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	<title>SS220 /tg/station13 (Space Station 13) - Вклад [ru]</title>
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	<updated>2026-06-03T23:54:35Z</updated>
	<subtitle>Вклад</subtitle>
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		<title>Ядерный оперативник</title>
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		<updated>2022-03-30T23:34:51Z</updated>

		<summary type="html">&lt;p&gt;Qqw: убрал мягкий знак там, где он стоять не должен&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_nukesyndie.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Ядерный оперативник&lt;br /&gt;
|access = Syndicate, [[Maintenance]]&lt;br /&gt;
|additional = Любые места с помощью [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] или взрывчатка C4 вам поможет в этом&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|superior = [[Синдикат]]&lt;br /&gt;
|duties = ДОСТАТЬ [[Nuclear disk|ЭТАТ ЧЕРТАВ ДИСК!1!]]&lt;br /&gt;
|guides = This page, [[Syndicate Items]]&amp;lt;nowiki&amp;gt;, [ЧТО, БЛЯТЬ, ВЫ ДОЛЖНЫ ДЕЛАТЬ ВО ВРЕМЯ ВОЕННЫХ ОПЕРАЦИЙ: ФИНАЛЬНОЕ РУКОВОДСТВО]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|quote = :b Каков план, ребята?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Мои поздравления, агент! Вы были выбранны для присоединения в &amp;lt;s&amp;gt;нашу лучшую группу оперативников,&amp;lt;/s&amp;gt; ударную группу  &#039;&#039;&#039;Ядерные Оперативники&#039;&#039;&#039;. Ваша миссия, независимого от того, решите принять в ней участник или нет, состоит в уничтожении самой передовой исследовательский центр NanoTrasen. Правильно, &#039;&#039;вы отправляетесь на Space Station 13&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png]] Ядерные засранцы&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Твои главные задачи==&lt;br /&gt;
&amp;lt;s&amp;gt;1. Резня.&amp;lt;/s&amp;gt; &lt;br /&gt;
#Достать [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]] (Находится на станции).[[File:NuclearDisk.gif|64px]]&lt;br /&gt;
# Использовать диск на боеголовке ([[Nuclear Fission Explosive]]), запустить таймер и доставить на станцию  (Находится на вашем шаттле (Infiltrator)). [[File:Nuke.gif|64px]]&lt;br /&gt;
# Вернуться на шаттле (Infiltrator) на базу живым  [[File:Vodka bottle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_nukesyndie.png]] Но сначала, вы должны научиться ползать==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Прежде чем что-либо предпринять, вы должны должным образом подготовиться. Нет необходимости спешить, вместо этого найдите время, чтобы обсудить стратегию со своими товарищами по команде - хорошо спланированный план - залог у успеху!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Список, обязательный к выполнению:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Планируйте&#039;&#039;&#039; атаку (как вы достанете диск и активируйте боеголовку)&lt;br /&gt;
# &#039;&#039;&#039;Покупайте&#039;&#039;&#039; снаряжении в аплинке и вооружайтесь до зубов!&lt;br /&gt;
# &#039;&#039;&#039;Отправьтесь&#039;&#039;&#039; на станцию с помощью вашего корабля (Syndicate Infiltrator) или дайте знать, что вы отправитесь туда на вооруженном поде.&lt;br /&gt;
# &#039;&#039;&#039;Похитьте&#039;&#039;&#039; [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]].&lt;br /&gt;
# &#039;&#039;&#039;Активируйте&#039;&#039;&#039; [[Nuclear Fission Explosive|ядерную боеголовку]] (обязательно на станции).&lt;br /&gt;
# &#039;&#039;&#039;Эвакуируйтесь&#039;&#039;&#039; со станции на базу и отпразднуйте победу вместе с выжившей командой.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Знай свою команду===&lt;br /&gt;
Все твои союзники имеют большой красный знак [[File:Hudsyndicate.png]] возле их голов. Контролируй свой огонь, когда находишься рядом с [[File:Hudsyndicate.png]], ведь ты не хочешь попасть по своим и убить своего союзника-агента. Кроме того, у вас у всех будет одна фамилия, которую дает ваш лидер&lt;br /&gt;
&lt;br /&gt;
У каждого отряда ядерных оперативников есть свой лидер. Он спавнится за столом бармена и он единственный имеет доступ к вашему синдикатовскому кораблю Лазутчик. Помимо этого у них уже есть специальная гарнитура с громким режимом, потому у них всегда будет большой текст в радиоканале синдиката, если лидер его не выключит. Если вы стали лидер, но не уверенны в ваших лидерских качествах, то передайте свою карточку и пульт объявления войны другому оперативнику.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Documents.png|32px]] Планируй нападение==&lt;br /&gt;
&#039;&#039;&#039;Слушай своего командира&#039;&#039;&#039; (этот парень спавнится за стойкой и только у него есть доступ к Лазутчику)! Ваша команда должна обсудить свой план атаки, но последнее слово должно быть за лидером.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
* &#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes. &lt;br /&gt;
* &#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
* &#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
&lt;br /&gt;
These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Gangtool_red.png|32px|]] Объявление войны.===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Объявление войны&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=color:red&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate headset.png]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
&lt;br /&gt;
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
&lt;br /&gt;
Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
&lt;br /&gt;
Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
&lt;br /&gt;
Alternatively, purchase a [[Syndicate_items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
&lt;br /&gt;
The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Radio.png]] Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
&lt;br /&gt;
Each operative spawns with a personal Syndicate Uplink radio [[File:Radio.png]] with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Chest rig.png]] Экипировка==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|Syndicate Infiltrator, ваш корабль.&amp;lt;br&amp;gt;Зеленый - инструменты&amp;lt;br&amp;gt;Синий - взрывчатка (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Фиолетовый: твои кроваво-красные утяжеленные костюмы.&amp;lt;br&amp;gt;Желтый - медицина и хирургия&amp;lt;br&amp;gt;Красный - ядерная боеголовка, ее нужно взорвать на станции.]]&lt;br /&gt;
&lt;br /&gt;
You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
&lt;br /&gt;
Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Расположенно 5 шкафчиков, в каждом:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Тактическая водолазка&lt;br /&gt;
* Черные ботинки&lt;br /&gt;
* Стандартная гарнитура с предустановленным ключем шифрования синдиката.&lt;br /&gt;
* Нагрудной пояс для хранения дополнительного вооружения.&lt;br /&gt;
* Оперативная кобура - альтернатива нагрудной установке, если вы планируете использовать крупнокалиберное оружие, такое как снайперские винтовки и ракетные установки&lt;br /&gt;
* Карманная монтировка (Абсолютно необходимо, когда ваша команда использует powersink. Помещается в коробку)&lt;br /&gt;
* Очки ночного видения&lt;br /&gt;
* 10mm Pistol Magazine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;На корабле Синдика, например в &#039;&#039;&#039;Хранилище инструментов&#039;&#039;&#039;, который содержит:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Очки ночного видения.&lt;br /&gt;
* Подозрительно выглядящий ящик с инструментами (У тебя должен быть гаечный ключ, что бы прикрутить высасыватель энергии.)&lt;br /&gt;
* 2 подозрительных маячков. (Этими маяками являются [[Syndicate_Items#Syndicate_Bomb|бомбами синдиката]], не берите их просто так, обычно они являются частью операции.)&lt;br /&gt;
* 2 минибомбы синдиката.&lt;br /&gt;
* 5 блоков C4.&lt;br /&gt;
* Медицинская спортивная сумка синдиката.&lt;br /&gt;
* Военный ПДА с detomatix картриджом.&lt;br /&gt;
* Коробка гранат со слезоточивым газом.&lt;br /&gt;
* Коробка с оглушающими гранатами.&lt;br /&gt;
* 5 магазинов для пистолета.&lt;br /&gt;
* Многие другие виды универсальных инструментов, таких как датчики приближения и устройства дистанционной сигнализации.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must now equip yourself for space travel so you can invade the station.&lt;br /&gt;
# If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
# Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
# Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
# Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
# Put the tank in your suit storage and activate your internals.&lt;br /&gt;
# (Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
# Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
&lt;br /&gt;
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
&lt;br /&gt;
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:L6machinegun.png]]И это... Это мое оружие===&lt;br /&gt;
Самая лучшая часть вашего плана: это выбор оружия.&lt;br /&gt;
&lt;br /&gt;
The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Пушки, пушечки и еще раз пушка!:&amp;lt;/u&amp;gt;====&lt;br /&gt;
Краткий и грязный список обычного огнестрельного оружия, используемого оперативниками Синдиката на станции.&lt;br /&gt;
&lt;br /&gt;
*[[File:Stetchkin.png]] Stetchkin Pistol -- &#039;&#039;&#039;Бесплатен&#039;&#039;&#039;. Стандартное оружие. 8 патрон, 30 brute урона с выстрела. Это второстепенное оружие из-за низкой скорострельности и его боеприпаса, но оно может быть полезно в крайнем случае. Боеприпасы можно найти на базе синдиката в шкафчиках, в аплинке и на вашем шаттле, но все же лучше их не покупать&lt;br /&gt;
&lt;br /&gt;
*[[File:C20r.png]] C-20r Submachine Gun -- &#039;&#039;&#039;10 Телекристаллов.&#039;&#039;&#039;  SMG для ближнего-среднего боя. 24 патрона, 30 урона от встрела. Известен и популярен среди нюкеров, стреляет по два патрона для лучшего урона. Огромный потенциалиал.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bulldog.png]] Bulldog Shotgun -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Ружье для ближнего боя. 8-ви зарядный, полуавтоматический. Пять типов боеприпасов. Великолепен для столкновение на близких дистанциях, как в технических туннелях. &lt;br /&gt;
&lt;br /&gt;
*[[File:M90.png]] M90-gl Carbine -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Этот карабин стреляет по 3 патрона и снаряжен подствольным гранатометом. Магазины содержат по 30 патронов, а brute урон при попадании - 35 , чего более, чем достаточно для небронированных целей. Дополнительно можно докупить HE гранаты в аплинке за 2 TC каждая.&lt;br /&gt;
&lt;br /&gt;
*[[File:L6machinegun.png]] L6 SAW -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Облегченный пулемет. 50 патронов, 45 brute урона при попадании. Ужасно мощное оружие, способное поражать несколько целей одной очередью. Однако очень громоздкий и не может поместиться в рюкзаке, потому его нужно всегда носить с собой.&lt;br /&gt;
&lt;br /&gt;
*[[File:Sniper.png]] Sniper Rifle -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Специализированное оружие для специалиста или сумашедшего. Сумашедшая снайперская винтовка для стрельбы по дальним мешеням. 6 патронов, стандартный тип которого может открывать конечности и наносит 70 brute урона при попадании. Снайперская винтовка, как и пулемет, не помещается в рюкзаке, а так же оставляет за собой много шума при выстреле.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Оружие для ближнего боя:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most common available melee weapons.&lt;br /&gt;
&lt;br /&gt;
*[[File:ESword.png]] Энергетический меч -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. 30 brute за удар. Отличное запасное оружие. Хорош для продолжения битвы, если вы остались без патронов или экономите их. Может быть отключен, что бы поместится в кармене.&lt;br /&gt;
