Difference between revisions of "Anomalies"
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{{ | {{JobScience}}'''Anomalies''' are strange objects with unique scientific properties that appear on the station either through random occurrence or in the presence of high amounts of unstable energy such as a supermatter delamination. Once they appear, they will randomly move around for 90 seconds before detonating and causing a wide array of anomalous effects. These anomalies can be disabled with an analyzer and a remote signaler with the possibility of the disabled anomaly dropping an anomaly core. | ||
==Anomalies== | ==Anomalies== | ||
{| class="wikitable sortable | There are six anomaly types each with its own unique effects. Each one is extremely dangerous and can either cause direct bodily harm or put a crew member in an environment hostile to human life. If not disabled a few of these anomalies can cause serious damage to the station and will often lead to the death of anyone nearby. | ||
{| class="wikitable sortable" style="text-align: center; | |||
! Item | ! Item | ||
! class="unsortable" | Description | ! class="unsortable" | Description | ||
|- | |- | ||
! Hyper-Energetic Flux <br> [[file: | ! Hyper-Energetic Flux <br> [[file:FluxAnomaly.png|64px]] | ||
| An anomaly that shocks things nearby it | | An anomaly that shocks things nearby it and is only mitigated by insulated gloves. Upon detonation, it creates a light but large explosion. | ||
|- | |- | ||
! Bluespace <br> [[file: | ! Bluespace <br> [[file:Orb.gif|64px]] | ||
| An anomaly that teleports anything that touches it. | | An anomaly that teleports anything that touches it. Upon detonation, everything in a 13-tile square will be translocated to a random area, including space. | ||
|- | |- | ||
! Gravitational <br> [[file: | ! Gravitational <br> [[file:GravAnomaly.gif|64px]] | ||
| An anomaly that | | An anomaly that hurls objects and personnel around, causing injuries in the process. Upon detonation, the gravity generator will break, requiring engineering to fix it. | ||
|- | |- | ||
! Pyroclastic <br> [[file: | ! Pyroclastic <br> [[file:PyroAnomaly.png|64px]] | ||
| An anomaly | | An anomaly heats up anything nearby and spews plasma, often causing large fires. Upon detonation, a player-controlled pyroclastic slime will be spawned, often with a tendency to cause trouble. | ||
|- | |- | ||
! Vortex <br> [[file: | ! Vortex <br> [[file:VortexAnomaly.gif|64px]] | ||
| An anomaly that pulls objects towards it and rips up floors, similar to a black hole. | | An anomaly that pulls objects towards it and rips up floors, similar to a black hole. | ||
|- | |||
! Cryogenic <br> [[file:CryoAnomaly.gif|64px]] | |||
| An anomaly that freezes anything nearby and spews up cold N2O and CO2. | |||
|} | |||
===Disabling Anomalies=== | |||
{{See Also|Assemblies#Remote_Signalers}} | |||
In order to disable an anomaly and attempt to collect its core, one will need a remote signaller and an analyzer. Hold the analyzer in-hand and use it on the anomaly, a frequency and code will be outputted to the user. Now use the remove signaller to signal the appropriate frequency. This will disable the anomaly and produce a cloud of smoke, there is a 50% chance that the anomaly will now drop an anomaly core specific to the anomaly type. Do keep in mind that you only have 90 seconds to do this before the anomaly detonates! | |||
===Cores=== | |||
Anomaly cores can be stuck into the deconstructive analyzer or more commonly, used to finish a Phazon mech or a suit of reactive armour. The effects of the reactive armour change upon what core is installed in it. Anomaly cores can also gotten from Sol Traders (Occasionally), the Mecha-Fauna boss on lavaland (Guaranteed), the Moon Base 19 ruin found in space (Guaranteed), or from the ash walker nest tendril (Guaranteed). Using a core in a destructive analyzer with already level 7, will give you level 8 research. | |||
{| class="wikitable sortable" style="text-align: center; | |||
