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'''Mindflayers''' are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.
'''Mindflayers''' are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department or made from a protolathe if the research requirements are met, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.


==Powers==
==Beginning assimilation==
Mindflayer powers are divided into two base categories. Passive and active abilities. Passive abilities are all immediately available for purchase, but the active abilities require an ability of the previous stage to be purchased. Active abilities are divided into subclasses, where at the end there will be a strong ability for purchase. Subclasses can contain passive abilities.
As a mindflayer, you drain victims of their brainwaves converting the waves into usable swarms. The swarms can be used to unlock new abilities, passive effects, and to upgrade existing effects and abilities. You can drain brainwaves from victims by targeting their head on harm intent with an empty hand. After a short time you will start draining their brainwaves but if the victim moves during draining, it will be interrupted. For the best effect you should stun them with your swarmprod and cuff them. If you do not have access to cuffs, grabbing them in a neckgrab is another option.
 
Draining brainwaves will inflict a small amount of lasting brain damage every second. This will affect how many swarms you can harvest from the victim. To maximize swarm gain, purchase passives that increase your draining speed or feed the victim mannitol beforehand.


===Innate Powers===
===Innate Powers===
Something something something, blah blah blah, Start with some abilities at the start of the round. Something something something, blah blah blah, Here is a table of what they do.
You start with two abilities (apart from your upgrade menu): The Swarmprod and "Quick reboot".
* The Swarmprod is a stunprod that you can extend from your arm. It stuns people when they are hit, and immediately knocks them down. The swarmprod recharges automatically and upgrading the ability increases the rate at which it recharges.
* The Quick Reboot clears all stuns and heals you for a small amount. Upgrading the ability reduces the abilities cooldown, increases the abilities duration, and the healing recieved per second.
 