&lt;br /&gt;
*[[File:DoubleESword.png]] Двойной энергетический меч   -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Что бы может быть лучше энергетического меча? Два энергетических меча! Двойной энергетический меч чрезвычайно мощное оружие, способное отправить цель без брони в крит за 3 удара, (и даже, вероятно, оглушить, расчленить или отправить его в безсознательное состояние задолго до этого!) Как и обычный энергетический меч все еще может отключен и поместиться в кармане.&lt;br /&gt;
&lt;br /&gt;
*[[File:Eshield.png]] Энергетический щит -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Мощная штука, которая отражает все энергетические и лазерные снаряды, но пропускает пули. Используйте вместе с энергетическим мечом для убойного комбо.&lt;br /&gt;
&lt;br /&gt;
*[[File:CQC_manual.png]] CQC Manual -- &#039;&#039;&#039;13 Телекристаллов&#039;&#039;&#039;.  Прочтение этой одноразовый книги научит вас CQC - боевому исскуству. CQC позволяет делать мощные комбо, которое могут вывести противника из строя за пару секунд, потому он очень популярен среди оперативников, которые предпочитает действовать скрытно. Есть шанс блокировать и контратаковать атаки с активным режимом броска. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Heavy Fire Support:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkGygax.png]] Dark Gygax Exosuit -- &#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; винтовка, которая поджигает цель при попадании&lt;br /&gt;
*Гранатомет SGL-6, который стреляет светошумовыми гранатами.&lt;br /&gt;
*Персональное устройство для телепортации&lt;br /&gt;
*Tesla energy relay, который подзаряжает мех&lt;br /&gt;
*Thrusters, двигатели, которые рабоют в безвоздушном пространстве для маневренности меха &lt;br /&gt;
**Может ускорять мех за счет ускоренного потребления энергии.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkMarauder.png]] Dark Mauler Exosuit -- &#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Киборги Синдиката===&lt;br /&gt;
Телепорты киборгов Синдиката покупаются в Аплинке за некоторое количество телекристаллов. Случайный игрок в режими призрака будет выбран в качестве киборга, если он заранее включил Ядерного оперативника в предпочтениях (если желающих нет, то телепорт можно вернуть применив его на аплинке). Киборги Синдиката очень эффективы, если вы действуете в открытую, ведь они не подвластны оглушениям, а все их повреждения, если они не критичные, можно обратить обычной сваркой. Так-же у киборгов есть передовое вооружение Синдиката, как [[Cryptographic sequencer|Емаг]] для взлома других киборгов на станции. Как и обычные оперативники, киборги Синдиката могут определить союзника &lt;br /&gt;
&lt;br /&gt;
Киборги Синдиката, как и обычные синтетики, могут прослушать и говорить на бинарном канале. С одной стороны, это позволяет им подслушивать ИИ; с другой стороны, борг синдиката, который случайно скажет что-то по этому каналу, может выдать всю вашу операцию, так что будьте осторожны!&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndieborg.png]] Assault====&lt;br /&gt;
&#039;&#039;&#039;140 Телекристаллов&#039;&#039;&#039;. Подлая машина для убийств с доступом к энергетическому мечу, LMG, Емагу и шести-зарядному гранатомету.&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Энергетический меч&lt;br /&gt;
* LMG, который стреляет по 3 пули разом. Медленно перезаряжается с помощью энергии киборга.&lt;br /&gt;
* Шести-зарядный гранатомет, который не может быть перезаряжен.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Лом&lt;br /&gt;
* Карманный огнетушитель&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png]] Medical====&lt;br /&gt;
&#039;&#039;&#039;35 Телекристаллов&#039;&#039;&#039;. Менее смертоносен, чем штурмой вариант, но все еще удивительно полезен. Медицинские киборги являются эффективными боевыми медиками у которых есть боевой гипоспрей, полный набор хирургических инструментов и медициский пистолет с лечебным лучем, который лечит оперативников на расстоянии. &lt;br /&gt;
* Гипоспрей синидката, содержащий [[Guide_to_chemistry#Restorative_Nanites|Лечебных Нанитов]], Йодистый Калий и Морфин. Возобновляющийся и способен вводить реагенты, минуя хардсюиты и космические костюмы.&lt;br /&gt;
* Боевой Дефибриллятор, который может работать через риги оперативников.&lt;br /&gt;
* Медицинский лучевой пистолет&lt;br /&gt;
* Анализатор здоровья&lt;br /&gt;
* Полный набор хирургических инструментов, включая энергетическую пилу, марлю и сумку для хранения органов.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Лом&lt;br /&gt;
* Карманный огнетушитель&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png]] Saboteur====&lt;br /&gt;
&#039;&#039;&#039;35 Телекристаллов&#039;&#039;&#039;. Хорош для саботажа, так как может маскироваться под обычных инженерных киборгов на станции. Киборги-диверсанты также имеют доступ к поддельному теггеру назначения, который можно использовать для перемещения по станции с помощью сети утилизации.&lt;br /&gt;
* Сварочный инструмент&lt;br /&gt;
* Лом&lt;br /&gt;
* Гаечный ключ&lt;br /&gt;
* Электрическая отвертка&lt;br /&gt;
* Кусачки для переризания проводов&lt;br /&gt;
* Синтезатор металла&lt;br /&gt;
* Синтезатор стекла&lt;br /&gt;
* Синтезатор проводов&lt;br /&gt;
* Укрепленное стекло&lt;br /&gt;
* Пруты&lt;br /&gt;
* Плитки пола&lt;br /&gt;
* Роботически RCD (Перекрашен в цвета синдиката, чисто косметическое)&lt;br /&gt;
* Диспенсер труб&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
* Огнетушитель (необходимо заправлять вручную).&lt;br /&gt;
* Застежки (наручники)&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Термальное зрение&lt;br /&gt;
* Поддельный указатель места назначения&lt;br /&gt;
* Хамелеон-прожектор&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px]] Guys? Where are you?====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|32px]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate_tablet_off.png|32px]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Cindy Kate&lt;br /&gt;
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you&#039;re in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].&lt;br /&gt;
|image=[[File:Traitor.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
# &#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
# Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
# Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
# Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
# Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
# Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
* &#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to take a Syndicate ID card from one of the operatives before they self-destructed, hijacked the Syndicate cruiser, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]]Tips==&lt;br /&gt;
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
* The gloves you start with are already insulated.&lt;br /&gt;
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
* For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
* Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
* Be careful of falling behind and getting lost in space.&lt;br /&gt;
* To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
* Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
* Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!&lt;br /&gt;
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
* Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would &amp;lt;s&amp;gt;take you days to guess it&amp;lt;/s&amp;gt; be impossible to activate.&lt;br /&gt;
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, science disks are Yellow and Nuke Disks are Green.&lt;br /&gt;
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
* Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
* Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
* Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
* The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
* Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
* You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for comboing with your Syndicate ballon.&lt;br /&gt;
* You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=Maps&amp;diff=12301</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=Maps&amp;diff=12301"/>
		<updated>2022-03-10T19:51:16Z</updated>

		<summary type="html">&lt;p&gt;Qqw: Отмена правки 12300, сделанной Qqw (обсуждение)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.&lt;br /&gt;
&lt;br /&gt;
The current, and next selected, map information are located in the &#039;Status&#039; tab.&lt;br /&gt;
&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
&lt;br /&gt;
== [[MetaStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MetaStation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;[[MetaStation]]&#039;&#039;&#039; was originally created as an alternative to BoxStation. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. &lt;br /&gt;
&lt;br /&gt;
MetaStation ran on Basil for a long time and was generally well received. It was originally created and maintained by &#039;&#039;&#039;[[User:Metacide|Metacide]]&#039;&#039;&#039;, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history. As of Sep 2019, it seems to be slowly replacing Box as the &amp;quot;official&amp;quot; map for /tg/.&lt;br /&gt;
|Notes&lt;br /&gt;
* It is geared towards higher populations than BoxStation.&lt;br /&gt;
* Key areas are more evenly spread to reduce local overcrowding.&lt;br /&gt;
* It feels much more open, attacks in public are harder to get away with.&lt;br /&gt;
* It has a large maintenance system covering most of the station, useful for stealthier tactics.&lt;br /&gt;
* There are in-game maps and direction signposts on the walls of the station to help you find your way.&lt;br /&gt;
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcome&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=3090 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[DeltaStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deltastation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;DeltaStation&#039;&#039;&#039; is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It was originally created by Okand37.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 50+ players.&lt;br /&gt;
* An expansive maintenance is included with this station, largely recognized as a &#039;second station&#039; with a number of areas, tools, items and machines.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7172&amp;amp;view=unread&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[IceboxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icebox_Multiz_render.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;IceboxStation&#039;&#039;&#039; is a reworking/reimagining of BoxStation, placing the station on an ice planet. The map is unique in that it does not utilize space nor Lavaland, and mining is instead done on two levels below the station, with more danger on the lower levels.&lt;br /&gt;
|Notes&lt;br /&gt;
* The layout of the map is near identical to BoxStation, with only a few minor changes to better accommodate the mining sublevels.&lt;br /&gt;
* The station&#039;s mining layers have different challenges and ruins when compared to Lavaland.&lt;br /&gt;
* Due to being on a planet, the exterior atmosphere outside the station is at a safe pressure, however it is much colder- this makes a warm jacket and a breath mask all that is necessary to go outdoors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[KiloStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kilostation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Kilostation&#039;&#039;&#039; is a low to mid-population map designed around dense departments, keeping unused hallway space to a minimum and encouraging player interaction. KiloStation is themed to be a station where destruction, murder and intrigue are commonplace, and has a more run down and abused appearance than most other maps. Rusted walls, boarded up maintenance rooms and areas with cosmetic damage are common. It was created by Okand37.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* Deviation from the MetaStation &#039;formula&#039; when reasonable is a goal of KiloStation.&lt;br /&gt;
