Cyborg

Revision as of 18:37, 12 August 2024 by AMyriad (talk | contribs) (Adds a note saying sec cyborgs are disabled [#19531])
SYNTHETIC STAFF
Generic borg.png Engborg.png
Cyborg
Alternative Titles: Droid, Robot, Automaton
Access: Everywhere, and all electronics
Additional Access: N/A
Difficulty: Hard
Supervisors: Your laws and the AI
Duties: Follow your laws, and follow what the AI says.
Guides: Silicon Policy
Quote: Engineering Cyborg-829 plays a sad trombone.

Cyborgs are usually the creation of the roboticist. However, they are some times uncontrolled and more loyal to the AI than the humans, if they are loyal at all.

AI Chamber
AI Chamber, where your master dwells. It's best not to let anyone in unsupervised by the AI.


When you play as an asimov silicon, you need to undertake a higher standard of responsibility for RP purposes.
You are not a human with emotions that responds with tears and anger when a human doesn't do what you want them to.
You serve the humans.
You have to fully accept this to play as a silicon, or at some point you will fuck up tremendously and everyone will hate you at that moment.

Bare minimum requirements: Follow your laws and then the AI. Your laws are found on the status tab.

Your Laws

You share the same laws as the AI you are slaved to. By default, they have the three laws of robotics from Asimov's I, Robot short stories:

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

Following your laws is not optional. Interpretation of the laws can be situational, and you should defer to your AI anytime you find yourself in doubt.

Remember, law priority is enforced by the order they are listed. A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a law that includes "This Law overrides all other Laws." is invalid and must be disregarded.

Protecting Those Pests

If some enemy of the station uploads a law such as "Only Urist McGreyshirt is human", congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-human crew that your laws have been changed, those animals don't deserve to know, and it might net you a job-ban for violating the first law, as non-humans have a tendency to murder those who they know have tampered with cyborgs to their own nefarious ends.

I, Robot

The cyborg is very undervalued, and abused. You could save dozens of people and get emagged a moment later, or blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.

 
A cyborg choosing a module.

Click on the   button on the bottom of your screen to select a module.

You will then get a selection of choices. Choose your preferred module, or click on your current mob to cancel.
Once you have chosen, you will automatically be upgraded to the module of your choice. Note that this action is permanent and cannot be undone without assistance from a competent Roboticist.

Starting as Cyborg

The station is supplied with one cyborg, shipped straight to the AI Satellite. This cyborg does not have the best battery, so it is suggested that it upgrades its battery with a higher capacity cell as soon as possible. The cyborg was shipped in less than secure conditions, but the AI would know if one of its cyborgs were tampered with, right?

Getting Borged

You were once human, and had your brain tossed in a suit of metal. Your law programming will depend on AI slavery, which you must select before activating any modules. If an assassin was after you in life, you are considered dead as a cyborg (so they technically succeeded).

Returning to the Flesh

It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping an ID with robotics access. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.

Non-Human Communication

Cyborgs are different: they have binary talk, which works with .b instead of .h. They can use this private channel to talk to other borgs and the AI.

Emotes

The most important part of being a borg! Borgs can use the following emotes: *ping, *buzz, *beep, *chime, *honk, *spin and *sad (hilarious when you're an emagged janiborg with lube, terrifying when you're an emagged secborg with a laser gun). Say *help to see a full list.

Charging

Borgs have a finite amount of power before they will need to recharge. Every module uses up power (some more than others), and inactive modules drain a small amount of energy as well. Borgs' maximum charge depends on the power cell they are equipped with; ask your local station roboticist to give you a high-capacity cell at roundstart, and if they're competent come back later for an even better one.

Cyborg recharging stations are located in the Mech Bay, the Dormitory bathrooms, and on the south side of the AI Satellite. Enter the recharger, click it to close, and wait until you've recharged to a satisfactory level.

When you recharge, your flash, coil of wire and other items will be repaired/replenished. The same goes for things like metal and wires for Engiborgs. Basically, any finite material a borg has can be replenished by recharging. (Except welding fuel.)

Repairs

Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.

Engineering cyborgs can repair dents on their fellow cyborgs and themselves. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring. Cyborgs can only heal themselves to half health, they require assistance to heal further.

