on medkit used. If they can heal multiple types the damage type healed will be random per treatment:
Attach the Borg Arm (left or right, doesn't matter) to an empty Med-kit. The color of the Med-kit determines what damage it will heal, as well as its future color (white and pink kits are both for brute dmg).
You can pick the assembly up in your hand at this point and name it something clever/funny/stupid by holding your Pen in the other hand and clicking on it, if you wish.
Cleanbots are great, as they serve the exact same purpose as the Janitor. What makes it even better is that it uses Space Cleaner to mop, so no slipping on everything! When Emagged (or hacked) it will spew slippery foam and melt people with acid.
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles. Honestly, they're niche to the point of uselessness. But they make nice pets. Also, if emagged, they will deconstruct the floors into space.
Insert a Borg Right Arm and your Floorbot is ready!
Firebot
This lil' guy will scoot around and try his best to extinguish burning people and gases around him.
If emagged he will spray Chlorine Trifluoride at anyone who isn't on fire. Firebots retain full movement in space, and automatically dispense Firefighting Foam in a small radius around them in low-pressure conditions.
Annoying and useless, now with cuffing abilities. The clown might bug you to make one of these in absence of a H.O.N.K. mech. Can be of use to Security if there's no supplies for a Securitron. God forbid if a traitor emags the thing or if anyone puts a PAI into one.
To manufacture:
Requires
1 x
1 x
1 x
1 x
1 x Borg Arm (left or right)
Stamp a piece of cardboard with the clown stamp. (You may need a clown for this step)
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors who have invested in a Cryptographic Sequencer, as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
Toss in a Stun Baton and your Securitron is ready!
Note: Destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.
General Beepsky
This is General Beepsky (or General Grieffous, your pick). A terrifying 4 esword wielding nightmare-bot created by a mad roboticist with the help of some leftover eswords, this thing is a traitor's worst nightmare. It takes down criminals by delivering deadly spin attacks, instantly downing a target with it's rapidly rotating eswords. It gets even worse when a Cryptographic Sequencer gets involved, as General Beepskey will begin to mercilessly track, kill, maim and subsequently disembowel any target he comes across.
Unlike normal Securitrons, General Beepsky can deflect projectiles with it's eswords. It's only true weakness is an EMP.
Has a toy sword version.
To manufacture:
Requires
1 x
1 x
1 x
1 x
1 x Borg Arm (left or right)
1 x Wrench
A disposable little drone that runs around and repairs things. Controlled by players, and can't interact with any other beings at all (besides other drones). Usually good to make lots of these to let ghosts get back into the round.
Build a drone shell from the Exosuit Fabricator.
That's it! Any ghost can click on the drone shell to take control of it and start repairing the station.
Vim
Minature little mecha for sentient small animals, such as pets, to ride around in. Comes with headlights, and the ability to chime or buzz (in case you can't speak galactic common).
Non-sentient animals cannot pilot it.
To manufacture:
Requires
1 x EVA Helmet
2 x Borg Leg (left or right)
1 x Flashlight
1 x Screwdriver
1 x Voice Analyzer