* Many low traffic areas such as the bar, chapel and library are in the center of the map rather than the edges, to boost their use and visibility.&lt;br /&gt;
* Departments are designed to be compact and have high visibility to encourage engagement.&lt;br /&gt;
* The station has a disproportionately large and diverse maintenance area.&lt;br /&gt;
* There are hostile mobs and unusual loot in maintenance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Tramstation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tramfulltop.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Tramstation&#039;&#039;&#039; is a unique station layout where departments are segmented into 3 main groups by their typical cooperation, chained together by a large lower maintenance and an upper tram for transit all while sitting inside a large red asteroid. Created by MMMiracles.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* The map is multi-z from the ground up, design and layout taking into consideration the newfound possibilities of an extra level.&lt;br /&gt;
* The upper level is light on maintenance while the lower level has most of the tunnels. To compromise, upper floors have several radiation shelters scattered near departments or public halls for shelter.&lt;br /&gt;
* The asteroid itself can spawn small amounts of low-tier ore, such as silver, gold, and mostly iron. Very rarely it can also spawn small specks of uranium, plasma, and diamond. No, you can&#039;t find gibtonite here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game, historically significant, or will be added in the future.&lt;br /&gt;
&lt;br /&gt;
== [[RuntimeStation]] ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:RuntimeStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;Runtime Station&#039;&#039;&#039; designed to test new features without having to load a whole new station every time.&lt;br /&gt;
|Notes&lt;br /&gt;
* All doors bear no access.&lt;br /&gt;
* Has a simple engine room.&lt;br /&gt;
* Has two large testing areas.&lt;br /&gt;
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).&lt;br /&gt;
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[BoxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boxstation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;BoxStation&#039;&#039;&#039; is widely regarded as the &amp;quot;official&amp;quot; map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map has been used consistently on /tg/station since 2010.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* There are several small crevices to perform distasteful acts.&lt;br /&gt;
* Maintenance is designed to provide an outer shell to most of the station.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=Maps&amp;diff=12300</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=Maps&amp;diff=12300"/>
		<updated>2022-03-10T19:34:48Z</updated>

		<summary type="html">&lt;p&gt;Qqw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.&lt;br /&gt;
&lt;br /&gt;
The current, and next selected, map information are located in the &#039;Status&#039; tab.&lt;br /&gt;
&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
&lt;br /&gt;
== [[MetaStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MetaStation_mini.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;[[MetaStation]]&#039;&#039;&#039; was originally created as an alternative to BoxStation. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. &lt;br /&gt;
&lt;br /&gt;
MetaStation ran on Basil for a long time and was generally well received. It was originally created and maintained by &#039;&#039;&#039;[[User:Metacide|Metacide]]&#039;&#039;&#039;, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history. As of Sep 2019, it seems to be slowly replacing Box as the &amp;quot;official&amp;quot; map for /tg/.&lt;br /&gt;
|Notes&lt;br /&gt;
* It is geared towards higher populations than BoxStation.&lt;br /&gt;
* Key areas are more evenly spread to reduce local overcrowding.&lt;br /&gt;
* It feels much more open, attacks in public are harder to get away with.&lt;br /&gt;
* It has a large maintenance system covering most of the station, useful for stealthier tactics.&lt;br /&gt;
* There are in-game maps and direction signposts on the walls of the station to help you find your way.&lt;br /&gt;
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcome&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=3090 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[DeltaStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deltastation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;DeltaStation&#039;&#039;&#039; is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It was originally created by Okand37.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 50+ players.&lt;br /&gt;
* An expansive maintenance is included with this station, largely recognized as a &#039;second station&#039; with a number of areas, tools, items and machines.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7172&amp;amp;view=unread&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[IceboxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icebox_Multiz_render.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;IceboxStation&#039;&#039;&#039; is a reworking/reimagining of BoxStation, placing the station on an ice planet. The map is unique in that it does not utilize space nor Lavaland, and mining is instead done on two levels below the station, with more danger on the lower levels.&lt;br /&gt;
|Notes&lt;br /&gt;
* The layout of the map is near identical to BoxStation, with only a few minor changes to better accommodate the mining sublevels.&lt;br /&gt;
* The station&#039;s mining layers have different challenges and ruins when compared to Lavaland.&lt;br /&gt;
* Due to being on a planet, the exterior atmosphere outside the station is at a safe pressure, however it is much colder- this makes a warm jacket and a breath mask all that is necessary to go outdoors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[KiloStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kilostation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Kilostation&#039;&#039;&#039; is a low to mid-population map designed around dense departments, keeping unused hallway space to a minimum and encouraging player interaction. KiloStation is themed to be a station where destruction, murder and intrigue are commonplace, and has a more run down and abused appearance than most other maps. Rusted walls, boarded up maintenance rooms and areas with cosmetic damage are common. It was created by Okand37.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* Deviation from the MetaStation &#039;formula&#039; when reasonable is a goal of KiloStation.&lt;br /&gt;
* Many low traffic areas such as the bar, chapel and library are in the center of the map rather than the edges, to boost their use and visibility.&lt;br /&gt;
* Departments are designed to be compact and have high visibility to encourage engagement.&lt;br /&gt;
* The station has a disproportionately large and diverse maintenance area.&lt;br /&gt;
* There are hostile mobs and unusual loot in maintenance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Tramstation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tramfulltop.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Tramstation&#039;&#039;&#039; is a unique station layout where departments are segmented into 3 main groups by their typical cooperation, chained together by a large lower maintenance and an upper tram for transit all while sitting inside a large red asteroid. Created by MMMiracles.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* The map is multi-z from the ground up, design and layout taking into consideration the newfound possibilities of an extra level.&lt;br /&gt;
* The upper level is light on maintenance while the lower level has most of the tunnels. To compromise, upper floors have several radiation shelters scattered near departments or public halls for shelter.&lt;br /&gt;
* The asteroid itself can spawn small amounts of low-tier ore, such as silver, gold, and mostly iron. Very rarely it can also spawn small specks of uranium, plasma, and diamond. No, you can&#039;t find gibtonite here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game, historically significant, or will be added in the future.&lt;br /&gt;
&lt;br /&gt;
== [[RuntimeStation]] ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:RuntimeStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;Runtime Station&#039;&#039;&#039; designed to test new features without having to load a whole new station every time.&lt;br /&gt;
|Notes&lt;br /&gt;
* All doors bear no access.&lt;br /&gt;
* Has a simple engine room.&lt;br /&gt;
* Has two large testing areas.&lt;br /&gt;
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).&lt;br /&gt;
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[BoxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boxstation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;BoxStation&#039;&#039;&#039; is widely regarded as the &amp;quot;official&amp;quot; map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map has been used consistently on /tg/station since 2010.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* There are several small crevices to perform distasteful acts.&lt;br /&gt;
* Maintenance is designed to provide an outer shell to most of the station.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:MetaStation_mini.png&amp;diff=12298</id>
		<title>Файл:MetaStation mini.png</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:MetaStation_mini.png&amp;diff=12298"/>
		<updated>2022-03-10T19:26:56Z</updated>

		<summary type="html">&lt;p&gt;Qqw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;miniature&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=Maps&amp;diff=12294</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=Maps&amp;diff=12294"/>
		<updated>2022-03-10T18:38:14Z</updated>

		<summary type="html">&lt;p&gt;Qqw: Отмена правки 12293, сделанной Qqw (обсуждение)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.&lt;br /&gt;
&lt;br /&gt;
The current, and next selected, map information are located in the &#039;Status&#039; tab.&lt;br /&gt;
&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
&lt;br /&gt;
== [[MetaStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:MetaStation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;[[MetaStation]]&#039;&#039;&#039; was originally created as an alternative to BoxStation. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. &lt;br /&gt;
&lt;br /&gt;
MetaStation ran on Basil for a long time and was generally well received. It was originally created and maintained by &#039;&#039;&#039;[[User:Metacide|Metacide]]&#039;&#039;&#039;, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history. As of Sep 2019, it seems to be slowly replacing Box as the &amp;quot;official&amp;quot; map for /tg/.&lt;br /&gt;
|Notes&lt;br /&gt;
* It is geared towards higher populations than BoxStation.&lt;br /&gt;
* Key areas are more evenly spread to reduce local overcrowding.&lt;br /&gt;
* It feels much more open, attacks in public are harder to get away with.&lt;br /&gt;
* It has a large maintenance system covering most of the station, useful for stealthier tactics.&lt;br /&gt;
* There are in-game maps and direction signposts on the walls of the station to help you find your way.&lt;br /&gt;