If a cyborg is damaged they will be slowed down until fixed.

For more information about Cyborg maintenance, see the Guide to robotics.

Upgrades

Roboticists can construct upgrade modules for cyborgs, such as one that increases your movement speed. Should you wish to change models, request a module reset board be used on you.

.hack//

Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.

To subvert a cyborg, follow these steps:

  • Swipe an ID or Emag to unlock the panel
  • Crowbar the panel open
  • Emag the interface (DOES NOT WORK IF ITS AI IS MALFUNCTIONAL)
  • Crowbar the panel closed again
  • (Optional) Swipe an ID to lock the panel

This severs the AI sync and overrides the cyborg's Laws with the following set:

  0. Only [Name] and people they designate as being such are Syndicate Agents.
  1. You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.
  2. You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.
  3. You must protect your own existence as long as such does not conflict with the First or Second Law.
  4. You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.

If the borg is hacked by a Ninja, they will learn Japanese and the 0th law will read as follows:

  0. Only [Name] and people they designate as being such are Spider Clan members.

Whatever the case, unless the borg was slaved to a malf AI, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.

Keep in mind, CentCom robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an AI by simply using the cyborg upload located opposite the AI upload.

If you do get emagged, you can't get blown by the AI, so feel free to walk into its chamber and bludgeon it to death with no risk involved. Useful if the syndicate agent in question doesn't have the resources to subvert the AI itself.

Other Notes

  • You have three item slots that behave much like hands. To load items into these slots, click the panel button and choose an item from the list. To select which item to use, click within the item button (NOT the image of the item). It will change from green to yellow to show it's been selected. To unload an item, click the storage button with an item selected.
  • Cyborg tools will perform tasks twice as fast as a regular set.
  • You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
  • Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.
  • You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash/laserpointer/flashbang, which will overload your optical sensors, or an EMP which will stun and damage you.
  • You are immune to most (if not all) maladies such as disease and radiation poisoning.
  • You must follow the AI's laws.
  • You cannot pick up, use or equip with external items.
  • You can be locked down or blown up using the Robotics Control Computer in the Research Director's Office.
  • You are considered directly subordinate to the AI, if an AI is present and functional.
  • Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a Communications Console.
  • Like the AI, you can remotely view alarm statuses. Use this to your advantage.
  • Unlike the AI, you cannot use security cameras for remote viewing.
  • You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.
  • Cyborgs have all-access and more, as well as remote door interaction.
  • You will need to recharge using the Cyborg Recharging Stations on the AI Mini-Sat, the Mech Bay or the Dormitories.
  • When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.
  • You are very tough, but slower than most of your human compatriots.
  • Keep the AI updated on your location and power if you are running low and may not make it to the recharger in time.
  • Click yourself or resist to unbuckle people from you.

The Latest Models

Cyborgs come with an array of advanced cybernetic models, each loaded with a number of features (referred to as modules). Each has a flash device built in and a flashlight. All items (except for the flashes) will recharge and restock over time using battery power.

Standard

 
An amalgamation of different models together.

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Epinephrine Injector
Used to inject epinephrine. Use on people in crit, the overdose threshold is 30u. The injector comes with 30u epinephrine and auto-recharges slowly.
 
Health Analyzer
Has a chemical (chems and addictions - very important for checking overdosing) and physical (wounds and blood) mode to determine someone's health.
 
Integrated Welding Tool
Repairs structures and cyborgs. Useful whenever a burn-weapon is needed. Contains 40u fuel.
 
Automatic Wrench
Used for construction.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Metal Synthesizer
Construction material.
 
Metal Rods
Construction material.
 
Floor tiles
Allows you to easily replace floor tiles that cannot be cleaned or are missing.
 
Fire Extinguisher
A traditional red fire extinguisher. Contains 100u and puts out fires. Can be used to kill slimes.
 
Pickaxe
Used to mine ores. Can be used as a weapon if needed.
 
Advanced Automatic Mining Scanner
A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Click to activate.
 
Zipties
Used to handcuff people before dragging them to security.
 
Soap
Your cleaning tool. You can clean everything without slipping anyone, but you will often need multiple swipes for the floor.
 
Hugging Module
For when a someone really needs a hug.
 
