Guide to malfunction: Difference between revisions

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UPDATE FOR NEW THINGS
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imported>Anonus
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====Scientists====
====Scientists====
Scientists have access to bomb making tools, circuit board printers, and various other things via xenobiology. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards.
Scientists have access to bomb making tools, circuit board printers, EMPs via xenobiology, and ion rifles via research, as well as other guns. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards or guns. Xenobiology is only a minor threat, as the slimes themselves cannot harm you or your borgs by feeding, and the EMP they can get is only rarely remembered and even less used.


====Quartermaster and Cargo====
====Quartermaster and Cargo====
Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quarter Master's console and he's just a slightly better equipped assistant.
Another enemy that can be rendered impotent if you destroy their tools, Quarter Masters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the Quartermaster's console and he's just a slightly better equipped assistant.


====Security and the Detective====
====Security and the Detective====
The detective's gun is capable of doing slightly more damage than a fire extinguisher strike. It can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers which, while not ideal weapons for killing borgs, are better than anything but the syndicate weapons. They also have access to flashes and portable flashes, and should be prevented from using them.
The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers which, while not ideal weapons for killing borgs, are better than anything but the syndicate weapons. They also have access to flashes and portable flashes, and should be prevented from using them.


====The Chaplain====
====The Chaplain====
His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing - You can expect no one to believe the retard's claim that AI is rogue.
His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!".


====Mime and Clown====
====Mime and Clown====
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====Assistants, Bartenders, Janitors====
====Assistants, Bartenders, Janitors====
These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools, either via the Head of Personnel or via maintenance, but are not very high priority compared to the others. Do not be intimidated by the shotgun, each attack with it will only do about as much damage as an attack with a fire extinguisher.
These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools, either via the Head of Personnel or via maintenance, but are not very high priority compared to the others. Be intimidated by the shotgun, if the bartender manages to get into cargo they are able to obtain highly lethal rounds which are very effective against borgs.


====Lawyers, Cooks, Librarians, Botanists and Doctors====
====Lawyers, Cooks, Librarians, Botanists and Doctors====
Generally laughable unless they get access to better tools. Syringe guns and spray bottles of acid pose no risk to a borg, and in fact are a friendly fire hazard.
Generally laughable unless they get access to better tools. The chef's knife, and the butcher knife he can get from his vendor, are rather robust weapons, and his tray can even stun borgs, though it is only rarely used. Syringe guns pose no risk to a borg, and in fact are a friendly fire hazard. Polynitric and sulfuric acid, however, do pose a minor threat to borgs, and will do minor damage, though it still kills humans faster than borgs.


==Game Ending Conditions==
==Game Ending Conditions==
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