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcome&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=3090 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[DeltaStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deltastation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;DeltaStation&#039;&#039;&#039; is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It was originally created by Okand37.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 50+ players.&lt;br /&gt;
* An expansive maintenance is included with this station, largely recognized as a &#039;second station&#039; with a number of areas, tools, items and machines.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7172&amp;amp;view=unread&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[IceboxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icebox_Multiz_render.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;IceboxStation&#039;&#039;&#039; is a reworking/reimagining of BoxStation, placing the station on an ice planet. The map is unique in that it does not utilize space nor Lavaland, and mining is instead done on two levels below the station, with more danger on the lower levels.&lt;br /&gt;
|Notes&lt;br /&gt;
* The layout of the map is near identical to BoxStation, with only a few minor changes to better accommodate the mining sublevels.&lt;br /&gt;
* The station&#039;s mining layers have different challenges and ruins when compared to Lavaland.&lt;br /&gt;
* Due to being on a planet, the exterior atmosphere outside the station is at a safe pressure, however it is much colder- this makes a warm jacket and a breath mask all that is necessary to go outdoors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[KiloStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kilostation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Kilostation&#039;&#039;&#039; is a low to mid-population map designed around dense departments, keeping unused hallway space to a minimum and encouraging player interaction. KiloStation is themed to be a station where destruction, murder and intrigue are commonplace, and has a more run down and abused appearance than most other maps. Rusted walls, boarded up maintenance rooms and areas with cosmetic damage are common. It was created by Okand37.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* Deviation from the MetaStation &#039;formula&#039; when reasonable is a goal of KiloStation.&lt;br /&gt;
* Many low traffic areas such as the bar, chapel and library are in the center of the map rather than the edges, to boost their use and visibility.&lt;br /&gt;
* Departments are designed to be compact and have high visibility to encourage engagement.&lt;br /&gt;
* The station has a disproportionately large and diverse maintenance area.&lt;br /&gt;
* There are hostile mobs and unusual loot in maintenance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Tramstation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tramfulltop.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Tramstation&#039;&#039;&#039; is a unique station layout where departments are segmented into 3 main groups by their typical cooperation, chained together by a large lower maintenance and an upper tram for transit all while sitting inside a large red asteroid. Created by MMMiracles.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* The map is multi-z from the ground up, design and layout taking into consideration the newfound possibilities of an extra level.&lt;br /&gt;
* The upper level is light on maintenance while the lower level has most of the tunnels. To compromise, upper floors have several radiation shelters scattered near departments or public halls for shelter.&lt;br /&gt;
* The asteroid itself can spawn small amounts of low-tier ore, such as silver, gold, and mostly iron. Very rarely it can also spawn small specks of uranium, plasma, and diamond. No, you can&#039;t find gibtonite here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game, historically significant, or will be added in the future.&lt;br /&gt;
&lt;br /&gt;
== [[RuntimeStation]] ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:RuntimeStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;Runtime Station&#039;&#039;&#039; designed to test new features without having to load a whole new station every time.&lt;br /&gt;
|Notes&lt;br /&gt;
* All doors bear no access.&lt;br /&gt;
* Has a simple engine room.&lt;br /&gt;
* Has two large testing areas.&lt;br /&gt;
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).&lt;br /&gt;
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[BoxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boxstation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;BoxStation&#039;&#039;&#039; is widely regarded as the &amp;quot;official&amp;quot; map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map has been used consistently on /tg/station since 2010.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* There are several small crevices to perform distasteful acts.&lt;br /&gt;
* Maintenance is designed to provide an outer shell to most of the station.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=Maps&amp;diff=12293</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=Maps&amp;diff=12293"/>
		<updated>2022-03-10T18:37:35Z</updated>

		<summary type="html">&lt;p&gt;Qqw: проверка оправильности отображение скриншота мапы. тест one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Maps}}&lt;br /&gt;
&lt;br /&gt;
== Map Rotation ==&lt;br /&gt;
The server currently uses a unique map rotation feature that will swap between maps based on player map preferences, these being located in your character setup page. The game is weighed to use Boxstation as the default station but will, depending on player preferences and how long the current round has lasted, have a higher chance to use another map.&lt;br /&gt;
&lt;br /&gt;
The current, and next selected, map information are located in the &#039;Status&#039; tab.&lt;br /&gt;
&lt;br /&gt;
= In Rotation Maps =&lt;br /&gt;
These maps are currently in rotation, and can be selected and played on.&lt;br /&gt;
&lt;br /&gt;
== [[MetaStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[Файл:MetaStation.png|512x512пкс]]&lt;br /&gt;
|&#039;&#039;&#039;[[MetaStation]]&#039;&#039;&#039; was originally created as an alternative to BoxStation. It was previously the default map on the /tg/ servers Badger and later Basil, and various edited versions have run on NoxStation, /vg/, and Paradise Station. &lt;br /&gt;
&lt;br /&gt;
MetaStation ran on Basil for a long time and was generally well received. It was originally created and maintained by &#039;&#039;&#039;[[User:Metacide|Metacide]]&#039;&#039;&#039;, though it uses the work of many others, and has been worked on by various other people who have updated and maintained the map over its history. As of Sep 2019, it seems to be slowly replacing Box as the &amp;quot;official&amp;quot; map for /tg/.&lt;br /&gt;
|Notes&lt;br /&gt;
* It is geared towards higher populations than BoxStation.&lt;br /&gt;
* Key areas are more evenly spread to reduce local overcrowding.&lt;br /&gt;
* It feels much more open, attacks in public are harder to get away with.&lt;br /&gt;
* It has a large maintenance system covering most of the station, useful for stealthier tactics.&lt;br /&gt;
* There are in-game maps and direction signposts on the walls of the station to help you find your way.&lt;br /&gt;
* The escape shuttle has more seats, a large cargo bay, and larger medbay, brig, and bridge.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcome&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=3090 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[DeltaStation]] == &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deltastation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;DeltaStation&#039;&#039;&#039; is a map heavily influenced by Meta and Box, with a large centralized bridge area. Intended for higher populations, the map features a more fleshed out and spacious interior lushly decorated and accomodating a large number of potted plants. A large maintenance with a number of useful half-built rooms and areas give antagonists a large variety of spacious areas to make their on station bases and hiding places. It was originally created by Okand37.&lt;br /&gt;
|Notes&lt;br /&gt;
* This map is best suited for 50+ players.&lt;br /&gt;
* An expansive maintenance is included with this station, largely recognized as a &#039;second station&#039; with a number of areas, tools, items and machines.&lt;br /&gt;
* &#039;&#039;&#039;Feedback is welcomed&#039;&#039;&#039; [https://tgstation13.org/phpBB/viewtopic.php?f=11&amp;amp;t=7172&amp;amp;view=unread&amp;amp;sid=e1da7bbdf9bae9a44a6e96ed9364e4b7#p233302 in this thread] on the tgstation forums.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[IceboxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Icebox_Multiz_render.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;IceboxStation&#039;&#039;&#039; is a reworking/reimagining of BoxStation, placing the station on an ice planet. The map is unique in that it does not utilize space nor Lavaland, and mining is instead done on two levels below the station, with more danger on the lower levels.&lt;br /&gt;
|Notes&lt;br /&gt;
* The layout of the map is near identical to BoxStation, with only a few minor changes to better accommodate the mining sublevels.&lt;br /&gt;
* The station&#039;s mining layers have different challenges and ruins when compared to Lavaland.&lt;br /&gt;
* Due to being on a planet, the exterior atmosphere outside the station is at a safe pressure, however it is much colder- this makes a warm jacket and a breath mask all that is necessary to go outdoors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[KiloStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Kilostation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Kilostation&#039;&#039;&#039; is a low to mid-population map designed around dense departments, keeping unused hallway space to a minimum and encouraging player interaction. KiloStation is themed to be a station where destruction, murder and intrigue are commonplace, and has a more run down and abused appearance than most other maps. Rusted walls, boarded up maintenance rooms and areas with cosmetic damage are common. It was created by Okand37.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* Deviation from the MetaStation &#039;formula&#039; when reasonable is a goal of KiloStation.&lt;br /&gt;
* Many low traffic areas such as the bar, chapel and library are in the center of the map rather than the edges, to boost their use and visibility.&lt;br /&gt;
* Departments are designed to be compact and have high visibility to encourage engagement.&lt;br /&gt;
* The station has a disproportionately large and diverse maintenance area.&lt;br /&gt;
* There are hostile mobs and unusual loot in maintenance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Tramstation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tramfulltop.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;Tramstation&#039;&#039;&#039; is a unique station layout where departments are segmented into 3 main groups by their typical cooperation, chained together by a large lower maintenance and an upper tram for transit all while sitting inside a large red asteroid. Created by MMMiracles.&lt;br /&gt;
&lt;br /&gt;
|Notes&lt;br /&gt;
* The map is multi-z from the ground up, design and layout taking into consideration the newfound possibilities of an extra level.&lt;br /&gt;
* The upper level is light on maintenance while the lower level has most of the tunnels. To compromise, upper floors have several radiation shelters scattered near departments or public halls for shelter.&lt;br /&gt;