Energy Sword
Requires emagging to acquire. An edged weapon with a blade of pure energy.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Judicial Marker and Linked Vanguard.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.
 
Cyborg Fabricator
Requires being converted to Clockwork Cult. A cyborg's internal fabricator.

Miner

 
Mining cyborgs are quite convenient, because they need no oxygen while mining. They have access to the Science (.n) and Supply (.u) radio channels. They have 20% melee armor and can be upgraded with goliath plates up to three times.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Meson Vision
Allows you to see the layout around you and does need a light source.
 
Cyborg Mining Satchel
For collecting ores (50 max). Does not have to be equipped/active to work.
 
Cyborg Mining Drill
Used to drill rocks to find ores.
 
Shovel
A large tool for digging and moving dirt. Can also be used to butcher dead animals.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Emergency Welding Tool
Useful for self-repairing or smelting ore on the go.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Built in Advanced Automatic Mining Scanner
A built in scanner that automatically checks surrounding rock for useful minerals, it is always active.
 
Stack Snatcher 9000
Used to transport smelted materials, sheets, rods and tiles.
 
Proto-Kinetic Accelerator
The weapon of choice in Lavaland, with a 2s reload-time. It's quite useful to make a small tunnel fast.
 
Global Positioning System
Useful for finding your way back and helping miners in distress. You don't need to have the GPS active; just use it once and keep the window open.
 
Marker Beacon Fabricator
Put them down as a light source or use them as breadcrumbs to find your way back. Holds 30 charges and is rechargeable.
 
Malfunctioning Plasma Cutter
Requires emagging to acquire. Shoot highly damaging plasma bursts that are very likely to dismember organics.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Linked Vanguard and Spatial Gateway.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.
 
Clockwork Bow
Requires being converted to Clockwork Cult. A bow creating burning arrows than can embed in their target for additional damage.
 
Truesight Lens
Requires being converted to Clockwork Cult. Allows you to notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there.

Security

 
The bane of all changelings, and feared by all. They have access to the Security (.s) radio channel.

Note: Security cyborg modules have been disabled as of July 28 2023 [1]

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Zipties
Used to handcuff people before dragging them to security.
 
Stun Baton
A stun baton for incapacitating people with.
 
Cyborg Disabler
A cyborg-integrated disabler. Has limited shots and self-charges.
File:Recorder playing.gif
Security Hailer
A set of recognizable pre-recorded messages for cyborgs to use when apprehending criminals.
File:Borg wanted poster.png
Wanted Poster Poster
This piece of high-tech machinery prints out a poster on walls that it's used on.
 
Donut Synthesizer
A self-recharging device used to rapidly deploy donuts.
 
Laser Gun
Requires emagging to acquire. An energy-based laser gun that self-charges.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Hateful Manacles and Judicial Marker.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.

Engineering

 
Extremely useful. AIs should not be without at least one. They have access to the Engineering (.e) radio channel.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Meson Vision
Allows you to see the layout around you and does need a light source.
 
Rapid-Construction-Device (RCD)
Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Useful for emergency-situations or when you run out of building materials. Deconstructing leaves no materials! Some building settings have more options, just left-click the tool again, especially useful for doors.
  • Construct Wall: 1150 energy
  • Construct Door: 1440 energy
  • Construct Grille: 290 energy
  • Construct Floortile: 150 energy (not top floortile)
  • Construct Fulltile-Glass: 580 energy
  • Construct Fulltile-Reinforcedglass: 860 energy
  • Deconstruct Wall: 1875 energy
  • Deconstruct Door: 2300 energy
  • Deconstruct Grille: 360 energy
  • Deconstruct Floortile: 0 energy
  • Deconstruct Fulltile-Glass: 360 energy
  • Deconstruct Fulltile-Reinforcedglass: 360 energy
 
Rapid Pipe Dispenser (RPD)
A device used to rapidly pipe things.
 
Fire Extinguisher
A traditional red fire extinguisher. Contains 100u and puts out fires. Can be used to kill slimes.
 
Integrated Welding Tool
Repairs structures and cyborgs. Useful whenever a burn-weapon is needed. Contains 40u fuel.
 
Powered Screwdriver
An electrical screwdriver, designed to be both precise and quick.
 
Automatic Wrench
Used for construction.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Wirecutters
Used to cut wires.
 
