Difference between revisions of "Cybermen"

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Welcome to a quick guide to playing a Cyberman.
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#REDIRECT [[Byond the impossible]]
 
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=Backstory=
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You think ion stormy shenanigans turning an AI malf are bad? Think again. Since Preternis are allowed on NT stations, reports of THEM malfunctioning have increased substantially. And worse, it has even started affecting normal humans.
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=Intro=
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Cybermen is a new gamemode, first described in http://forums.yogstation.net/index.php?threads/mode-cybermen.8096/
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*Access | Anywhere you can hack into
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**Difficulty |  <span style="color:#0066ff">Moderate</span>
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***Supervisors | The Cyberman Collective
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***Duties | Subvert the station by completing your objectives
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=Objectives=
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The Cyberman collective will assign you a total of four objectives in the round, with each given after the last is completed. These objectives always come in four stages: Explore, Expand, Exploit, and Exterminate.
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Should you find that you are unable to complete your objective, you can pray or ahelp for the admins to change or skip it. Note that they are not required to do so, so try your hardest to complete the objective without divine intervention first.
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{| class="wikitable"
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! style="text-align: center; font-weight: bold;" | Stage
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! style="text-align: center; font-weight: bold;" | Objective
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! style="text-align: center; font-weight: bold;" | Notes
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! style="text-align: center; font-weight: bold;" | Difficulty
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|-
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| style="text-align: center;" | Explore
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| style="text-align: left;" | Analyse the Nanotrasen Secret Documents in the vault.
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| style="text-align: left;" | Fairly straightforward, considering that you can just hack the door and walk in. Just try not to get caught - and if you do, play it off as if you are a normal traitor, not a cyberman. Careful of the motion-sensitive camera.
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| style="text-align: center;" | Moderate
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|-
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| style="text-align: center;" | Explore
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| style="text-align: left;" | Download 8-10 research levels and upload them to the cyberman network.
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| style="text-align: left;" | This objective is easy if you have a cyberman in science. If you don't, you can wait until you're sure some research has been done, and hack your way into the server room.
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| style="text-align: center;" | Moderate
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|-
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| style="text-align: center;" | Explore
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| style="text-align: left;" | Analyse an ID with captain-level access.
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| style="text-align: left;" | You should probably go for the HoP rather than the captain, as he is usually much less well-defended. If you have access to an ID Console, you can give yourself captain access by hacking into it, and analyse your own ID.
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| style="text-align: center;" | Moderate
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|-
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| style="text-align: center;" | Expand
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| style="text-align: left;" | Recruit cybermen until there are 6-8 on the station.
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| style="text-align: left;" | With this objective, you could either go the stunprod-abduct-all-the-assistants route, or you could do something clever like starting a conversion on someone who is about to enter cryo, and hacking them while they are asleep. Remember that each hack will take longer than the last. If you hack several humans at the same time, the cost will be the same for each of them, so you can complete this objective quickly if you coordinate with the other cybermen.
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| style="text-align: center;" | Easy
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|-
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| style="text-align: center;" | Expand
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| style="text-align: left;" | Place 2-3 cybermen into command positions.
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| style="text-align: left;" | You can accomplish this by converting current heads, or getting cybermen promoted. This objective works off the crew manifest, so if you have access to an ID Console, you can complete it easily. Remember that you can be loyalty implanted to no effect, so try to get implanted to gain the crew's trust!
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| style="text-align: center;" | Moderate
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|-
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| style="text-align: center;" | Expand
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| style="text-align: left;" | Hack the AI.
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| style="text-align: left;" | The particular AI you must hack is chosen at the beginning of this objective, do don't think you can just build a new one and hack it (unless you were forward-thinking and already did just that). The hard part about this objective is making sure the AI doesn't blab to the crew. There are several ways to do this - the AI can be hacked while it is unpowered or in an intellicard, or you could upload a "communicating with humans causes them harm" law. If all else fails, you can hack it through any AI upload, but the crew might card the AI before the hack completes, robbing you of a valuable ally.
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| style="text-align: center;" | Hard
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|-
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| style="text-align: center;" | Exploit
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| style="text-align: left;" | Analyse two high-risk items and hack a machine.