* The asteroid itself can spawn small amounts of low-tier ore, such as silver, gold, and mostly iron. Very rarely it can also spawn small specks of uranium, plasma, and diamond. No, you can&#039;t find gibtonite here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Not in rotation but still important=&lt;br /&gt;
These maps either aid in maintaining the game, historically significant, or will be added in the future.&lt;br /&gt;
&lt;br /&gt;
== [[RuntimeStation]] ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:RuntimeStation.png|300px]]&lt;br /&gt;
|&#039;&#039;&#039;Runtime Station&#039;&#039;&#039; designed to test new features without having to load a whole new station every time.&lt;br /&gt;
|Notes&lt;br /&gt;
* All doors bear no access.&lt;br /&gt;
* Has a simple engine room.&lt;br /&gt;
* Has two large testing areas.&lt;br /&gt;
* Spawns with fully equipped medical/RnD/engineering areas and a rudimentary atmos setup (no scrubbers).&lt;br /&gt;
* Roundstart mice spawns and space/lavaland ruins can be disabled in config.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[BoxStation]] ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Map Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Information&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Additional Points&lt;br /&gt;
|-&lt;br /&gt;
![[File:Boxstation.png|400px]]&lt;br /&gt;
|&#039;&#039;&#039;BoxStation&#039;&#039;&#039; is widely regarded as the &amp;quot;official&amp;quot; map of SS13. It may be confusing at first, but it is actually neatly organized, so that every department gets their own wing. The Command Sector is in a centralized location, holding the [[Bridge]], the [[Gravity Generator]] and the [[AI Upload]]. Other departments extend out into various wings around the command sector.&lt;br /&gt;
|Notes&lt;br /&gt;
* The map has been used consistently on /tg/station since 2010.&lt;br /&gt;
* The station is heavily central on the starboard wing -- all the action happens there.&lt;br /&gt;
* There are several small crevices to perform distasteful acts.&lt;br /&gt;
* Maintenance is designed to provide an outer shell to most of the station.&lt;br /&gt;
* All locations information on this wiki is sourced from Box station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11935</id>
		<title>Космический закон</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11935"/>
		<updated>2022-02-27T04:47:10Z</updated>

		<summary type="html">&lt;p&gt;Qqw: таблица с нарушениями, пункт модификаторов&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs table update}}&lt;br /&gt;
{{Template:Important&lt;br /&gt;
|Title=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|Note= It has &#039;&#039;&#039;NOT&#039;&#039;&#039; been adopted as an official policy after two votes.&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it&#039;s considered an [[IC]] issue. &#039;&#039;If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A log of community votes can be found [[Talk:Space Law|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the station. Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rules and regulations herein are not absolutes, instead they exist to serve mainly as &#039;&#039;&#039;guidelines&#039;&#039;&#039; for the law and order of the dynamic situations that exist for stations on the frontiers of space, as such some leeway is permitted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
{{SpaceLawCodesTable&lt;br /&gt;
|Столбец1 = 1XX - Лёгкое нарушение&amp;lt;br&amp;gt;1 минута&lt;br /&gt;
|Столбец2 = 2XX - Среднее&amp;lt;br&amp;gt;2 минуты или 100 поинтов&lt;br /&gt;
|Столбец3 = 3XX - Тяжкое&amp;lt;br&amp;gt;5 минут или 500 поинтов&lt;br /&gt;
|Столбец4 = 4XX - Сверхтяжкое&amp;lt;br&amp;gt;Пермабриг/Казнь&lt;br /&gt;
|Лист     = {{SpaceLawCodesList&lt;br /&gt;
|Код         = 01&lt;br /&gt;
|Легкое      = Сопротивление аресту&lt;br /&gt;
|Среднее     = Нападение&lt;br /&gt;
|Тяжкое      = Нападение со смертельным оружием&lt;br /&gt;
|Сверхтяжкое = Убийство&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 02&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Воровство&lt;br /&gt;
|Тяжкое      = Нападение на офицера&lt;br /&gt;
|Сверхтяжкое = Изнасилование&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 03&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Распространение наркотиков&lt;br /&gt;
|Тяжкое      = Убийство по неосторожности&lt;br /&gt;
|Сверхтяжкое = Попытка убийства&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 04&lt;br /&gt;
|Легкое      = Хранение наркотиков&lt;br /&gt;
|Среднее     = Владение оружием&lt;br /&gt;
|Тяжкое      = Владение лицензированным оружием&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 05&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Хранение взрывчатки&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 06&lt;br /&gt;
|Легкое      = Эксгибиционизм&lt;br /&gt;
|Среднее     = Беспорядки&lt;br /&gt;
|Тяжкое      = Подстрекательство к беспорядкам&lt;br /&gt;
|Сверхтяжкое = Мятеж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 07&lt;br /&gt;
|Легкое      = Вандализм&lt;br /&gt;
|Среднее     = Создание опасности&lt;br /&gt;
|Тяжкое      = Саботаж&lt;br /&gt;
|Сверхтяжкое = Грандиозный саботаж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 08&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Мелкая кража&lt;br /&gt;
|Тяжкое      = Кража&lt;br /&gt;
|Сверхтяжкое = Крупная кража&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 09&lt;br /&gt;
|Легкое      = Проникновение&lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Вторжение&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 10&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Вторжение со взломом&lt;br /&gt;
|Тяжкое      = Вторжение в ЗОД со взломом&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 11&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Неподчинение&lt;br /&gt;
|Тяжкое      = Уклонение от обязанностей&lt;br /&gt;
|Сверхтяжкое = Враг корпорации&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Lawyer, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused&#039;s intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, &#039;Assault With a Deadly Weapon&#039; and &#039;Assaulting an Officer&#039; are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
# Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Take the prisoner to a brig cell, set the time and activate the timer.&lt;br /&gt;
# Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.&lt;br /&gt;
# Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
# Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, &#039;&#039;&#039;not left on the brig floor or your personal use&#039;&#039;&#039;, until they can be returned to their rightful owners.&lt;br /&gt;
# Close the locker and &#039;&#039;&#039;lock it&#039;&#039;&#039;.&lt;br /&gt;
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.&lt;br /&gt;
# Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do&#039;&#039;&#039; &#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fully strip the prisoner unless they have earned a permanent sentence.&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.&lt;br /&gt;
&lt;br /&gt;
In the instance of prisoners that have earned [[Labor Camp]] duty, you must dress them in orange overalls and assign them targets, based on their sentence, by getting a prison ID, putting it in a [[Prisoner Management Console]], assigning their quota (with a conversion rate of 100 points per minute otherwise served in the brig) and then giving them the ID as you ship them to the Labor Camp. There are more details on this procedure at [[Labor Camp]].**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the current revision of TG, Mineral spawn is heavily reduced in the gulag area. If you plan on using the gulag for several incidences [meaning the floors are already mined so people can&#039;t mine the floors for glass], you should use a lower conversion rate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners and in permanent confinement.&lt;br /&gt;
&lt;br /&gt;
# Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
# The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
## The Labor Camp can also be used to hold Permanent Prisoners. Simply do not issue a prisoner ID when transferring them to the camp.&lt;br /&gt;
&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation however you are under no obligation to provide or allow this.&lt;br /&gt;
&lt;br /&gt;
Lawyers, and by extension the Head of Personnel, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Lawyer&#039;s security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &amp;lt;BR&amp;gt;&lt;br /&gt;
If the lawyer continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] &#039;&#039;&#039;must&#039;&#039;&#039; be followed. This goes, from top to bottom: Captain &amp;gt; Head of Security &amp;gt; Warden &amp;gt; Sec Officer / Detective.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &amp;lt;BR&amp;gt;&lt;br /&gt;
Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial &#039;&#039;&#039;is required&#039;&#039;&#039; to authorise the death penalty.&lt;br /&gt;
&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the stations Security force you are one of the best armed and protected people on the station, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. &amp;lt;br&amp;gt;Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
** Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
* &#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
** Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. &#039;&#039;&#039;As a last resort&#039;&#039;&#039; if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Легкие нарушения ===&lt;br /&gt;
1 минута заключения в камере. &lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffee99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;20px&#039;|Код&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;130px&#039;|Нарушение&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Сопротивление Аресту&#039;&#039;&#039;&lt;br /&gt;
| Не содействовать офицеру, проводящему арест. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|&#039;&#039;&#039;Хранение Наркотиков&#039;&#039;&#039;&lt;br /&gt;
| Хранение космических наркотиков (space drugs) или иные наркотические вещества у неавторизованного персонала.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|&#039;&#039;&#039;Эксгибиционизм&#039;&#039;&#039;&lt;br /&gt;
| Быть намеренно и публично раздетым.&lt;br /&gt;
| Running around the station naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
| 107&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Вандализм&#039;&#039;&#039;&lt;br /&gt;
| Умышленное повреждение активов станции со злым умыслом.&lt;br /&gt;
| Длительность приговора зависит со степень причиненного ущерба. Питомцы и личные вещи экипажа так-же попадают под эту статью.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Проникновение&#039;&#039;&#039;&lt;br /&gt;
| Быть там, где у вас нет доступа. Это относится к общим зонам, таким как научный отдел, технические туннели. Проникновение в Бриг или, допустим, на капитанский мостик является более серьезным нарушением.&lt;br /&gt;
| Помните: люди могут вломиться, взломать или быть пропущенными кем-либо. Всегда проверяйте тот факт, что люди могут быть допущенны к работе в этом отделе и/или ему представлен дополнительный доступ по его ID. Обычно проникновение и кража совершаются вместе, в этом случае применяйте обе статьи. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Medium Crimes ===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 2 minute sentence or a 100 point target at the [[Labor Camp]], optional for the suspect you are arresting.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffcc99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|&#039;&#039;&#039;Нападение&#039;&#039;&#039;&lt;br /&gt;