! Item | |||
! class="unsortable" | Uses | |||
|- | |||
! Flux anomaly core <br> [[file:FluxCore.gif|64px]] | |||
| Provides Power 7, can make reactive tesla armour, and can be used to power a B.S.G (Bluespace Gun) or an arc-shield module. | |||
|- | |||
! Bluespace anomaly core <br> [[file:BluespaceCore.gif|64px]] | |||
| Provides Bluespace 7, can make reactive teleport armour, and can also be used to finalize a Phazon or power a teleporter modsuit module. | |||
|- | |||
! Gravitational anomaly core <br> [[file:GravCore.gif|64px]] | |||
| Provides Magnets 7, can make reactive repulse armour, and can be used to power gravitational boots or a kinesis modsuit module. | |||
|- | |||
! Pyroclastic anomaly core <br> [[file:PyroCore.gif|64px]] | |||
| Provides Plasma 7, can make reactive incendiary armour, and can be used to power fusion gauntlets or a firewall modsuit module. | |||
|- | |||
! Vortex anomaly core <br> [[file:VortexCore.gif|64px]] | |||
| Provides Engineering 7, can make reactive stealth armour, and can be used to power a vortex feedback inversion arm or a vortex shotgun module. | |||
|- | |||
! Cryogenic anomaly core <br> [[file:CryoCore.png|64px]] | |||
| Provides Biotech 7, can make reactive gelidic armour, and can be used to power a cryogrenade modsuit module. | |||
|} | |||
==Anomaly Core Crafting== | |||
{{Main|Crafting}} | |||
===Reactive Armours=== | |||
[[File:teleportarmor.png|Active reactive armour|frame]] | |||
Reactive armours are highly advanced armour which activates when the user is attacked, including by projectiles. The armour itself offers no major protection outside of their activation negating a hit, but is fireproof, acidproof, and indestructible. Their abilities are determined by the core inserted into them. They are also [[High-Risk_Items| High-Risk Items]] | |||
{| class="wikitable sortable" style="text-align: center; | |||
! Item | |||
! class="unsortable" | Uses | |||
|- | |||
! Reactive Tesla Armour | |||
| This armour will shock anything living nearby when attacked, including pets. | |||
|- | |||
! Reactive Teleport Armour | |||
| This armour will teleport the user away when attacked. | |||
|- | |||
! Reactive Repulse Armour | |||
| This armour will knock everything around you away from you when attacked. | |||
|- | |||
! Reactive Incendiary Armour | |||
| This armour will shoot fire from itself when attacked, lighting anyone nearby on fire. It also provides heat protection over your entire body. | |||
|- | |||
! Reactive Stealth Armour | |||
| This armour will make the user temporarily invisible when attacked and summon a fake image of the user. | |||
|- | |||
! Reactive Gelidic Armour | |||
| This armour will shoot a freezing beam at the attacker when attacked. It also has a small chance to freeze area around the user. | |||
|} | |||
===Core Weapons=== | |||
{| class="wikitable sortable" style="text-align: center; | |||
! Item | |||
! class="unsortable" | Uses | |||
! class="unsortable" | Required Tech Levels | |||
|- | |||
! Blue Space Gun (B.S.G.) <br> [[file:BSG Finished.gif|64px]] | |||
| The Blue Space Gun. Uses a flux anomaly core and a bluespace crystal to produce destructive bluespace energy blasts, inspired by Nanotrasen's BSA division. | |||
| 7 Combat<br>7 Materials<br>7 EM Spectrum<br>7 Power Storage<br>7 Bluespace | |||
|- | |||
! Phazon Exosuit <br> [[file:Phazon.png|64px]] | |||
| Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed. | |||
| 6 Data Theory<br>6 Materials<br>5 Plasma<br>5 Bluespace<br>5 EM Spectrum<br> | |||
|- | |||
! Gravitational Boots <br> [[file:Gravitational Boots.gif|64px]] | |||
| Experimental magboots that use miniture gravity generators instead. Requires a gravitational anomaly core and a power cell. No slowdown, can let the user leap like jump boots, and lets the user kick and stomp like they have krav maga. | |||
| 7 Materials<br>7 EM Spectrum<br>7 Engineering | |||
|- | |||
! Fusion Gauntlets <br> [[file:Fusion Gauntlets.gif|64px]] | |||