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| style="text-align: left;" | You will be given two high-risk items to analyse and an order to hack a particular type of machine. By this point you should have easy access to all of these, either by hacking or through an all-access ID you've picked up along the way. It is possible to complete this objective instantly if you happen to have already analysed or hacked all your targets. This objective is much harder to complete if you've been discovered. Note that one of your analysis targets might be the dreaded ion rifle.
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| style="text-align: center;" | Easy
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|-
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| style="text-align: center;" | Exterminate
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| style="text-align: left;" | Kill or convert humans until 60% of the crew on the station are cybermen.
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| style="text-align: left;" | This one is pretty straightforward. At this point, converting a human will take quite a while, so you should get all cybermen upgraded with high-level capacitors. You can also exile people to mining by deconstructing the shuttle console in the mining shuttle and on the asteroid, if you don't want to kill everyone for whatever reason. You lose if the escape shuttle leaves, even if you meet your goal before it reaches Centcom.
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| style="text-align: center;" | Hard
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|-
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| style="text-align: center;" | Exterminate
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| style="text-align: left;" | Hijack the Escape Shuttle, ensuring at least 6 cybermen escape on it.
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| style="text-align: left;" | Get the shuttle to leave, and make sure no non-cybermen are alive on it by the time you reach Centcom. You can ignore the escape pods. Try to supress the memories of botched changeling team objectives and work together with your fellow cybermen. If there are fewer than 6 cybermen when this objective is assigned, the required number will instead be the number of cybermen (including dead ones) at the time of assigning. You can hack the shuttle console to make the shuttle leave early.
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| style="text-align: center;" | Hard
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|-
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| style="text-align: center;" | Exterminate
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| style="text-align: left;" | Destroy the station with the nuclear device in the vault.
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| style="text-align: left;" | You can bypass the password lock by hacking the self-destruct terminal, but the nuclear authentication disk is still required. You'l have to defend the terminal for the 60 second detonation timer. You lose if the escape shuttle leaves, even if the nuke goes off afterwards.
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| style="text-align: center;" | Hard
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|}
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=Abilities=
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*You can innately access the robot talk channel. However, speaking on it before you have hacked the AI could give away your presence to the crew.
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*You can use the Cyberman Broadcast to silently, undetectably communicate with your fellow cybermen. The only downside to this ability is that it does not work if you have recently been EMPed.
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*Hacking is your bread and butter ability - almost everything you can do uses it, and most of your objectives will require it. You hack objects by activating your hacking module with the "Prepare Hacking" verb, and then middle- or alt-clicking on the object you wish to hack, much like a changeling uses its stings. To start a hack, you must be adjacent to the target, but afterwords you can move around nearby the target. Multiple cybermen can contribute to the same hack, and at least one must remain within 10 tiles of the target at all times to maintain the hack. The closer you are, the more you contribute to a hack. The base processing power of a cyberman at point-blank range is 20 per second.
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=Upgrades=
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There are two ways to upgrade your processing power. You can augment your limbs through surgery, with each augmented limb increasing your processing power by 1. This also reduces the cost of converting a human, so if a cyberman roboticist manages to get someone under anaesthesia, they can easily augment their victim and convert them.
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You can also install capacitors by hacking them. A basic capacitor will increase your processing power by 2.5, and a quadratic capacitor will increase it by 10. You can only have one capacitor installed at a time, and installing a new one will automatically uninstall the last one. These bonuses are most noticeable at long range, so buffing your own processing power will provide a great help to your allies even if you yourself are not hacking anything.
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=Hacking=
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Starting a hack will cause anyone within 3 tiles distance to hear a faint noise of static. If you attempt to hack a human, they will feel a tiny prick as you inject the nanomites that convert them into a cyberman, and as the hack progresses, they will experience several unpleasant side effects. Hacking a borg or an AI will give the silicon a very loud, obvious message that they are being hacked. It is recommended but not strictly necessary to restrain your target before you convert them.
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A hack can only be done on a machine while it is both powered and intact. If a machine is broken or loses power at any point during a hack, the hack will fail. The only exception to this rule are Cyborgs and AIs - you can depower them and hack them to prevent them from blabbing to the crew.
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You can only contribute to one hack at a time. You can manage what hack you are contributing to using the Status panel. By default you will contribute to the closest hack, but you can double-click on a hack in the statpanel to select it, and right click to bring up a context menu that allows you to select or cancel the hack.