| Применять физическую силу против кого-то без явного намерения убить.&lt;br /&gt;
| Причинение более серзьного вреда, вводящее в критическое состояние, характеризуется как покушение на убийство. Последующая смерть потерпевшего квалифицируется, как убийство по неосторожности. Нападение с применением летального вооружения является более серьезным нарушением&lt;br /&gt;
|-&lt;br /&gt;
| 202&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Воровство&#039;&#039;&#039;&lt;br /&gt;
| Воровство личных вещей. &lt;br /&gt;
| Не забудьте забрать украденное и/или договориться об их возврате законному владельцу. Кража ID - самая распространненая и серьезная форма кражи.&lt;br /&gt;
|-&lt;br /&gt;
| 203&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Распространение наркотиков&#039;&#039;&#039;&lt;br /&gt;
| Распространение наркотиков и других запрещенных веществ&lt;br /&gt;
| Принуждение или обман кого-либо к употреблению таких веществ, как Space Drugs - это нападение.&lt;br /&gt;
|-&lt;br /&gt;
| 204&lt;br /&gt;
|[[File:Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Владение оружием&#039;&#039;&#039;&lt;br /&gt;
| Иметь при себе опасные предметы, которые не соответсвуют вашей должности.&lt;br /&gt;
| Предметы, способные наносить высокий  урон, такие как пилы, топоры, попадают в эту категорию. Помните, что если это предмет, который является частью их работы, им разрешается носить его с собой.&lt;br /&gt;
|-&lt;br /&gt;
| 206&lt;br /&gt;
|[[File:Rioting.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Беспорядки&#039;&#039;&#039;&lt;br /&gt;
| Участие в каких либо беспорядках, отказ  рассходится.&lt;br /&gt;
| Требуется приказать толпе разойтись, отказ - это преступление. Любые нарушения, совершенное толпой, считаются отдельными правонарушениями.&lt;br /&gt;
|-&lt;br /&gt;
| 207&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Создание опасности на рабочем месте&#039;&#039;&#039;&lt;br /&gt;
| Подвергать опасности экипаж и станцию своими некомпетентными или безответственными действиями, которые необязательно являются намеренными. &lt;br /&gt;
| Хороший пример это - случайное наэлектризовование дверей, утечка плазмы, несоблюдение безопасности своего снаряжения соотрудниками службы безопасности.&lt;br /&gt;
|-&lt;br /&gt;
| 208&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Мелкая кража&#039;&#039;&#039;&lt;br /&gt;
| Брать предметы из тех, к которым вы не имеете доступа. Красть предметы, которые принадлежат станции или другим лицам в целом.&lt;br /&gt;
| Хранение тех вещей, которые находятся в дефеците - важно. Даже если врач, который имеет доступ, возьмет все хирургические инструменты и спрячет у себя - все равно  нарушение этого пункта.&lt;br /&gt;
|-&lt;br /&gt;
| 210&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Проникновение со взломом&#039;&#039;&#039;&lt;br /&gt;
| Взлом и проникновение в места, куда лицо, совершившее преступление, не имеет доступа. Это относится к общим зонам, а проникновение в более запретные зоны является более серьезным нарушением.&lt;br /&gt;
| Нарушитель может обвинен в нарушении, даже если они сами не входят в эту зону.&lt;br /&gt;
|-&lt;br /&gt;
| 211&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Неподчинение&#039;&#039;&#039;&lt;br /&gt;
| Неподчинение законному прямому приказу вышестоящего по должности.&lt;br /&gt;
| За нарушение данного пункта обычно происходит понижение или увольнение нарушителя, а не сажают. Ожидается, что служба безопасности поможет главе в проведении понижения в должности.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a service at the [[Labor Camp]], with a 500 point target or a five minute brig sentence.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffaa99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 301&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Нападение со смертельным оружием&#039;&#039;&#039;&lt;br /&gt;
| Применять физическую силу с помощью смертельного оружия против кого-либо без явного намерения убить его.&lt;br /&gt;
| Любые разнообразные инструменты, химикаты или даже строительные материалы могут нанести серьезную травму в короткие сроки. Если жертва подверглась особенно жестокому обращению, подумайте о том, чтобы обвинить ее в покушении на убийство.&lt;br /&gt;
|-&lt;br /&gt;
| 302&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Нападение на офицера&#039;&#039;&#039;&lt;br /&gt;
| Применять физическую силу против офицера, главы каких-либо отделов, капитана без явного намерения убить его.&lt;br /&gt;
| Преступники, которые пытаются разоружить или схватить офицеров во время бегства, обвиняются в нападении, даже если они нападали с голыми руками. Офицеры должны воздерживаться от применения смертоносных средств для усмирения преступника, если это возможно.&lt;br /&gt;
|-&lt;br /&gt;
| 303&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Непредумышленное убийство&#039;&#039;&#039;&lt;br /&gt;
| Убийство по неосторожности из-за небрежных, но не злонамеренных действий.&lt;br /&gt;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 304&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Restricted Weapon&#039;&#039;&#039;&lt;br /&gt;
| Иметь при себе нелицензированное оружие например, как: дубинку, вспышку, гранаты.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all Security Personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 305&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Хранение взрывчатых веществ&#039;&#039;&#039;&lt;br /&gt;
| Иметь при себе взрывное устройство.&lt;br /&gt;
| Scientists and Miners are permitted to possess explosives only whilst transporting them to the mining asteroid, otherwise their experimental bombs must remain within the Science department.&lt;br /&gt;
|-&lt;br /&gt;
| 306&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Подстрекательство к беспорядкам&#039;&#039;&#039;&lt;br /&gt;
| Попытатки спровоцировать экипаж на бунт&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 307&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the work of the crew or station through malicious actions.&lt;br /&gt;
| Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| 308&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that Cargo breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 309&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Major Trespass&#039;&#039;&#039;&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any Security Area, Command area (including EVA), the Engine Room, Atmos, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armoury or the Captain&#039;s Quarters, is a more serious crime, and warrants a time of 10 minutes with a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 310&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;B&amp;amp;E of a Restricted Area&#039;&#039;&#039;&lt;br /&gt;
| This is breaking into any Security area, Command area (Bridge, EVA, Captains Quarters, Teleporter, etc.), the Engine Room, Atmos, or Toxins research.&lt;br /&gt;
| As a major crime sentences start at 5 minutes, but can be extended if security believes break in was for attempted Grand Theft or attempted Grand Sabotage (yellow gloves don&#039;t count as grand theft).&lt;br /&gt;
|-&lt;br /&gt;
| 311&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Dereliction of Duty&#039;&#039;&#039;&lt;br /&gt;
| To willfully abandon an obligation that is critical to the station&#039;s continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the station can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, Permanent [[Labor Camp]] Time, or Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain, HoS, and Warden can authorize a Permanent Sentence. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain can authorize an Execution or Forced Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:dimgray; color:white&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To maliciously kill someone.&lt;br /&gt;
| Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;&#039;&#039;&#039;Unauthorised executions are classed as Murder.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, regardless of OOC consent by all parties, is a violation of server rules, and worthy of a permanent ban. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules.&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Attempted Murder&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intend to kill them. &lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
| Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or station.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|408&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items of high value or sensitive nature.&lt;br /&gt;
| &amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain&#039;s Antique Laser, the Captain or the HoP&#039;s ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the station. Remember if something is locked up in a secure area it probably should not be taken without prior permission.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|411&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|&#039;&#039;&#039;Enemy of the Corporation&#039;&#039;&#039;&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar&#039;Sie. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Модификаторы &amp;amp; Особые случаи ===&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Случай&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Описание&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Модификатор&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Деконвеирование&#039;&#039;&#039;&lt;br /&gt;
| Деконвертация революционеров или культистов&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Самооборона&#039;&#039;&#039;&lt;br /&gt;
|  Самооборона определяется как &amp;quot;Защита самого себя, защита твоих коллег и защита твоего рабочего места&amp;quot;.&amp;lt;br&amp;gt;Однако обратите внимание, что лица, намеренно участвующие в драках, которые происходят в отделе, который им не принадлежит, являются актом самосуда, это запрещено.&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Соотрудничество&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Сокращение срока на 25%. В случае сдачи главы революции - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Явка с повинной&#039;&#039;&#039;&lt;br /&gt;
| Придти в бриг, признаться в содеянном и понести наказание. Быть арестованным без сопротивления не относится к этому модификатору. Для этого вы должны сами придти в Бриг&lt;br /&gt;
| Сокращение срока на 25%. Так же это стоит учитывать при выборе между сидением в камере, пермабриге, казнью и киборгизацией.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Непосредственная угроза заключенному&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Сингулярность что-то кушает неподалеку, мимоход-маг, ксеносы, взрывы неподалеку, блоб и прочее.&lt;br /&gt;
| Офицеры должны перемести заключенных в безопасное место, в ином случае - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Медицинская помощь&#039;&#039;&#039;&lt;br /&gt;
| Заключенные имеют право на медицинскую помощь, если они больны или ранены.&lt;br /&gt;
| Можно вызвать медицинский персонал или сопроводить заключенного в медотсек. Таймер продолжает работать в течение этого времени.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
|  In addition to Resisting Arrest, a prisoner that must be chased for at least 2 minutes after an arrest is attempted can have their sentence increased.&lt;br /&gt;
| 1 minute added to their sentence for every 2 minutes the chase lasted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
| If a convict reoffends after being released they may receive a harsher punishment. Depending on the severity of the crimes committed after the third, or even second, strike their sentence may be increased to Permanent Imprisonment.&lt;br /&gt;