| A pair of gauntlets that, when paired with a pyro anomaly core, can deploy hardplasma energy claws from your wrists. They can melt walls and pry open doors. Once deployed they will stay on for one minute. And the weilder can't drop them for one minute after that. | |||
| 7 Combat<br>7 Materials<br>7 Engineering<br>7 Plasma | |||
|- | |||
! Vortex Arm Implant <br> [[file:Vortex Arm.png|64px]] | |||
| An implant, that when deployed surrounds the users arm in armour and circuitry, allowing them to redirect nearby projectiles with feedback from the vortex anomaly core. | |||
| 7 Combat<br>6 EM Spectrum<br>6 Engineering<br>7 Biotech<br> | |||
|} | |} |
Latest revision as of 17:06, 5 August 2024
Departmental Head
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R&D • | Adv. Construction • | Robotics • | MODsuits • | E.X.P.E.R.I-MENTOR • | Chemical Research • | Xenobiology • | Toxins • | Genetics • | Teleportation • | Research Items • | Autolathe • | Anomalies • | Science SOP |
Anomalies are strange objects with unique scientific properties that appear on the station either through random occurrence or in the presence of high amounts of unstable energy such as a supermatter delamination. Once they appear, they will randomly move around for 90 seconds before detonating and causing a wide array of anomalous effects. These anomalies can be disabled with an analyzer and a remote signaler with the possibility of the disabled anomaly dropping an anomaly core.
Anomalies
There are six anomaly types each with its own unique effects. Each one is extremely dangerous and can either cause direct bodily harm or put a crew member in an environment hostile to human life. If not disabled a few of these anomalies can cause serious damage to the station and will often lead to the death of anyone nearby.
Disabling Anomalies
In order to disable an anomaly and attempt to collect its core, one will need a remote signaller and an analyzer. Hold the analyzer in-hand and use it on the anomaly, a frequency and code will be outputted to the user. Now use the remove signaller to signal the appropriate frequency. This will disable the anomaly and produce a cloud of smoke, there is a 50% chance that the anomaly will now drop an anomaly core specific to the anomaly type. Do keep in mind that you only have 90 seconds to do this before the anomaly detonates!
Cores
Anomaly cores can be stuck into the deconstructive analyzer or more commonly, used to finish a Phazon mech or a suit of reactive armour. The effects of the reactive armour change upon what core is installed in it. Anomaly cores can also gotten from Sol Traders (Occasionally), the Mecha-Fauna boss on lavaland (Guaranteed), the Moon Base 19 ruin found in space (Guaranteed), or from the ash walker nest tendril (Guaranteed). Using a core in a destructive analyzer with already level 7, will give you level 8 research.
Anomaly Core Crafting
Reactive Armours
Reactive armours are highly advanced armour which activates when the user is attacked, including by projectiles. The armour itself offers no major protection outside of their activation negating a hit, but is fireproof, acidproof, and indestructible. Their abilities are determined by the core inserted into them. They are also High-Risk Items
Item | Uses |
---|---|
Reactive Tesla Armour | This armour will shock anything living nearby when attacked, including pets. |
Reactive Teleport Armour | This armour will teleport the user away when attacked. |
Reactive Repulse Armour | This armour will knock everything around you away from you when attacked. |
Reactive Incendiary Armour | This armour will shoot fire from itself when attacked, lighting anyone nearby on fire. It also provides heat protection over your entire body. |
Reactive Stealth Armour | This armour will make the user temporarily invisible when attacked and summon a fake image of the user. |
Reactive Gelidic Armour | This armour will shoot a freezing beam at the attacker when attacked. It also has a small chance to freeze area around the user. |