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The base processing power you can contribute to a hack is based on distance:
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*If you are within 1 tile, you contribute 20 per second
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*If you are within 3 tiles, you contribute 10 per second
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*If you are within 10 tiles, you contribute 5 per second
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*If you are on the same z-level, you contribute 1 per second
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These values can be increased through upgrades, as noted above.
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Some hacks can be done through multiple vectors at once. For example, if you want to hack the telecoms network, you can ask every cyberman on the station to hack their radio headset, rather than requiring all the cybermen to group up around the same radio.
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Here is a list of the objects you can  hack on the station, but it is not necessarily comprehensive. Be creative and experiment! Just be careful not to give yourself and your comrades away.
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{| class="wikitable"
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! style="text-align: center; font-weight: bold;" | Type
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! style="text-align: center; font-weight: bold;" | Cost
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! style="text-align: center; font-weight: bold;" | Target(s)
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! style="text-align: left; font-weight: bold;" | Effect
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|-
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 200
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| style="text-align: center;" | Airlock or Windoor
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| style="text-align: left;" | Unbolts, opens, bolts, and depowers the airlock for 30 seconds. The airlock will remain bolted open after the door regains power, until someone fixes it manually. Windoors will have their open state toggled, but will not be depowered and cannot be bolted.
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|-
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 200
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| style="text-align: center;" | Secure Locker
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| style="text-align: left;" | Toggles the locked state of the locker. Unlike an emag, this will not break the locker, and it can be re-locked by hacking it again.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 200
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| style="text-align: center;" | Secure Crate
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| style="text-align: left;" | Unlocks the crate.
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|-
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 200
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| style="text-align: center;" | APC
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| style="text-align: left;" | Toggles the interface lock on the APC.
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|-
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 200
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| style="text-align: center;" | Air Alarm
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| style="text-align: left;" | Toggles the interface lock on the Air Alarm.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 300
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| style="text-align: center;" | Secure Computer (Medical or Security record computers)
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| style="text-align: left;" | Logs on to the computer.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 400
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| style="text-align: center;" | ID Console
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| style="text-align: left;" | Logs on to the computer, as if there were an ID with ID console access in the "verify identity" slot.(If you do this without an ID in the "target" slot, it can bug out the UI)
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|-
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 100
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| style="text-align: center;" | Microwave
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| style="text-align: left;" | Does nothing.
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| style="text-align: center;" | Conversion
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| style="text-align: center;" | 1000
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| style="text-align: center;" | Cyborg
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| style="text-align: left;" | Unslaves the cyborg from the AI and uploads a 0-level law that states "Serve the Cyberman collective". Note that cyborgs have no way of identifying cybermen short of noticing that they can speak in binary chat. The cyborg receives very noticeable messages that it is being hacked, so you should probably find some way to shut it up before you start hacking it. You can hack a cyborg while it is unpowered or stunned.
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| style="text-align: center;" | Conversion
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| style="text-align: center;" | 3000
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| style="text-align: center;" | AI Core, Intellecard, AI Upload Console
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| style="text-align: left;" | Uploads a new 0-level law to the AI that states "Serve the Cyberman collective". Note that AIs have no way of identifying cybermen short of noticing that they can speak in binary chat. You can hack an AI through the AI core, any AI upload, or through an intellicard that holds the AI. The AI receives very noticeable messages that it is being hacked, so you should probably find some way to shut it up before you start hacking it. You can hack an AI while it is unpowered.