| Additional brig time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Побез из брига&#039;&#039;&#039;&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), reset their timer to their full original punishment.&lt;br /&gt;
| Перезапуск таймера&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abetting&#039;&#039;&#039;&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11934</id>
		<title>Ядерный оперативник</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11934"/>
		<updated>2022-02-27T04:22:27Z</updated>

		<summary type="html">&lt;p&gt;Qqw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_nukesyndie.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Ядерный оперативник&lt;br /&gt;
|access = Syndicate, [[Maintenance]]&lt;br /&gt;
|additional = Любые места с помощью [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] или взрывчатка C4 вам поможет в этом&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|superior = [[Синдикат]]&lt;br /&gt;
|duties = ДОСТАТЬ [[Nuclear disk|ЭТАТ ЧЕРТАВ ДИСК!1!]]&lt;br /&gt;
|guides = This page, [[Syndicate Items]]&amp;lt;nowiki&amp;gt;, [ЧТО, БЛЯТЬ, ВЫ ДОЛЖНЫ ДЕЛАТЬ ВО ВРЕМЯ ВОЕННЫХ ОПЕРАЦИЙ: ФИНАЛЬНОЕ РУКОВОДСТВО]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|quote = :b Каков план, ребята?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Мои поздравления, агент! Вы были выбранны для присоединения в &amp;lt;s&amp;gt;нашу лучшую группу оперативников,&amp;lt;/s&amp;gt; ударную группу  &#039;&#039;&#039;Ядерные Оперативники&#039;&#039;&#039;. Ваша миссия, независимого от того, решите принять в ней участник или нет, состоит в уничтожении самой передовой исследовательский центр NanoTrasen. Правильно, &#039;&#039;вы отправляетесь на Space Station 13&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png]] Ядерные засранцы&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Твои главные задачи==&lt;br /&gt;
&amp;lt;s&amp;gt;1. Резня.&amp;lt;/s&amp;gt; &lt;br /&gt;
#Достать [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]] (Находится на станции).[[File:NuclearDisk.gif|64px]]&lt;br /&gt;
# Использовать диск на боеголовке ([[Nuclear Fission Explosive]]), запустить таймер и доставить на станцию  (Находится на вашем шаттле (Infiltrator)). [[File:Nuke.gif|64px]]&lt;br /&gt;
# Вернуться на шаттле (Infiltrator) на базу живым  [[File:Vodka bottle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_nukesyndie.png]] Но сначала, вы должны научиться ползать==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Прежде чем что-либо предпринять, вы должны должным образом подготовиться. Нет необходимости спешить, вместо этого найдите время, чтобы обсудить стратегию со своими товарищами по команде - хорошо спланированный план - залог у успеху!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Список, обязательный к выполнению:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Планируйте&#039;&#039;&#039; атаку (как вы достанете диск и активируйте боеголовку)&lt;br /&gt;
# &#039;&#039;&#039;Покупайте&#039;&#039;&#039; снаряжении в аплинке и вооружайтесь до зубов!&lt;br /&gt;
# &#039;&#039;&#039;Отправьтесь&#039;&#039;&#039; на станцию с помощью вашего корабля (Syndicate Infiltrator) или дайте знать, что вы отправитесь туда на вооруженном поде.&lt;br /&gt;
# &#039;&#039;&#039;Похитьте&#039;&#039;&#039; [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]].&lt;br /&gt;
# &#039;&#039;&#039;Активируйте&#039;&#039;&#039; [[Nuclear Fission Explosive|ядерную боеголовку]] (обязательно на станции).&lt;br /&gt;
# &#039;&#039;&#039;Эвакуируйтесь&#039;&#039;&#039; со станции на базу и отпразднуйте победу вместе с выжившей командой.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Знай свою команду===&lt;br /&gt;
Все твои союзники имеют большой красный знак [[File:Hudsyndicate.png]] возле их голов. Контролируй свой огонь, когда находишься рядом с [[File:Hudsyndicate.png]], ведь ты не хочешь попасть по своим и убить своего союзника-агента. Кроме того, у вас у всех будет одна фамилия, которую дает ваш лидер&lt;br /&gt;
&lt;br /&gt;
У каждого отряда ядерных оперативников есть свой лидер. Он спавнится за столом бармена и он единственный имеет доступ к вашему синдикатовскому кораблю Лазутчик. Помимо этого у них уже есть специальная гарнитура с громким режимом, потому у них всегда будет большой текст в радиоканале синдиката, если лидер его не выключит. Если вы стали лидер, но не уверенны в ваших лидерских качествах, то передайте свою карточку и пульт объявления войны другому оперативнику.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Documents.png|32px]] Планируй нападение==&lt;br /&gt;
&#039;&#039;&#039;Слушай своего командира&#039;&#039;&#039; (этот парень спавнится за стойкой и только у него есть доступ к Лазутчику)! Ваша команда должна обсудить свой план атаки, но последнее слово должно быть за лидером.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
* &#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes. &lt;br /&gt;
* &#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
* &#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
&lt;br /&gt;
These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Gangtool_red.png|32px|]] Объявление войны.===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Объявление войны&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=color:red&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate headset.png]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
&lt;br /&gt;
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
&lt;br /&gt;
Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
&lt;br /&gt;
Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
&lt;br /&gt;
Alternatively, purchase a [[Syndicate_items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
&lt;br /&gt;
The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Radio.png]] Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
&lt;br /&gt;
Each operative spawns with a personal Syndicate Uplink radio [[File:Radio.png]] with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Chest rig.png]] Экипировка==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|Syndicate Infiltrator, ваш корабль.&amp;lt;br&amp;gt;Зеленый - инструменты&amp;lt;br&amp;gt;Синий - взрывчатка (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Фиолетовый: твои кроваво-красные утяжеленные костюмы.&amp;lt;br&amp;gt;Желтый - медицина и хирургия&amp;lt;br&amp;gt;Красный - ядерная боеголовка, ее нужно взорвать на станции.]]&lt;br /&gt;
&lt;br /&gt;
You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
&lt;br /&gt;
Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Расположенно 5 шкафчиков, в каждом:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Тактическая водолазка&lt;br /&gt;
* Черные ботинки&lt;br /&gt;
* Стандартная гарнитура с предустановленным ключем шифрования синдиката.&lt;br /&gt;
* Нагрудной пояс для хранения дополнительного вооружения.&lt;br /&gt;
* Оперативная кобура - альтернатива нагрудной установке, если вы планируете использовать крупнокалиберное оружие, такое как снайперские винтовки и ракетные установки&lt;br /&gt;
* Карманная монтировка (Абсолютно необходимо, когда ваша команда использует powersink. Помещается в коробку)&lt;br /&gt;
* Очки ночного видения&lt;br /&gt;
* 10mm Pistol Magazine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;На корабле Синдика, например в &#039;&#039;&#039;Хранилище инструментов&#039;&#039;&#039;, который содержит:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Очки ночного видения.&lt;br /&gt;
* Подозрительно выглядящий ящик с инструментами (У тебя должен быть гаечный ключ, что бы прикрутить высасыватель энергии.)&lt;br /&gt;
* 2 подозрительных маячков. (Этими маяками являются [[Syndicate_Items#Syndicate_Bomb|бомбами синдиката]], не берите их просто так, обычно они являются частью операции.)&lt;br /&gt;
* 2 минибомбы синдиката.&lt;br /&gt;
* 5 блоков C4.&lt;br /&gt;
* Медицинская спортивная сумка синдиката.&lt;br /&gt;
* Военный ПДА с detomatix картриджом.&lt;br /&gt;
* Коробка гранат со слезоточивым газом.&lt;br /&gt;
* Коробка с оглушающими гранатами.&lt;br /&gt;
* 5 магазинов для пистолета.&lt;br /&gt;
* Многие другие виды универсальных инструментов, таких как датчики приближения и устройства дистанционной сигнализации.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must now equip yourself for space travel so you can invade the station.&lt;br /&gt;
# If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
# Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
# Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
# Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
# Put the tank in your suit storage and activate your internals.&lt;br /&gt;
# (Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
# Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
&lt;br /&gt;
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
&lt;br /&gt;
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:L6machinegun.png]]И это... Это мое оружие===&lt;br /&gt;
Самая лучшая часть вашего плана: это выбор оружия.&lt;br /&gt;
&lt;br /&gt;
The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Пушки, пушечки и еще раз пушка!:&amp;lt;/u&amp;gt;====&lt;br /&gt;
Краткий и грязный список обычного огнестрельного оружия, используемого оперативниками Синдиката на станции.&lt;br /&gt;
&lt;br /&gt;
*[[File:Stetchkin.png]] Stetchkin Pistol -- &#039;&#039;&#039;Бесплатен&#039;&#039;&#039;. Стандартное оружие. 8 патрон, 30 brute урона с выстрела. Это второстепенное оружие из-за низкой скорострельности и его боеприпаса, но оно может быть полезно в крайнем случае. Боеприпасы можно найти на базе синдиката в шкафчиках, в аплинке и на вашем шаттле, но все же лучше их не покупать&lt;br /&gt;
&lt;br /&gt;
*[[File:C20r.png]] C-20r Submachine Gun -- &#039;&#039;&#039;10 Телекристаллов.&#039;&#039;&#039;  SMG для ближнего-среднего боя. 24 патрона, 30 урона от встрела. Известен и популярен среди нюкеров, стреляет по два патрона для лучшего урона. Огромный потенциалиал.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bulldog.png]] Bulldog Shotgun -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Ружье для ближнего боя. 8-ви зарядный, полуавтоматический. Пять типов боеприпасов. Великолепен для столкновение на близких дистанциях, как в технических туннелях. &lt;br /&gt;
&lt;br /&gt;
*[[File:M90.png]] M90-gl Carbine -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Этот карабин стреляет по 3 патрона и снаряжен подствольным гранатометом. Магазины содержат по 30 патронов, а brute урон при попадании - 35 , чего более, чем достаточно для небронированных целей. Дополнительно можно докупить HE гранаты в аплинке за 2 TC каждая.&lt;br /&gt;
&lt;br /&gt;
*[[File:L6machinegun.png]] L6 SAW -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Облегченный пулемет. 50 патронов, 45 brute урона при попадании. Ужасно мощное оружие, способное поражать несколько целей одной очередью. Однако очень громоздкий и не может поместиться в рюкзаке, потому его нужно всегда носить с собой.&lt;br /&gt;
&lt;br /&gt;
*[[File:Sniper.png]] Sniper Rifle -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Специализированное оружие для специалиста или сумашедшего. Сумашедшая снайперская винтовка для стрельбы по дальним мешеням. 6 патронов, стандартный тип которого может открывать конечности и наносит 70 brute урона при попадании. Снайперская винтовка, как и пулемет, не помещается в рюкзаке, а так же оставляет за собой много шума при выстреле.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Оружие для ближнего боя:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most common available melee weapons.&lt;br /&gt;
&lt;br /&gt;
