Difference between revisions of "Implants"
XSlayer300 (talk | contribs) |
JohnWaffles (talk | contribs) (Removed explosive implant and compressed matter implant - no longer in the game. Corrected the CNSR description.) |
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2-3 uses before wearing out. | 2-3 uses before wearing out. | ||
Obviously, one-use only. | Obviously, one-use only. | ||
==Mindslave Implant== | ==Mindslave Implant== | ||
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'''Anti-Drop Implant:''' When activated, locks your active hand so that whatever item is held in it cannot be dropped or removed, even when stunned, short of manual deactivation of the implant, restraining, removal of the implant or, in extreme cases, removal of the appendage. | '''Anti-Drop Implant:''' When activated, locks your active hand so that whatever item is held in it cannot be dropped or removed, even when stunned, short of manual deactivation of the implant, restraining, removal of the implant or, in extreme cases, removal of the appendage. | ||
'''CNS Rebooter:''' Short for Central Nervous System Rebooter | '''CNS Rebooter:''' Short for Central Nervous System Rebooter. With this implant all stuns longer than 4 sounds are reduced to 4 seconds. | ||
===Visual Implants=== | ===Visual Implants=== |
Revision as of 14:55, 16 March 2018
Nanotrasen Implants
Mindshield Implants
Those with Mindshield Implants are unable be brainwashed by the Cult of Nar-Sie, Revolutionaries or turned into a thrall by a Vampire
Forcing a Mindshield Implant 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 Implants for people signing up for jobs unless they're signing up as one of the following:
- Captain
- Head of Security
- Warden
- Detective
- Security Officer
- Security Pod Pilot
- Brig Physician
- Blueshield Officer
- Magistrate
- Internal Affairs Agent
- NanoTrasen Representative
Important Tidbit: People are not to be promoted to roles such as Blueshield Officer or NanoTrasen Representative. All Karma-locked roles require Central Command authorization before transfer
Do note that Mindshield Implants only prevent brainwashing, they do not override it. In addition, personnel with Loyalty Implants are not required to display unwavering loyalty to NanoTrasen and, as such, active Antagonists can, and will, continue with their assigned objectives if receiving an implant without being deconverted (if such is even possible).
These implants are implanted via the use of an Implant Case and an Implanter.
Like all Implants, Mindshield Implants may be removed via Surgery, with their brainwashing protection going with them.
Tracking Implants
Personnel with a Tracking Implant 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 Implant, down to which room they are in. Using a mobile tracker (available in the Tracking Implant kit) will give you their coordinates.
Using a Prisoner Management Console will also allow you to send messages to personnel with Tracking Implants. These will show up as "telepathic" messages, and can often be used to keep tabs on what the person is doing.
These implants are implanted via the use of an Implant Case and an Implanter.
Keep in mind, like all Implants, Tracking Implants can be removed via Surgery, which will remove the personnel's name from the Prisoner Management Console.
Chemical Implants
Personnel with Chemical Implants may have a dose of any chemical injected directly into their bloodstream upon activation of the implant. Like the Tracking Implants, you can use the Prisoner Management Console to manage all Chemical Implants and, if necessary, activate them. These implants 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 implant 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 Implant depends on the severity of the crime the implanted personnel committed. Chemical Implants should, if possible, be used as deterrents rather than remote kill-switches.
These implants are implanted via the use of an Implant Case and an Implanter.
Keep in mind, Antagonists with the capability to scrub their body of chemicals (such as Vampires or Changelings) or access to Chemicals that can do that for them can effectively nullify any Chemical Implant. In addition, like all Implants, Chemical Implants can be removed via Surgery.
Illegal Implants
Like the name implies, having one of these Implants is illegal, barring exceptional circumstances (see below). They can normally only be acquired via a Traitor's Uplink or, in the case of the Freedom and Adrenaline Implants, Experi-M.E.N.T.O.R. research.
All of these implants are implanted via the use of an Implant Case and an Implanter. Unlike other Implants, these require manual activation via the use of a specific emote (like *blink), which is randomized and provided to you on implantation.
Adrenaline Implants
Activating this Implant 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. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
One-use only.
Freedom Implants
Activating this Implant will instantly remove any handcuffs or restraints placed on you, dropping them on the ground. In addition to being available in Uplinks, these can be acquired via Experi-M.E.N.T.O.R. research, and then freely manufactured at a Protolathe, allowing for semi-legal implantation, at the discretion of the Security and Command staff.
2-3 uses before wearing out.
EMP Implant
Activating this Implant 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 Implants 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.
2-3 uses before wearing out.
Obviously, one-use only.
Mindslave Implant
Implanting this into someone else will put them entirely under your command for as long as the Implant remains active, unless another Mindslave Implant is present, or the person has a Loyalty Implant.
One-use only.
Uplink Implant
When activated, gives you access to an Uplink with 5 Telecrystals. Useful if you don't want to spend any Telecrystals towards completing your objectives, but still want an emergency kit.
One-use only.
Cybernetic Implants
These Implants can be manufactured at any Exosuit Fabricator or Protolathe at high levels of Research. Some of them require using the Experi-M.E.N.T.O.R. to reach higher levels not normally attainable. They provide minor, permanent bonuses when implanted and, with the exception of the Anti-Drop implant, do not require manual activation.
These Implants must be implanted via Surgery, and can be divided into three categories: Cranial, Visual and Thoracic Implants.
Cranial Implants
Anti-Drop Implant: When activated, locks your active hand so that whatever item is held in it cannot be dropped or removed, even when stunned, short of manual deactivation of the implant, restraining, removal of the implant or, in extreme cases, removal of the appendage.
CNS Rebooter: Short for Central Nervous System Rebooter. With this implant all stuns longer than 4 sounds are reduced to 4 seconds.
Visual Implants
Medical HUD Implant: Gives you a permanent Medical HUD, along with all associated features.
Security HUD Implant: Gives you a permanent Security HUD, along with all associated features.
Welding Shield Implant: Provides protection against eye damage caused by welding, as well as bright flashes.
X-Ray Implants: Grants you X-Ray Vision (much like the X-Ray Genemod, full vision of the 15x15 game window).
Thermal Implants: Grants you Thermal Vision (can see mobs through walls and other vision-obstructing objects).
Thoracic (Chest) Implants
Nutriment Pump Implant: If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator).
Nutriment Pump Plus Implant: An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator).
Reviver: Will attempt to bring you out of soft critical condition. Does not actually revive you if you die. Having one of these will instantly kill you via heart attack if you are hit by an EMP.
Organic Implants
These are unique Organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.
Thermal Receptors
Can only be harvested from a Changeling that has the "Augmented Eyesight" ability, and has turned this ability on. When removed and implanted into another individual, grants this individual permanent Thermal Vision, until the Organ is removed.
Can be identified in a Full Body Scan, and accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the Thermal Receptors turn into Protective Membranes, which do not grant you Thermal Vision. In additions, Changelings without the Augmented Eyesight ability do not possess these Organs.