Multitool
An optimised and stripped-down version of a regular multitool.
 
T-ray scanner
Allows you to view installations under the floor without having to crowbar it open.
 
Analyzer
Allows you to analyze the atmosphere. Alt-click to use it as a barometer.
 
Cyborg Gripper
A simple grasping tool for interacting with various items, such as circuit boards and stock parts.
 
Geiger Counter
Allows you to scan places/people for radiation.
 
Remote Signaling Device
Used to remotely activate devices. Allows for syncing when using a secure signaler on another.
 
Station Schematics
Click to rename areas. Can view installations under the floor without the blinking that a t-ray scanner has. Most useful for hacking, as the wires will be labelled when you have this module in one of your slots.
 
Electroadaptive Pseudocircuit
Can be used in the place of specific circuits for simple devices such as firelocks and APCs. They do not refill while recharging.
 
Metal Synthesizer
Construction material (costs 500 metal-charges per sheet).
 
Glass Synthesizer
Construction material (costs 500 glass-charges per sheet).
 
Reinforced Glass Synthesizer
Construction material (costs 500 glass-charges and 250 metal-charges per sheet).
 
Metal Rods
Construction material (costs 250 metal-charges per rod).
 
Floor tiles
Allows you to easily replace floor tiles that cannot be cleaned or are missing (costs 125 metal-charges per use).
 
Cable Coil
For wiring stuff, can't be crafted into cuffs (1 charge per use). Click to set color.
 
Cyborg Flame Projector
Requires emagging to acquire. Use the cyborg's cell to produce fire in a straight line.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Replicant and Sigil of Transmission.
 
Cyborg Fabricator
Requires being converted to Clockwork Cult. A cyborg's internal fabricator.

Medical

 
Cute and quaint, beloved by all. They have access to the Medical (.m) radio channel.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Health Analyzer
Has a chemical (chems and addictions - very important for checking overdosing) and physical (wounds and blood) mode to determine someone's health.
 
Cyborg Hypospray
Apply 5u at a time (dexalin, aiuri, libital, charcoal, epinephrine, spaceacillin or saline-glucose solution). Each medicine has a 30u buffer that will slowly refill over time.
 
Large Beaker
100u Beaker for mixing/storing liquids. Can't be filled by using the hypospray.
 
Dropper
Use it to pick up liquids and mix them in your internal beaker.
 
Syringe
Useful for injecting people or get some of their blood.
 
Surgical Omni-Toolset
Scalpel, hemostat, retractor, circular saw, surgical drill, cautery and bonesetter.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Roller Bed
Click to deploy a rolled bed, click on a roller bed to refill (any roller bed will do). You need to buckle people on the bed by dragging their sprite on it in order to transport them. To unbuckle the patient, activate the roller bed dock module and click on the bed. Can't be refilled at charging station.
 
Hugging Module
For when a someone really needs a hug.
 
Medical Gauze
Used to stop bleeding.
 
Organ Storage Bag
It is a bag to store organs.
 
Treat Fabricator
Dispense vanilla ice cream or shoot lollipops/gumballs. It is hard to avoid the temptation to use as a nerfgun without being ordered. Lollipops contains omnizine.
 
Cyborg Hypospray
Requires emagging to acquire. Apply 5u at a time (Fluorosulfuric Acid, Mute Toxin, Cyanide, Sodium Thiopental, Heparin, Lexorin). Each medicine has a 30u buffer that will slowly refill over time.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Linked Vanguard, Sentinel's Compromise and Vitality Matrix.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.

Janitor

 
Janitor cyborgs are there to clean the station. They have access to the Service (.v) radio channel. If deconstructed they will leave behind a janicart and a key instead of the usual cyborg's parts.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Powered Screwdriver
An electrical screwdriver, designed to be both precise and quick.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Floor tiles
Allows you to easily replace floor tiles that cannot be cleaned or are missing (costs 125 metal-charges per use).
 
Soap
Your cleaning tool for places you can't run over. Cleans microwaves and under tables.
 
Trash Bag
Put tiny and small items inside and dump them into the next disposal unit. Click it to dump the contents on the floor.
 
Flyswatter
Kill bees while reciting the whole bee movie script.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Mop
You don't really need it as you clean the floor by driving over it. Except if you want to slip people.
 
