Research Director: Difference between revisions

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===Your Defense===
===Your Defense===
At the start, the Research Director is possibly the most vulnerable head of staff on station. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you're smart.
At the start of each shift, the Research Director one of the more vulnerable heads of staff on board.. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you're familiar with them (Which, being the Director of Science, you most certainly should be).


There is a Reactive Teleporter Armor in your locker - It is both a fantastic tool and a hilarious deathtrap. When it is activated, any physical contact (Hugging, stripping, grabbing, hitting) will cause the armor to shunt you away in a random direction. While can be incredibly useful, it can also be incredibly dangerous if you're near space. It can easily fling you out into the void, so be mindful of when you keep it on or off.
There is a Reactive Teleporter Armor in your locker - It is both a fantastic tool and a hilarious deathtrap. When it is activated, any physical contact (Hugging, stripping, grabbing, hitting) will cause the armor to shunt you away in a random direction. While can be incredibly useful, it can also be incredibly dangerous if you're near space. It can easily fling you out into the void, so be mindful of when you keep it on or off.


While you can produce a vast array of weapons, a large majority of them require a Firing Pin. These can be found in the Armory, or ordered from Cargo. Currently, the only pins you can personally produce are Testing Range Pins, which allow the guns to function on the range and the range alone (Bear in mind you can use those guns at said location to bust open a crate of standard firing pins!). But you can still emag guns to override the firing pin. If you're even luckier, mining will bring along ore that will allow you to make [[Mechs|big stompy mechs]]
While you can produce a vast array of weapons, a large majority of them require a Firing Pin. These can be found in the Armory, or ordered from Cargo. While you cannot replicate the standard Electronic Firing Pins, you can create two unique versions: Testing Range pins, and Loyalty Pins. The former will give your gun the ability to be fired exclusivley on the Firing Range, for testing, while the latter will not fire for those who do not have a Loyalty Implant. Gear given to Security typically benefits from being pinned with them, as it prohibits their weapons from being used against them.


=== Lamarr ===
=== Lamarr ===
Anonymous user

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