{| class="wikitable sortable"style="text-align:center;background-color: #D4D4D4;width:60%;"
{| class="wikitable sortable"style="text-align:center;background-color: #D4D4D4;width:60%;"
|- style="font-weight:bold;text-align:center;color: white;"
|- style="font-weight:bold;text-align:center;color: white;"
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|-
|-
!'''Swarmprod'''
!'''Swarmprod'''
[[File:VGlare.png]]
[[File:swarmprod.png]]
|100/150||30 Seconds|| Has 2 charges. '''Both charges are needed to stun fully.'''
|50/50||30 Seconds|| Has 4 charges. '''Two charges are needed to stun fully.'''
Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge.
Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge.
|-
|-
!'''Quick Reboot'''
!'''Quick Reboot'''
[[File:Rejuvenate.png]]
[[File:quick_reboot.png]]
|100/150||30 Seconds||Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.  
|75/100/125||30 Seconds||Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.  
Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds
Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds
|-
|-
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==Specializations==
==Specializations==
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties.  
Abilities are divided into a few categories: The Passive Abilities, Infiltrator Subclass Abilities, and Destroyer Subclass Abilities.
* Passives are always available for purchase; while the subclasses only have a few abilities available per stage.
* If you purchase an ability from the highest stage you can purchase, the next stage will unlock.
* Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.
===Passive Abilities===
===Passive Abilities===
Something something something, blah blah blah, Here is a table of the passive abilities and the relevant information.
{| class="wikitable sortable" style="text-align: center; background-color: #D4D4D4; width:80%;"
{| class="wikitable sortable" style="text-align: center; background-color: #D4D4D4; width:80%;"
|- style="font-weight: bold; text-align: center; color: white;"
|- style="font-weight: bold; text-align: center; color: white;"
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|-
|-
!'''Armored Plating'''
!'''Armored Plating'''
[[File:VGlare.png]]
[[File:armour plating.png]]
!30
!30
|60/90|| Increases armor by 5. Upgrades increase armor by another 5.
|30/30|| Increases armor by 5. Upgrades increase armor by another 5.
|-
|-
!'''Fluid Feet'''
!'''Fluid Feet'''
[[File:VGlare.png]]
[[File:VGlare.png]]
!30
!30
|60|| Mute your footsteps. Upgrade gives noslip.
|30|| Mute your footsteps. Upgrade gives noslip.
|-
|-
!'''Internal Faraday Cage'''
!'''Internal Faraday Cage'''
[[File:VGlare.png]]
[[File:VGlare.png]]
!30
!40
|60|| Resist EMP effects. Upgrade makes you completely immune to EMPs.
|60|| Resist EMP effects. Upgrade makes you completely immune to EMPs.
|-
|-
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[[File:VGlare.png]]
[[File:VGlare.png]]
!50
!50
|100/150|| Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick.
|50/50|| Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick.
|-
|-
!'''Enhanced Optical Sensitivity'''
!'''Enhanced Optical Sensitivity'''
Line 99: Line 106:
[[File:VGlare.png]]
[[File:VGlare.png]]
!40
!40
|80|| Slowly repair damage done to your organs. Upgrade doubles the repair rate.
|40|| Slowly repair damage done to your organs. Upgrade doubles the repair rate.
|}
|}
===Active Abilities===
===Active Abilities===
Something something something, blah blah blah, mindflayers have two specialization paths with their own abilties. Something something something, blah blah blah, Here is a table of the active abilities and the relevant information.
As a Mindflayer, you have two specialization paths with their own abilities. You are not restricted to one path, and are able to purchase abilities from both paths if you have the required swarms, with the only exceptions to this being the final abilities for each path. Below is a table of the active abilities and the relevant information.
{| class="wikitable sortable" style="text-align:center;background-color: #4E3863;width:50%;float:left;margin-top:0px;"
{| class="wikitable sortable" style="text-align:center;background-color: #4E3863;width:50%;float:left;margin-top:0px;"
| style="background-color:#64487F;color:white;width:50%;"            | '''Intruder'''
| style="background-color:#64487F;color:white;width:50%;"            | '''Intruder'''
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! style="background-color: #3E3D3D; width: 75pt;"                    | Upgrade cost
! style="background-color: #3E3D3D; width: 75pt;"                    | Upgrade cost
! style="background-color: #3E3D3D;" class="unsortable"              | Description
! style="background-color: #3E3D3D;" class="unsortable"              | Description
|-
!'''Enhanced Voice Mod'''
[[File:VGlare.png]]
!1
!40
|N/A|| Configure your vocal modulator to sound like a different person, and amplify your voice slightly.
|-
|-
!'''Camfecting Bug'''
!'''Camfecting Bug'''
[[File:VGlare.png]]
[[File:Camfecting bug.png]]
!1
!1
!50
!50
|65/80/95|| Cast on a computer to hack its webcam, then alt-click the spell to access all your hacked cameras. Increase the amount of computers you can hack by 6.
|65/80/95|| Allows us to cast a hack to a computers webcam. Alt-click the spell to access all your hacked computer webcams. Upgrades increase the amount of computers you can hack by 6.
|-
|-
!'''Traceroute'''
!'''Traceroute'''
[[File:VGlare.png]]
[[File:Traceroute.png]]
!2
!2
!125
!125
|150/175|| Cast once to mark a computer, then cast this next to a different computer to recall yourself back to the first. Alt click to check your current mark.