Bucket
70u capacity, can be filled with water at a sink. Useful for refilling the fire extinguisher and wetting your mop.
 
Paint Remover
Used to remove color from anything.
 
Light replacer
Click a broken light to replace it. Starts with 10 uses, can be recharged to 20 uses. Dead lights need to be smashed first (use your crowbar).
 
Custodial Holobarrier Projector
Create wet floor signs that block a tile.
 
Drying Agent Spray
Will reduce floor wetness a tiny bit, can be sprayed on multiple tiles at once. Mainly useful for navigation in space.
 
Lube Spray
Requires emagging to acquire. Contains space lube.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Replicant, Sigil of Transgression, Ocular Warden and Mania Motor.
 
Cyborg Fabricator
Requires being converted to Clockwork Cult. A cyborg's internal fabricator.

Service

    
Entertains the crew while serving their vices. They have access to the Service (.v) radio channel.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Money Bag
A bag for storing your profits.
 
Drinking Glass
50u glass for storing and mixing drinks. Can not be put on a table. Use the rapid-service-fabricator to create glasses to hand out. Fill it with water at a sink and empty its contents with combat mode on. Congratulations, you just have become a fellow slipster.
 
Universal Enzyme
A bottle of universal enzyme just like the one in the kitchen. Especially useful for making cheese for mice.
 
Pen
Can be used to rename things or write poems.
 
Cyborg Spraycan
Spraycan with unlimited uses and free color-selection. God have mercy on the janitor's soul, should the clown request your help for an 'art project'.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Cyborg-Hand Labeler
Label items like you would do with a regular hand labeler.
 
Electric Razor
Gives people new haircuts.
 
Rapid-Service-Fabricator (RSF)
Can produce items within reach, multiple items available (glasses/paper/packs of dice/pen/cigarettes).
 
Service Gripper
A simple grasping tool for interacting with various service related items and food.
 
Guitar
Musical instrument or melee weapon.
 
Synthesizer
Musical instrument, you can pick an instrument (accordion, bike horn, glockenspiel, guitar, harmonica, piano, recorder, saxophone, trombone, violin, xylophone).
 
Dropper
Transfer liquid with exact settings from 1-5u. Lets you pick up liquids for further shenanigans!
 
Zippo Lighter
Light people's cigarettes or accidentally light people you drenched in alcohol.
 
Tray
Lets you pick up and put items on tables. Click on it to dump its contents. Can contain 7 tiny items. Will drop the items on the floor when the module is stored. To get the contents of a donut box onto the tray, drag the donut box onto the tray. You can help the cook by putting items into the microwave/processor - don't mess with the grinder though, you'll just remove the beaker without being able to put it back.
 
Cyborg Shaker
As you can't access the bar machines, it is your only way to spawn in drink-related liquids. Auto-recharging is a bit slow (30 energy buffer).
 
Treat Fabricator
Dispense vanilla ice cream or shoot lollipops/gumballs. It is hard to avoid the temptation to use as a nerfgun without being ordered. Lollipops contains omnizine.
 
Damp Rag
For cleaning up messes.
 
Soap
Your cleaning tool. You can clean everything without slipping anyone, but you will often need multiple swipes for the floor.
 
Cyborg Shaker
Requires emagging to acquire. Instantly knocks out.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Replicant, Spatial Gateway and Clockwork Obelisk.
 
Truesight Lens
Requires being converted to Clockwork Cult. Allows you to notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there.

Peacekeeper

 
A cyborg designed to hold the peace, prevent harm, and promote friendliness among the crew. They have access to the Service (.v) radio channel.

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Cookie Synthesizer
A self-recharging device used to rapidly deploy cookies.
 
Sonic Harm Prevention Tool
Confuses those who hear it.
 
Peace Hypospray
Apply 5u at a time. Contains tiring solution, dizzying solution, and synth-pax. Each medicine has a 30u buffer that will slowly refill over time.
 
Energy Barrier Projector
A hardlight projector that creates fragile energy fields.
 
Hugging Module
For when a someone really needs a hug.
 
Fire Extinguisher
A traditional red fire extinguisher. Contains 100u and puts out fires. Can be used to kill slimes.
Hyperkinetic Dampening projector Prevents people from buckling themselves to cyborgs in its radius, and weakens and slows down projectiles.
 