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| style="text-align: center;" | Conversion
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| style="text-align: center;" | 400+200*(current number of cybermen), x2 if implanted, -100 per augmented limb
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| style="text-align: center;" | Human
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| style="text-align: left;" | Injectes nanites into the human (or mutant human) that convert them into a cyberman. They feel a tiny prick when the hack starts, and when the hack reaches 50% completion, they will start to experience digital artefacts. Some of the speech they hear and speak will be turned into binary, and they will see scrolling 1s and 0s on random tiles. The human is likely to panic upon seeing these, so it is recommended that they be restrained. If the human is hit by an EMP, the hack will fail, and if they are shocked by an electrocuted door, the hack will lose progress equal to 10% of its cost. While the conversion takes place, any health analyser will detect the nanites and recommend immediate exposure to an EMP, so try to keep your target out of medical.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 500
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| style="text-align: center;" | RnD Server, RnD Server Console
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| style="text-align: left;" | Uploads any research on the RnD server to the cyberman network. Used for completing objectives. Does not delete the research on the server.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 100
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| style="text-align: center;" | Technology Disk
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| style="text-align: left;" | Uploads any research on the disk to the cyberman network, deleting the data on the disk. Used for completing objectives.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 400
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| style="text-align: center;" | Communications Console
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| style="text-align: left;" | Logs in with captain-level access.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 300
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| style="text-align: center;" | Bot
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| style="text-align: left;" | Emags the bot.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 300
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| style="text-align: center;" | Vending Machine
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| style="text-align: left;" | Enables contraband and disables departmental access on the machine. The same effect can be achieved manually by pulsing the proper wires.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 400
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| style="text-align: center;" | Autholathe
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| style="text-align: left;" | Enables the autolathe to produce more items. The same effect can be achieved manually by cutting the proper wire.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 400
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| style="text-align: center;" | Shuttle Console
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| style="text-align: left;" | Causes the shuttle to be launched early, 10 seconds after the hack completes.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 1000
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| style="text-align: center;" | Radio Headset, Station Bounce Radio, Intercomm, Telecommunications Hub
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| style="text-align: left;" | Toggles the telecommunications hub off. Can be done through multiple radios at the same time. Note that the AI can easily turn comms back on, and a competent engineer can rewire telecoms to ignore this. You cannot turn the hub back on through hacking.
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| style="text-align: center;" | Hack
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| style="text-align: center;" | 1000
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| style="text-align: center;" | The Station Self-Destruct terminal
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| style="text-align: left;" | Bypasses the password lock on the nuclear device, but does not remove the need for the nuclear authentication disk. This hack cannot be done unless nuking the station is your current objective.
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| style="text-align: center;" | Analysis
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| style="text-align: center;" | 100
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| style="text-align: center;" | Any ID, many high-risk items
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| style="text-align: left;" | Analyses the object and uploads its specifications to the cyberman network. Used for completing objectives. You can try to analyse an object even if it is not your current objective, and if it turns out to be an objective later, you will instantly complete that objective.
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| style="text-align: center;" | Installation
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| style="text-align: center;" | 300
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| style="text-align: center;" | Any Capacitor
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| style="text-align: left;" | Installs the component to increase your processing power. You must have the component on your person at all times, and no other cybermen can contribute to help you. You may have the component hidden in your backpack.
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=Weaknesses=
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As a cyberman, your greatest weakness is an EMP pulse. Did you start as an engineer? Better skedaddle from engineering before the sing starts up. Did someone catch on to you and is running around with the ion rifle? Your best hope is to run and hide. EMP pulses of any strength with knock you over, show a very obvious message to anyone who can see you, and give you significant brain damage. In addition, for the next 60 seconds, you will be unable to speak, hack, or send messages with the cyberman broadcast. Any broadcast messages you receive will be garbled, though the garbling effect will lessen as time passes.
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With this in mind, removing the ion rifle from the station should be a high-priority objective, if you can do so without arousing suspicion. Remember to hack it first, however - there is a possibility that one of your objectives will be to analyze it, and if you space it early in the shift without doing so, you could ruin the whole round for the Cybermen!
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If you are scanned by a health analyser, it will detect the cyberman implants in your brain, so try not to get scanned by a medical professional. You will also leave fingerprints on anything you hack, even if you are wearing gloves, so if the crew is on to you, you should consider hacking a security records console and changing your fingerprint records.
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=Deconversion=
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An important note to keep track of is that cybermen are completely immune to loyalty implants - you can convert an implanted person (though this takes longer than normal), and you can even be implanted to no effect, though sec huds will still show that you are implanted.
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The only way to truly deconvert a cyberman is to preform brain surgery to "remove illegal implants". This will, unfortunately, cause an enormous amount of brain damage and kill the victim. Nothing a quick cloning or defib (with a healthy dose of Mannitol) can't fix. If a cyberman is deconverted, they will have no memory of their time as a cyberman.
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=Supplementary Video=
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[[Media:hacking_in_progress.gif]]
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Latest revision as of 00:04, 12 July 2019