|150/175|| Allows us to cast a mark to almost any machine with a screen. To recall us to this machine, cast this next to a different machine. To check your current mark: Alt click.
|-
|-
!'''Flesh Facsimile'''
!'''Flesh Facsimile'''
[[File:VGlare.png]]
[[File:Flesh famicile.png]]
!2
!80
|80/80|| Allows us to rearrange our surface to resemble someone we see.
|-
!'''Enhanced Voice Mod'''
[[File:Voicemod.png]]
!N/A
!N/A
|N/A|| Allows for the configuration of our vocal modulator to sound like a different person. We can as well amplify our voice slightly. Comes for free with Flesh Facsimile
|-
!'''Destructive Interference'''
[[File:Internal jammer.png]]
!2
!2
!80
!80
|130/180|| Choose someone we see, and rearrange our surface to resemble theirs.
|40/40/40|| Allows us to toggle a close-range radio jamming signal. Upgrades increase the signal's range, with the final upgrade making us invisible to silicons.
|-
!'''Integrated Access Tuner'''
[[File:Integrated tuner.png]]
!3
!Given upon reaching tier 3 in the Intruder tree.
|N/A|| Allows us to hack any door remotely. Has a range of 10 tiles.
|-
|-
!'''Heat Sink'''
!'''Heat Sink'''
[[File:VGlare.png]]
[[File:Coolant vent.png]]
!3
!3
!75
!75
|160/240|| Vent the used coolant from our internals to disorient and scald attackers.
|75/75|| Vent our used coolant to raise our attacker's body temperature while disorienting them. <!--Youch!-->
|-
|-
!'''Silicon Administrative Access'''
!'''Silicon Administrative Access'''
[[File:VGlare.png]]
[[File:Silicon mindslave.png]]
!3
!3
!150
!150
|N/A|| Charge your hand with a mass of nanites that can hijack the lawsets of cyborgs.
|N/A|| Allows us to charge our hand with a mass of nanites, that hijacks cyborgs lawsets.
|-
|-
!'''Perfect Symbiosis'''
!'''Perfect Symbiosis'''
[[File:VGlare.png]]
[[File:Perfect symbiosis.png]]
!4
!4
!400
!400
|N/A|| Increases amount of swarms drained per second tenfold.
|N/A|| Increases the amount of swarms drained per second by tenfold.
|}
|}
|}
|}
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|-
|-
!'''Laser Arm Augmentation'''
!'''Laser Arm Augmentation'''
[[File:VGlare.png]]
[[File:Integrated laser.png]]
!1
!1
!75
!75
|200/300|| Our hand melts away, replaced with the barrel of a laser gun. The internal power cell recharges faster.
|75/75|| Allows us to melt our hand away, replacing it with the barrel of a laser gun. Upgrading it recharges the internal power cell faster.
|-
|-
!'''Pneumatic Flak Gun'''
!'''Integrated Shrapnel Cannon'''
[[File:VGlare.png]]
[[File:Internal shrapcannon.png]]
!1
!1
!50
!50
|150/225|| Our hand melts away, replaced with a makeshift cannon that automatically loads with shrapnel. Reduces the time needed for us to recycle scrap into ammo.
|75/100|| Allows us to melt our hand away, replacing it with a makeshift cannon that shoots 3 pieces of shrapnel in a spread. Upgrading it reduces the time needed for us to recycle scrap into ammo, and the final level increases the magazine by 1.
|-
|-
!'''Badassery'''
!'''Badassery'''
[[File:VGlare.png]]
[[File:Badassery.png]]
!2
!2
!50
!50
|N/A|| Make yourself more badass, allowing you to dual wield guns with no penalty, alongside other benefits.
|N/A|| Makes us more badass, allowing us to dual wield guns with no penalty, alongside other benefits.
|-
|-
!'''Integrated Grappling Mechanism'''
!'''Integrated Grappling Mechanism'''
[[File:VGlare.png]]
[[File:Integrated grapple.png]]
!2
!2
!75
!75
|150/225|| Shoot out your arm attached to a cable, then drag yourself over to wherever or whoever it hits.
|75/75|| Allows us to shoot out our arm attached by a cable. We will drag ourself over to wherever or whoever it hits.
|-
|-
!'''Quicksilver Form'''
!'''Quicksilver Form'''
[[File:VGlare.png]]
[[File:Quicksilver.png]]
!2
!2
!100
!100
|200/300|| Transmute your physical form to be much less solid, allowing you to phase through glass and non-solid objects. At level 2, you also deflect projectiles shot at you. Level 3 doubles the duration of the effect.
|100/100|| Allows us to transmute our physical form, letting us phase through glass and non-solid objects. After upgrading once, we also deflect projectiles shot at us. After upgrading a second time, the duration of the effect is doubled.
|-
!'''Crystalized Firewall'''
[[File:Traceroute.png]]
!3
!Given upon reaching tier 3 in the Destroyer tree.
|100|| Allows us to create a wall between two points. The wall is fragile and only allows ourselves to pass through. Upgrading doubles the health of the walls.
|-
|-
!'''Overclock'''
!'''Overclock'''
[[File:VGlare.png]]
[[File:Overclock.png]]
!3
!3
!150
!125
|200/250|| Put extra strain on your motors to move and attack faster, at the cost of heating up a dangerous amount. Upgrades improve your heat sinks, making you heat up slower.
|125/125|| Allows us to move and attack faster, at the cost of putting extra strain on our motors and heating us up a dangerous amount. Upgrading this improves our heat sinks, making us heat up slower.
|-
|-
!'''Torque Enhancer'''
!'''Torque Enhancer'''
[[File:VGlare.png]]
[[File:Megpunch.png]]
!3
!3
!75
!75
|150/225|| Increases the amount of damage you do with unarmed attacks. Upgrades further increase the damage done.
|75/75|| Allows us to deal more damage with our unarmed strikes. Upgrades allows us to deal more damage with our fists.
|-
|-
!'''T.E.R.M.I.N.A.T.O.R. Form'''
!'''T.E.R.M.I.N.A.T.O.R. Form'''
[[File:VGlare.png]]
[[File:TERMINATOR.png]]
!4
!4
!250
!250
|300/350|| For a short time, become unable to die, and you are not slowed down by pain. This will not heal you however, and you will still die if the duration ends if you did not heal yourself.
|300/350|| Allows us, for a short time, to become unable to die or be slowed down by pain. This will not heal us however, and we will die when the duration ends if we are damaged critically enough.
|}
|}
|}
|}


