Implants
Name | Description |
---|---|
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:
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 mindshield 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, which gets rid of their protection. |
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 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. |
Death Alarm Implants |
Given away to Command staff by the Blueshield Officer, these implants 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 implants do not run out of charges.
When subjected to an EMP, the implant malfunctions and broadcasts a random location, even if the implantee is still alive. |
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 most other implants, these require manual activation via the use of a HUD button.
Name | Description |
---|---|
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 Syndicate 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.
They have 3 uses before wearing out. |
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.
They have 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.
They have 3 uses before wearing out. For a list of unique interactions an EMP has on certain objects, please see EMP effects. |
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. |
Uplink Implant |
When activated, gives you access to an Uplink with 10 telecrystals. Useful if you don't want to spend any telecrystals towards completing your objectives, but still want an emergency kit. |
Microbomb Implant |
Will gib the implantee upon death. This will destroy all of their clothes and most of their items. |
Macrobomb Implant |
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. |
These Implants can be manufactured at any Exosuit Fabricator or Protolathe at high levels of research. Some of them provide permanent bonuses when implanted, while others serve as cheap and easy, but EMP-vulnerable replacements. Some, such as toolset and anti-drop implants, are activated with HUD buttons.
These are implanted surgically, and can be divided into five categories: cranial, visual, mouth, thoracic, and arm implants.
Name | Description | Body part |
---|---|---|
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, removal of the implant, or, in extreme cases, removal of the appendage. | Head |
CNS Rebooter |
Short for Central Nervous System Rebooter, this implant limits stuns to a maximum of six seconds. | Head |
Neural Jumpstarter |
This implant attempts to wake you up back up if you've been slept or paralyzed, but has a cooldown on how often and quickly it can wake you up. Cannot be installed alongside the CNS Rebooter | Head |
Cybernetic Ears |
These work like normal ears, but are heavily damaged by EMP. | Head |
Cybernetic Eyes |
These work like normal ears, but are damaged by EMP. They are also not affected by genetic effects, such as colorblindness. | Head |
Shielded Robotic Eyes: |
Provides protection against eye damage caused by welding, as well as bright flashes. | Head |
Meson Eyes |
Grants you meson vision (can see walls and floors regardless of light or line of sight, useful for engineers to see the station's layout). | Head |
Thermal Eyes |
Grants you thermal vision (can see mobs through walls and other vision-obstructing objects). | Head |
X-Ray Eyes |
Grants you X-ray vision (much like the X-Ray gene, full vision of the 15x15 game window). | Head |
Flashlight Eyes |
A pair of flashlights that replaces someone's eyes. Why would you do that? | Head |
Medical HUD Implant |
Gives you a permanent Medical HUD, along with all associated features. | Eyes |
Security HUD Implant |
Gives you a permanent Security HUD, along with all associated features. | Eyes |
Diagnostic HUD Implant |
Gives you a permanent Diagnostic HUD, along with all associated features. | Eyes |
Breathing Tube Implant |
Allows you to use internals without a mask. Protects from strangling. | Mouth |
Cybernetic Heart |
As a regular heart, but with the added problem of stopping from even the lightest touch of EMP. | Torso |
Upgraded Cybernetic Heart |
As a regular cybernetic heart, but with a chance to automatically resolve cardiac failure and arrest, as well as reduce the duration of stuns and similar effects, in exchange to a chance to fail when shocked (including tasers and batons). Can be emagged in order to significantly boost the anti-stun properties, but increase the chance of failure upon being shocked. | Torso |
Cybernetic Lungs |
Just like regular lungs, but with the added problem of causing the user to stop breathing for a while when subjected to an EMP. | Torso |
Upgraded Cybernetic Lungs |
Similar to normal cybernetic lungs, but make the user more resistant to low temperatures, as well as provide immunity to low concentrations of CO2 and plasma gas. | Torso |
Nutriment Pump Implant |
If your Nutrition Level falls low enough, increases it automatically, though not fully (orange indicator ---» yellow indicator). | Torso |
Nutriment Pump Plus Implant |
An improved version of the Nutriment Pump Implant, fully satiates any hunger you may have (yellow indicator ---» green indicator). | Torso |
Reviver Implant |
Will attempt to bring you out of soft critical condition such as having a heartattack or being in shock. 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. | Torso |
Cybernetic Liver |
Just like a regular liver. | Lower Torso |
Cybernetic Kidneys |
Just like regular kidneys. | Lower Torso |
Mechanical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal mechanical toolset, featuring an advanced welder, wrench, crowbar, screwdriver, wirecutters, and multitool. Emagging it enables a combat knife module. | Arm |
Surgical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal surgical toolset, featuring an advanced laser scalpel, hemostat, retractors, bone setters, bone gel, cautery, fix-o-vein, and a surgical drill. | Arm |
Janitorial Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal janitorial toolset featuring an advanced mop, soap, light replacer, bottle of space cleaner (that only accepts space cleaner), flyswatter and holosign projector, for all your cleaning needs. | Arm |
Botanical Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal botanical toolset featuring a plant analyzer, cultivator, spade, hatchet, wire cutters and wrench, for all your hydroponics needs. | Arm |
Hacking Toolset |
Installed in the right arm, arm can be changed by screwdriving the implant. Enables use of an internal hacking toolset featuring a screwdriver, wirecutters and alien multitool. This is only available after getting Alien 4 in the RnD Tech Tree. Can not use it with the mechanical toolset implant. | Arm |
Integrated Telescopic Baton File:Telebaton.png |
An arm implant that allows the user to extend out a telescopic baton, which cannot be dropped. | Arm |
Integrated High-Intensity Photon Projector |
An arm implant that allows the user to quickly project an area of effect flash without needing to use their hands. | Arm |
These are unique organs that need to be harvested from organic lifeforms, but can be implanted in regular personnel.
Name | Description |
---|---|
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 thus used to accurately identify Changelings. Keep in mind, if the Changeling turns this ability off, the thermal receptors turn into protective membranes, which grant flash protection instead of thermal vision. In addition, Changelings without the Augmented Eyesight ability do not possess these organs. |
Burning Red Eyes |
Can be harvested from a Shadowling. These eyes grant the user the benefit of night vision, as well as thermal vision. |
Divine Vocal Chords |
Acquired from a dead Colossus and implanted into the mouth, these vocal cords allow the implantee to utilize the Voice of God. |
Name | Description |
---|---|
Sad Trombone Implant |
Round start Clowns automatically start with this. Will play the sad Trombone sound effect upon the implantee dying. |