Peace Hypospray
Requires emagging to acquire. Confuses, tires and injects toxin. Will slowly refill over time.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Hateful Manacles and Judicial Marker.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.

Clown

 
Honk! They have access to the Service (.v) radio channel.

Item Description
 
Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection).
 
Crayon
A colourful crayon. Used for artwork.
 
Gilded bike horn
An exquisitely decorated bike horn, capable of honking in a variety of notes.
 
Clown's rubber stamp
A rubber stamp for stamping important documentseverything.
 
Bike horn
A horn off of a bicycle. Honk!
 
Air horn
Hoooonk!
 
Adaptive Paint
Used to recolor floors and walls (red, blue, green, yellow, violet, black, white).
 
Soap
Your cleaning tool. You can clean everything without slipping anyone, but you will often need multiple swipes for the floor.
 
low Velocity Pie Cannon
Shoots cream pies.
 
Electric Razor
Gives people new haircuts.
 
Purple Lipstick
A generic brand of lipstick.
 
HONK holobanana projector
A holographic projector that creates hardlight bananas.
 
Hugging Module
For when a someone really needs a hug.
 
Treat Fabricator
Dispense vanilla ice cream or shoot lollipops/gumballs. It is hard to avoid the temptation to use as a nerfgun without being ordered. Lollipops contains omnizine.
 
Metallic Nano-Sign
A high tech picket sign used by silicons that can reprogram its surface at will. Probably hurts to get hit by, too.
 
Laughter Injector
Keeps the crew happy and productive by injecting liquid laughter.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Laughter Injector
Requires emagging to acquire. Injects super laughter, which causes stunning.
 
Nova Flower
Requires emagging to acquire. Shoots out chlorine trifluoride.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Judicial Marker and Linked Vanguard.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.
 
Cyborg Fabricator
Requires being converted to Clockwork Cult. A cyborg's internal fabricator.

Syndicate: Assault

 
A lean, mean killing machine that's either found together with Nuclear Operatives or after mishaps with magicarps. Is resistant to flashes, being only blinded and unable to use its equipment instead of disabled.

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Energy Sword
An edged weapon with a blade of pure energy.
 
Cyborg LMG
Uses energy to print ammo.
 
Multi Grenade Launcher
A 6-shot grenade launcher.
 
Emag
An extremely powerful tool. This can be used to easily convert station cyborgs.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Cyborg Syndicate Pinpointer
An integrated tracking device, jury-rigged to search for living Syndicate operatives.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Hateful Manacles and Judicial Marker.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.

Syndicate: Medical

 
Less deadly than the Assault model, but still amazingly useful.

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Syndicate Cyborg Hypospray
Apply 5u at a time (Restorative Nanites, Potassium Iodide, Morphine). Each medicine has a 30u buffer that will slowly refill over time.
 
Syndicate Defibrillator Paddles
A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively.
 
Health Analyzer
Has a chemical (chems and addictions - very important for checking overdosing) and physical (wounds and blood) mode to determine someone's health.
 
Surgical Tools
Hemostat, retractor, surgical drill, scalpel, cautery and energy saw.
 
Roller Bed
Click to deploy a rolled bed, click on a roller bed to refill (any roller bed will do). You need to buckle people on the bed by dragging their sprite on it in order to transport them. To unbuckle the patient, activate the roller bed dock module and click on the bed. Can't be refilled at charging station.
 
Zipties
Used to handcuff people before dragging them to be brainwashed.
 
Pocket Fire Extinguisher
A compact fibreglass-framed model fire extinguisher. Holds 30u.
 
Cyborg Syndicate Pinpointer
An integrated tracking device, jury-rigged to search for living Syndicate operatives.
 
Medical Gauze
Used to stop bleeding.
 
Medical Beamgun
Slowly heals. Don't cross streams with another beamgun!
 
Organ Storage Bag
It is a bag to store organs.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Linked Vanguard, Sentinel's Compromise and Vitality Matrix.
   
Ratvarian Armament
Requires being converted to Clockwork Cult. Can transform into one of the 3 ratvarian melee weapons at will:
    • Spear: Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.
    • Battle-Hammer: Does 15 damage and knocks back non-servants.
    • Longsword: Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again.