==Containing Mindflayers==
Now you've got to figure out how to contain one, should you ever need to. Your first step should either to be to either order the 'Mindflayer Pacification Kit' from a Supply Shuttle Console, or to head over to Robotics to see if they're able to be made, the implant will be named 'Mindflayer pacification implant'.
When you obtain the implant, you'll need Robotics to perform surgery on them for the implant to be put in, and afterwards, they'll still be a Mindflayer at heart, but most of their abilities are pacified and they are now containable. When the pacification implant is in, Mindflayers retain their passive abilities, but lose all of their active abilities. After the implant is put into them, move them to permanent imprisonment as if you were handling a normal Enemy of the Corporation (EoC).
Mindflayers still remain antagonists after the implant is put in, and they should be treated as such. The implant can be removed by any other bad actors aboard the station, allowing them to regain their lost abilities.


{{JobsTable}}
{{JobsTable}}


[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 20:19, 29 March 2025

This article or section is a Work in Progress.
Assigned to:
Everyone
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.
ANTAGONIST


Mindflayer

Superiors: ???
Difficulty: Hard
Guides: No external guides.
Access: Anywhere your powers can take you.
Duties: Blood is fuel. Drain brains and complete your objectives.

Mindflayers are IPCs who bonded with a swarm of nanomachines. The swarm posesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strenghtening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department or made from a protolathe if the research requirements are met, and the presence of a swarm can be revealed by feeding an IPC who has extracted brain-energy `Conductive lube`.

Beginning assimilation

As a mindflayer, you drain victims of their brainwaves converting the waves into usable swarms. The swarms can be used to unlock new abilities, passive effects, and to upgrade existing effects and abilities. You can drain brainwaves from victims by targeting their head on harm intent with an empty hand. After a short time you will start draining their brainwaves but if the victim moves during draining, it will be interrupted. For the best effect you should stun them with your swarmprod and cuff them. If you do not have access to cuffs, grabbing them in a neckgrab is another option.

Draining brainwaves will inflict a small amount of lasting brain damage every second. This will affect how many swarms you can harvest from the victim. To maximize swarm gain, purchase passives that increase your draining speed or feed the victim mannitol beforehand.

Innate Powers

You start with two abilities (apart from your upgrade menu): The Swarmprod and "Quick reboot".

  • The Swarmprod is a stunprod that you can extend from your arm. It stuns people when they are hit, and immediately knocks them down. The swarmprod recharges automatically and upgrading the ability increases the rate at which it recharges.
  • The Quick Reboot clears all stuns and heals you for a small amount. Upgrading the ability reduces the abilities cooldown, increases the abilities duration, and the healing recieved per second.
Name Upgrade cost Cooldown Description
Swarmprod

50/50 30 Seconds Has 4 charges. Two charges are needed to stun fully.

Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge.

Quick Reboot

75/100/125 30 Seconds Removes any and all stuns and removes 100 stamina damage. Heals brute, burn.

Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds

Specializations

Abilities are divided into a few categories: The Passive Abilities, Infiltrator Subclass Abilities, and Destroyer Subclass Abilities.

  • Passives are always available for purchase; while the subclasses only have a few abilities available per stage.
  • If you purchase an ability from the highest stage you can purchase, the next stage will unlock.
  • Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.

Passive Abilities

Name Unlock Upgrade cost Description
Armored Plating

30 30/30 Increases armor by 5. Upgrades increase armor by another 5.
Fluid Feet

30 30 Mute your footsteps. Upgrade gives noslip.
Internal Faraday Cage

40 60 Resist EMP effects. Upgrade makes you completely immune to EMPs.
Insulated Chassis

30 N/A Become immune to basic shocks.
Replicating Nanites

50 50/50 Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick.
Enhanced Optical Sensitivity

40 60 Gives you nightvision. Upgrade gives you thermal vision
Swarm Absorption Efficiency

50 100/150 Increases amount of swarms drained per second by 50%. Upgrades increases draining rate by a further 50%
Reinforced Joints

50 N/A Prevents your limbs from falling off due to damage.
Telescopic Eyes

50 N/A Allows you to use your eyes as a scope, increasing your viewing range.
Internal Nanite Application

40 40 Slowly repair damage done to your organs. Upgrade doubles the repair rate.

