Difference between revisions of "Bio-Chips"
Sirryan2002 (talk | contribs) (Created page with "'''Bio-Chips''' are devices implanted into crew members. They're either implanted via an implanter or found in crew-members at round-start. Traitor-exclusive bio-chips can be bought from the implant tab while Nanotrasen bio-chip can be found on station or ordered at cargo. ==Bio-Chip Equipment== right|thumb|A bio-chip pad displaying information about a bio-chip Bio-Chips on their own are relatively useless unless they're implanted i...") |
Sirryan2002 (talk | contribs) (added other implants) |
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'''Macrobomb Bio-Chip''' | '''Macrobomb Bio-Chip''' | ||
|Will blow up the implantee upon death. The explosion will do considerable damage to the nearby area and anyone within a few tiles of the implantee will likely be gibbed. The activation delay is longer than that of the microbomb. | |Will blow up the implantee upon death. The explosion will do considerable damage to the nearby area and anyone within a few tiles of the implantee will likely be gibbed. The activation delay is longer than that of the microbomb. | ||
|} | |||
==Miscellaneous BioChips== | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#FFFF8A;margin:10pt;" | |||
|- style="background-color:#E6E600;font-weight:bold;text-align:center;" | |||
! style='background-color:#E6E600' width='130px; |Name | |||
! style='background-color:#E6E600' width='1000px;color: white; |Description | |||
|- | |||
![[File:Biochip Clown.png]] {{Anchor|Sad Trombone}} | |||
'''Sad Trombone Bio-Chip''' | |||
|Round start [[Clown]]s automatically start with this. Will play the sad Trombone sound effect upon the implantee dying. | |||
|- | |||
![[File:BioChip Abductor.png]] {{Anchor|Abductor}} | |||
'''Abductor Bio-Chip''' | |||
|Used by [[Abductor]]s to teleport back to their ship. | |||
|} | |} |
Revision as of 20:23, 3 October 2022
Bio-Chips are devices implanted into crew members. They're either implanted via an implanter or found in crew-members at round-start. Traitor-exclusive bio-chips can be bought from the implant tab while Nanotrasen bio-chip can be found on station or ordered at cargo.
Bio-Chip Equipment
Bio-Chips on their own are relatively useless unless they're implanted in someone.
Bio-Chip Pad - One can insert an implant-pad into this device to learn all about the implant inside of it
Bio-Chip Case - Where Bio-Chips are stored when not implanted, can be added and removed from the case via implanter.
Bio-Chip Implanter - Used to remove bio-chips from bio-chip cases and implant bio-chips into people.
Nanotrasen Bio-Chips
As the name implies these are Nanotrasen-approved bio-chips easily obtained on NT stations either through cargo or in the case of death alarm, the Blueshield Officer.
Name | Description |
---|---|
Mindshield Bio-Chip |
Crew members with mindshield bio-chips are unable be brainwashed, thralled, or mindslaved by the Cult of Nar-Sie, Revolutionaries, Vampires, or Traitors with Missionary kits or Mindslave bio-chips, or by any other means.
Exceptions: Mindshield bio-chips only prevent brainwashing, they do not undo brainwashing, with the exception of Revolution.
Forcing a mindshield bio-chip onto a crewmember that does not necessarily require one (see below) should only be done if said crewmember has been deconverted from the Cult of Nar-Sie, is an active Revolutionary or, in extreme cases, at the request of the person involved if they happen to have a critical position (such as Command). Do not force Mindshield Bio-chips for people signing up for jobs unless they're signing up as one of the following:
Important Tidbit: People are not to be promoted to roles such as Magistrate, Blueshield Officer, or Nanotrasen Representative. Each of these roles require Central Command authorization before transfer. These bio-chips are implanted via the use of a bio-chip case and an implanter. Like all bio-chips, mindshield bio-chips may be removed via surgery, which gets rid of their protection. |
Tracking Bio-Chip |
Personnel with a tracking bio-chip installed can be remotely monitored with a Prisoner Management Console (there's one in the Warden's Office, and another near the shuttle to the Labor Camp). Logging into one of these consoles will give you the location of all personnel with an active tracking bio-chip, down to which room they are in. Using a mobile tracker (available in the tracking bio-chip kit) will give you their coordinates.