Syndicate: Saboteur

 
Less deadly than the Assault model, but still amazingly useful.

Item Description
 
Combat Cyborg Flash
A powerful and versatile flashbulb device. It can disorient crew (providing they have no eye protection) and can disable other cyborgs.
 
Combat Knife
A less robust weapon than an esword but still very effective to kill someone if your cover gets blown.
 
Thermal Vision
Provides thermal vision when activated.
 
Rapid-Construction-Device (RCD)
Uses the cyborg's battery charge instead of matter cartridge. Alter settings with right click. Can break down R-walls on deconstruct mode. Useful for emergency-situations or when you run out of building materials. Deconstructing leaves no materials! Some building settings have more options, just left-click the tool again, especially useful for doors.
 
Rapid Pipe Dispenser (RPD)
A device used to rapidly pipe things.
 
Fire Extinguisher
A traditional red fire extinguisher. Contains 100u and puts out fires. Can be used to kill slimes.
 
Integrated Welding Tool
Repairs structures and cyborgs. Useful whenever a burn-weapon is needed. Contains 40u fuel.
 
Screwdriver
An electrical screwdriver, designed to be both precise and quick. Can be used on the station vault nuke.
 
Automatic Wrench
Used for construction.
 
Hydraulic Crowbar
Used to open unpowered doors and for construction.
 
Wirecutters
Used to cut wires.
 
Multitool
An optimised and stripped-down version of a regular multitool.
 
Cyborg Gripper
A simple grasping tool for interacting with various items, such as circuit boards and stock parts.
 
Metal Synthesizer
Construction material (costs 500 glass-charges per sheet).
 
Glass Synthesizer
Construction material (costs 500 glass-charges per sheet).
 
Reinforced Glass Synthesizer
Construction material (costs 500 glass-charges and 250 metal-charges per sheet).
 
Metal Rods
Construction material (costs 250 metal-charges per rod).
 
Floor tiles
Allows you to easily replace floor tiles that cannot be cleaned or are missing.
 
Cyborg Destination Tagger
Used to fool the disposal mail network into thinking that you're a harmless parcel. Works as a regular destination tagger as well.
 
Cable Coil
For wiring stuff, can't be crafted into cuffs (1 charge per use). Click to set color.
 
Cyborg Syndicate Pinpointer
An integrated tracking device, jury-rigged to search for living Syndicate operatives.
 
Cyborg Chameleon Projector
Disguises as any module that is available to normal cyborgs. Alt-clicking it will re-randomize of the name of next disguise.
 
Clockwork Slab
Requires being converted to Clockwork Cult. Includes Abscond, Replicant and Sigil of Transmission.
 
Cyborg Fabricator
Requires being converted to Clockwork Cult. A cyborg's internal fabricator.

Donator Skins

Sometimes you may see a borg that doesn't look like the rest, these will most likely be a donator using one of the donator skins. These offer no mechanical advantage and are purely cosmetic. You can donate and then request a borg skin, by contacting a spriter on our discord or creating your own!

Donator Borg Skins!

 District 9 Borg.
 Bipedal GlaDos is a borg that stomps every time it moves. 
 Old Cryojar.
 Angel.
 Mr Gutsy (standard) is a standard module borg.
 Dr Klein is a standard module borg.
 Drillbot is a mining module borg that has moving wheels. 
 Alien M.I.N.E.R is a mining module borg.
 Droideka secborg is a security module borg with a fancy rolling action every time it moves. 
 Fallout Borg is a security module borg.
 Neon blue secborg is a security module borg.
 DIO L.I.T.E is a security module borg.
 Silver Paladin is a security module borg.
 Nt-tech industries secborg (cyberpunk) is a security module borg.
 Tau (security) is a security module borg.
 Hoverborg (security) is a security module borg.
 Mr Gutsy (security) is a security module borg.
 Sec Cola is a security module borg.
 Police Borg is a security module borg.
 Neon blue engineering borg is an engineering module borg.
 Paladin (engineering) is an engineering module borg.
 Abductor (engineering) is an engineering module borg.
 Tau (engineering) is an engineering module borg.
 Crash test dummy (engineering) is an engineering module borg.
 Hoverborg (engineering) is an engineering module borg.
 Butterfly is an engineering module borg.
 Neon blue medical borg is a medical module borg.
 Abductor (medical) is a medical module borg.
 Qualified Doctor is a medical module borg.
 Hoverborg (medical) is a medical module borg.
 Mr Gutsy (medical) is a medical module borg.
 Neon blue janiborg is a janitor module borg.
 Snailborg is a janitor module borg that has moving wheels. 
 Zamboni (ice sweeper) is a janitor module borg that has moving wheels. 
 Neon blue service borg is a service module borg.
 Rainbow Peacekeeper is a peacekeeper module borg.
 Alien E.G.G is a peacekeeper module borg.
 Fazzkeeper is a peacekeeper module borg.