Active Abilities

As a Mindflayer, you have two specialization paths with their own abilities. You are not restricted to one path, and are able to purchase abilities from both paths if you have the required swarms, with the only exceptions to this being the final abilities for each path. Below is a table of the active abilities and the relevant information.

Intruder
Name Stage Unlock Upgrade cost Description
Camfecting Bug

1 50 65/80/95 Allows us to cast a hack to a computers webcam. Alt-click the spell to access all your hacked computer webcams. Upgrades increase the amount of computers you can hack by 6.
Traceroute

2 125 150/175 Allows us to cast a mark to almost any machine with a screen. To recall us to this machine, cast this next to a different machine. To check your current mark: Alt click.
Flesh Facsimile

2 80 80/80 Allows us to rearrange our surface to resemble someone we see.
Enhanced Voice Mod

N/A N/A N/A Allows for the configuration of our vocal modulator to sound like a different person. We can as well amplify our voice slightly. Comes for free with Flesh Facsimile
Destructive Interference

2 80 40/40/40 Allows us to toggle a close-range radio jamming signal. Upgrades increase the signal's range, with the final upgrade making us invisible to silicons.
Integrated Access Tuner

3 Given upon reaching tier 3 in the Intruder tree. N/A Allows us to hack any door remotely. Has a range of 10 tiles.
Heat Sink

3 75 75/75 Vent our used coolant to raise our attacker's body temperature while disorienting them.
Silicon Administrative Access

3 150 N/A Allows us to charge our hand with a mass of nanites, that hijacks cyborgs lawsets.
Perfect Symbiosis

4 400 N/A Increases the amount of swarms drained per second by tenfold.
Destroyer
Name Stage Unlock Upgrade cost Description
Laser Arm Augmentation

1 75 75/75 Allows us to melt our hand away, replacing it with the barrel of a laser gun. Upgrading it recharges the internal power cell faster.
Integrated Shrapnel Cannon

1 50 75/100 Allows us to melt our hand away, replacing it with a makeshift cannon that shoots 3 pieces of shrapnel in a spread. Upgrading it reduces the time needed for us to recycle scrap into ammo, and the final level increases the magazine by 1.
Badassery

2 50 N/A Makes us more badass, allowing us to dual wield guns with no penalty, alongside other benefits.
Integrated Grappling Mechanism

2 75 75/75 Allows us to shoot out our arm attached by a cable. We will drag ourself over to wherever or whoever it hits.
Quicksilver Form

2 100 100/100 Allows us to transmute our physical form, letting us phase through glass and non-solid objects. After upgrading once, we also deflect projectiles shot at us. After upgrading a second time, the duration of the effect is doubled.
Crystalized Firewall

3 Given upon reaching tier 3 in the Destroyer tree. 100 Allows us to create a wall between two points. The wall is fragile and only allows ourselves to pass through. Upgrading doubles the health of the walls.
Overclock

3 125 125/125 Allows us to move and attack faster, at the cost of putting extra strain on our motors and heating us up a dangerous amount. Upgrading this improves our heat sinks, making us heat up slower.
Torque Enhancer

3 75 75/75 Allows us to deal more damage with our unarmed strikes. Upgrades allows us to deal more damage with our fists.
T.E.R.M.I.N.A.T.O.R. Form

4 250 300/350 Allows us, for a short time, to become unable to die or be slowed down by pain. This will not heal us however, and we will die when the duration ends if we are damaged critically enough.

Containing Mindflayers

Now you've got to figure out how to contain one, should you ever need to. Your first step should either to be to either order the 'Mindflayer Pacification Kit' from a Supply Shuttle Console, or to head over to Robotics to see if they're able to be made, the implant will be named 'Mindflayer pacification implant'.

When you obtain the implant, you'll need Robotics to perform surgery on them for the implant to be put in, and afterwards, they'll still be a Mindflayer at heart, but most of their abilities are pacified and they are now containable. When the pacification implant is in, Mindflayers retain their passive abilities, but lose all of their active abilities. After the implant is put into them, move them to permanent imprisonment as if you were handling a normal Enemy of the Corporation (EoC).

Mindflayers still remain antagonists after the implant is put in, and they should be treated as such. The implant can be removed by any other bad actors aboard the station, allowing them to regain their lost abilities.

CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield OfficerNanotrasen Career Trainer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorerSmith
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianHereticLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
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