Using a Prisoner Management Console will also allow you to send messages to personnel with tracking bio-chips. These will show up as "telepathic" messages, and can often be used to keep tabs on what the person is doing. In addition, tracking bio-chips can be locked on to by teleporters, allowing clever security teams to warp an assault squad directly on top of an escapee. These bio-chips are implanted via the use of an bio-chip case and an implanter. Keep in mind, like all bio-chips, Tracking bio-chips can be removed via Surgery, which will remove the personnel's name from the Prisoner Management Console. |
Chemical Bio-Chip |
Chemical bio-chips can store up to 50 units of chemicals, which are injected directly into the implantee's bloodstream upon activation of the bio-chip. Like the tracking bio-chips, you can use the Prisoner Management Console to manage all chemical bio-chips and, if necessary, activate them. They can also be activated manually by their receiver. These bio-chips start off empty, so you will need either Chemistry's or Science's help to fill them up.
There is no limit to what kind of chemical the bio-chip can receive. This can range from harmless knockout chemicals (such as Ether or low doses of Morphine) to lethal toxins (such as sarin, neurotoxin or cyanide). What kind of chemical goes into the bio-chip depends on the severity of the crime the implanted personnel committed. Chemical bio-chips should, if possible, be used as deterrents rather than remote kill-switches. These bio-chips could also be loaded with healing or antistun chemicals to become incredibly useful emergency tools. These bio-chips are implanted via the use of an bio-chip Case and an Implanter. Keep in mind, antagonists with the capability to scrub their body of chemicals (such as Changelings) or access to chemicals that can do that for them can effectively nullify any chemical bio-chip. In addition, like all bio-chips, chemical bio-chips can be removed via surgery. |
Death Alarm Bio-Chip |
Given away to Command staff by the Blueshield Officer, these bio-chips broadcast the location of the implantee when their vital signs cease. This allows for a swift response from personnel tasked with rescuing them, including the Blueshield themselves. Death alarm bio-chips do not run out of charges.
When subjected to an EMP, the bio-chip malfunctions and broadcasts a random location, even if the implantee is still alive. |
Illegal Bio-Chips
As the name implies, possessing one of these bio-chip is illegal, barring exceptional circumstances. These bio-chips can only be acquired in by a Syndicate uplink.
All of these bio-chips are implanted via the use of an bio-chip case and an implanter. Unlike most other bio-chips, these require manual activation via the use of a HUD button.
Name | Description |
---|---|
Adrenaline Bio-Chip |
Activating this bio-chip injects you with a concoction of stimulants that provides incredible resistance against stuns, drastically reducing stun duration, as well as mild healing and increased speed, can cause addiction and overdose is possible with more then 3 uses in quick succession. These are available in Syndicate uplinks for 8TC.
They have 3 uses before wearing out. You can only hold 2 bio-chips worth of uses at a time. |
Freedom Bio-Chip |
Activating this bio-chip will instantly remove any handcuffs or restraints placed on you, dropping them on the ground. It will also allow you to break any grabs and stun the person grabbing you for a short time. These are available in Syndicate uplinks for 5TC.
They have 4 uses before wearing out. |
EMP Bio-Chip |
Activating this Bio-Chip will create a large EMP centered on you, disabling all cameras, electrifying doors and destroying computers. In addition, mechanical limbs will receive massive damage (potentially falling off entirely), certain bio-chips will malfunction and robotic hearts will short out, instantly killing the person in question. Immensely lethal against IPCs or any crewmember with robotic organs and/or limbs. Costs 2TC in the EMP and implanter kit.
They have 3 uses before wearing out. For a list of unique interactions an EMP has on certain objects, please see EMP effects. |
Mindslave Bio-Chip |
Implanting this into someone else will put them entirely under your command for as long as the bio-chip remains active, unless another mindslave bio-chip is present, or the person has a mindshield bio-chip. These are available in Syndicate uplinks for 10TC. |
Uplink Bio-Chip |
When activated, gives you access to an Uplink with 10 telecrystals. You can transfer telecrystals to your internal uplink by clicking them onto yourself. These are available in Syndicate uplinks for 14TC. |
Microbomb Bio-Chip |
Will gib the implantee upon death. This will destroy all of their clothes and most of their items, may leave some things, more microbombs can be implanted for a larger quicker explosion. |
Macrobomb Bio-Chip |
Will blow up the implantee upon death. The explosion will do considerable damage to the nearby area and anyone within a few tiles of the implantee will likely be gibbed. The activation delay is longer than that of the microbomb. |
Miscellaneous BioChips
Name | Description |
---|---|
Sad Trombone Bio-Chip |
Round start Clowns automatically start with this. Will play the sad Trombone sound effect upon the implantee dying. |
Abductor Bio-Chip |
Used by Abductors to teleport back to their ship. |