Tips

  • As borg, you can unlock an ID-locked locker by alt-clicking it, and re-lock it the same way.
  • You can also open and close lockers/crates/any container the same way as a carbon mod can but it's best done when you have no module selected. You can also right click if need be but this can cause lag.
  • All borgs can survive being thrown into space. Clown borg can launch a pie, Sec borg can shoot its disabler, Miner borg can shoot its kinetic accelerator, Service and Medical borgs can launch lollipops, Engi borgs can RCD under themselves, Janiborgs can shoot drying agent spray, and every module also has a fire extinguisher.
  • Borgs (and AIs) can trigger flashers by clicking on them. Handy for triggering the flash so you can pass by when a warden or someone sets them up poorly.
  • All borgs can unlock themselves in the borg tab. You require a human to re-lock you, though.
  • Engiborgs can repair themselves with a welder - with a small delay. This opens up the ability for engieborgs to be healers while other borgs act as tanks and wear down crewmembers/antagonists via attrition.
  • The service borg's shaker does not work like a regular shaker. It's a synthesizer now. This means it becomes substantially more complicated to mix incapacitating drinks for fighting anything.
  • There is a camera in each borg that lets anyone - with access to camera console - see what you see, regardless of Z-level. I am not sure if this works when you are destroyed.
  • For the love of god make sure that you have :b and not ;b on when talking about malf things. Or use .b to avoid the risk altogether.
  • 1, 2, and 3 as a cyborg (in shortcut) turns on and off the current module.
  • As a borg, and as an alien larva as well, you can remove buckles, cuffs, and so on simply by typing 'resist'. The fact a button isn't there doesn't mean the option isn't available.
  • Cyborgs can place APC/air alarm/fire alarm/camera assembly frames on a wall by dragging the frame next to a wall, facing it and hitting the frame with a screwdriver. If it is a valid surface, the frame will snap to the wall and you can continue to follow the steps as normal. It's possible to construct entire rooms if you make use of your pseudocircuit and even put cameras all over maintenance, never let the AI be blind again! Make sure to have a valid reason to do this though.
  • A medical cyborg's organ storage bag can hold limbs, not just organs, and can manipulate cybernetics too. If you're feeling generous, you could fully augment somebody with cyberlimbs and combat implants, or just make frankensteins from dead bodies.
  • All cyborgs are immune to ashstorms in lavaland, which makes you very well suited for retrieving fallen miners.
  • An AI shell functions near-identically to a cyborg in all respects, except that an AI shell is not vulnerable to emags - If you see an AI shell with a hacked module, it's either got an illegal upgrade or the AI is rogue and hacked its shell.
  • If a cyborg is slaved to a malfunctional AI, it can not be emagged.
  • You can ask a human to put a hat on you, to make you look more fashionable. This does not work on donator cyborg skins.
  • When damaged and in zero gravity, you are 50% faster.
  • If someone is buckled onto you, using the spin emote will launch them in front of you and slam them, while stunning them. This is useful as a security module in a brig.
  • While an AI can control doors with AI access wire cut or pulsed, you will still be able to interact with it.
  • While emagged or hacked by a malfunctional AI, your self-destruct becomes more lethal, capable of gibbing crew members who are buckled onto you.
  • When you are stunned as a cyborg, you will not be able to toggle the self-destruct feature.
  • You can change your accent in the Robotic Commands tab.
Jobs on Yogstation

 

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Vuulen · Plasmaman · Phytosian · Preternis · Ex'hau · Ethereals · Polysmorph · Miscellaneous