*[[File:ESword.png]] Энергетический меч -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. 30 brute за удар. Отличное запасное оружие. Хорошь для продолжения битвы, если вы остались без патронов или экономите их. Может быть отключен, что бы поместится в кармене.&lt;br /&gt;
&lt;br /&gt;
*[[File:DoubleESword.png]] Двойной энергетический меч   -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Что бы может быть лучше энергетического меча? Два энергетических меча! Двойной энергетический меч чрезвычайно мощное оружие, способное отправить цель без брони в крит за 3 удара, (и даже, вероятно, оглушить, расчленить или отправить его в безсознательное состояние задолго до этого!) Как и обычный энергетический меч все еще может отключен и поместиться в кармане.&lt;br /&gt;
&lt;br /&gt;
*[[File:Eshield.png]] Энергетический щит -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Мощная штука, которая отражает все энергетические и лазерные снаряды, но пропускает пули. Используйте вместе с энергетическим мечом для убойного комбо.&lt;br /&gt;
&lt;br /&gt;
*[[File:CQC_manual.png]] CQC Manual -- &#039;&#039;&#039;13 Телекристаллов&#039;&#039;&#039;.  Прочтение этой одноразовый книги научит вас CQC - боевому исскуству. CQC позволяет делать мощные комбо, которое могут вывести противника из строя за пару секунд, потому он очень популярен среди оперативников, которые предпочитает действовать скрытно. Есть шанс блокировать и контратаковать атаки с активным режимом броска. &lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Heavy Fire Support:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkGygax.png]] Dark Gygax Exosuit -- &#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; винтовка, которая поджигает цель при попадании&lt;br /&gt;
*Гранатомет SGL-6, который стреляет светошумовыми гранатами.&lt;br /&gt;
*Персональное устройство для телепортации&lt;br /&gt;
*Tesla energy relay, который подзаряжает мех&lt;br /&gt;
*Thrusters, двигатели, которые рабоют в безвоздушном пространстве для маневренности меха &lt;br /&gt;
**Может ускорять мех за счет ускоренного потребления энергии.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkMarauder.png]] Dark Mauler Exosuit -- &#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Киборги Синдиката===&lt;br /&gt;
Телепорты киборгов Синдиката покупаются в Аплинке за некоторое количество телекристаллов. Случайный игрок в режими призрака будет выбран в качестве киборга, если он заранее включил Ядерного оперативника в предпочтениях (если желающих нет, то телепорт можно вернуть применив его на аплинке). Киборги Синдиката очень эффективы, если вы действуете в открытую, ведь они не подвластны оглушениям, а все их повреждения, если они не критичные, можно обратить обычной сваркой. Так-же у киборгов есть передовое вооружение Синдиката, как [[Cryptographic sequencer|Емаг]] для взлома других киборгов на станции. Как и обычные оперативники, киборги Синдиката могут определить союзника &lt;br /&gt;
&lt;br /&gt;
Киборги Синдиката, как и обычные синтетики, могут прослушать и говорить на бинарном канале. С одной стороны, это позволяет им подслушивать ИИ; с другой стороны, борг синдиката, который случайно скажет что-то по этому каналу, может выдать всю вашу операцию, так что будьте осторожны!&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndieborg.png]] Assault====&lt;br /&gt;
&#039;&#039;&#039;140 Телекристаллов&#039;&#039;&#039;. Подлая машина для убийств с доступом к энергетическому мечу, LMG, Емагу и шести-зарядному гранатомету.&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Энергетический меч&lt;br /&gt;
* LMG, который стреляет по 3 пули разом. Медленно перезаряжается с помощью энергии киборга.&lt;br /&gt;
* Шести-зарядный гранатомет, который не может быть перезаряжен.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Лом&lt;br /&gt;
* Карманный огнетушитель&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png]] Medical====&lt;br /&gt;
&#039;&#039;&#039;35 Телекристаллов&#039;&#039;&#039;. Менее смертоносен, чем штурмой вариант, но все еще удивительно полезен. Медицинские киборги являются эффективными боевыми медиками у которых есть боевой гипоспрей, полный набор хирургических инструментов и медициский пистолет с лечебным лучем, который лечит оперативников на расстоянии. &lt;br /&gt;
* Гипоспрей синидката, содержащий [[Guide_to_chemistry#Restorative_Nanites|Лечебных Нанитов]], Йодистый Калий и Морфин. Возобновляющийся и способен вводить реагенты, минуя хардсюиты и космические костюмы.&lt;br /&gt;
* Боевой Дефибриллятор, который может работать через риги оперативников.&lt;br /&gt;
* Медицинский лучевой пистолет&lt;br /&gt;
* Анализатор здоровья&lt;br /&gt;
* Полный набор хирургических инструментов, включая энергетическую пилу, марлю и сумку для хранения органов.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Лом&lt;br /&gt;
* Карманный огнетушитель&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png]] Saboteur====&lt;br /&gt;
&#039;&#039;&#039;35 Телекристаллов&#039;&#039;&#039;. Хорош для саботажа, так как может маскироваться под обычных инженерных киборгов на станции. Киборги-диверсанты также имеют доступ к поддельному теггеру назначения, который можно использовать для перемещения по станции с помощью сети утилизации.&lt;br /&gt;
* Сварочный инструмент&lt;br /&gt;
* Лом&lt;br /&gt;
* Гаечный ключ&lt;br /&gt;
* Электрическая отвертка&lt;br /&gt;
* Кусачки для переризания проводов&lt;br /&gt;
* Синтезатор металла&lt;br /&gt;
* Синтезатор стекла&lt;br /&gt;
* Синтезатор проводов&lt;br /&gt;
* Укрепленное стекло&lt;br /&gt;
* Пруты&lt;br /&gt;
* Плитки пола&lt;br /&gt;
* Роботически RCD (Перекрашен в цвета синдиката, чисто косметическое)&lt;br /&gt;
* Диспенсер труб&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
* Огнетушитель (необходимо заправлять вручную).&lt;br /&gt;
* Застежки (наручники)&lt;br /&gt;
* Вспышка&lt;br /&gt;
* Термальное зрение&lt;br /&gt;
* Поддельный указатель места назначения&lt;br /&gt;
* Хамелеон-прожектор&lt;br /&gt;
* Пинпоинтер Синдиката&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px]] Guys? Where are you?====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|32px]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate_tablet_off.png|32px]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Cindy Kate&lt;br /&gt;
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you&#039;re in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].&lt;br /&gt;
|image=[[File:Traitor.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
# &#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
# Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
# Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
# Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
# Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
# Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
* &#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to take a Syndicate ID card from one of the operatives before they self-destructed, hijacked the Syndicate cruiser, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]]Tips==&lt;br /&gt;
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
* The gloves you start with are already insulated.&lt;br /&gt;
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
* For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
* Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
* Be careful of falling behind and getting lost in space.&lt;br /&gt;
* To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
* Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
* Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!&lt;br /&gt;
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
* Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would &amp;lt;s&amp;gt;take you days to guess it&amp;lt;/s&amp;gt; be impossible to activate.&lt;br /&gt;
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, science disks are Yellow and Nuke Disks are Green.&lt;br /&gt;
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
* Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
* Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
* Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
* The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
* Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
* You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for comboing with your Syndicate ballon.&lt;br /&gt;
* You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11930</id>
		<title>Ядерный оперативник</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11930"/>
		<updated>2022-02-26T04:32:26Z</updated>

		<summary type="html">&lt;p&gt;Qqw: снова перевод в разноброс.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_nukesyndie.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Ядерный оперативник&lt;br /&gt;
|access = Syndicate, [[Maintenance]]&lt;br /&gt;
|additional = Любые места с помощью [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] или взрывчатка C4 вам поможет в этом&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|superior = [[Синдикат]]&lt;br /&gt;
|duties = ДОСТАТЬ [[Nuclear disk|ЭТАТ ЧЕРТАВ ДИСК!1!]]&lt;br /&gt;
|guides = This page, [[Syndicate Items]]&amp;lt;nowiki&amp;gt;, [ЧТО, БЛЯТЬ, ВЫ ДОЛЖНЫ ДЕЛАТЬ ВО ВРЕМЯ ВОЕННЫХ ОПЕРАЦИЙ: ФИНАЛЬНОЕ РУКОВОДСТВО]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|quote = :b Каков план, ребята?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Мои поздравления, агент! Вы были выбранны для присоединения в &amp;lt;s&amp;gt;нашу лучшую группу оперативников,&amp;lt;/s&amp;gt; ударную группу  &#039;&#039;&#039;Ядерные Оперативники&#039;&#039;&#039;. Ваша миссия, независимого от того, решите принять в ней участник или нет, состоит в уничтожении самой передовой исследовательский центр NanoTrasen. Правильно, &#039;&#039;вы отправляетесь на Space Station 13&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png]] Ядерные засранцы&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Твои главные задачи==&lt;br /&gt;
&amp;lt;s&amp;gt;1. Резня.&amp;lt;/s&amp;gt; &lt;br /&gt;
#Достать [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]] (Находится на станции).[[File:NuclearDisk.gif|64px]]&lt;br /&gt;
# Использовать диск на боеголовке ([[Nuclear Fission Explosive]]), запустить таймер и доставить на станцию  (Находится на вашем шаттле (Infiltrator)). [[File:Nuke.gif|64px]]&lt;br /&gt;
# Вернуться на шаттле (Infiltrator) на базу живым  [[File:Vodka bottle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Generic_nukesyndie.png]] Но сначала, вы должны научиться ползать==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Прежде чем что-либо предпринять, вы должны должным образом подготовиться. Нет необходимости спешить, вместо этого найдите время, чтобы обсудить стратегию со своими товарищами по команде - хорошо спланированный план - залог у успеху!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Список, обязательный к выполнению:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Планируйте&#039;&#039;&#039; атаку (как вы достанете диск и активируйте боеголовку)&lt;br /&gt;
# &#039;&#039;&#039;Покупайте&#039;&#039;&#039; снаряжении в аплинке и вооружайтесь до зубов!&lt;br /&gt;
# &#039;&#039;&#039;Отправьтесь&#039;&#039;&#039; на станцию с помощью вашего корабля (Syndicate Infiltrator) или дайте знать, что вы отправитесь туда на вооруженном поде.&lt;br /&gt;
# &#039;&#039;&#039;Похитьте&#039;&#039;&#039; [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]].&lt;br /&gt;
# &#039;&#039;&#039;Активируйте&#039;&#039;&#039; [[Nuclear Fission Explosive|ядерную боеголовку]] (обязательно на станции).&lt;br /&gt;
# &#039;&#039;&#039;Эвакуируйтесь&#039;&#039;&#039; со станции на базу и отпразднуйте победу вместе с выжившей командой.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Знай свою команду===&lt;br /&gt;
Все твои союзники имеют большой красный знак [[File:Hudsyndicate.png]] возле их голов. Контролируй свой огонь, когда находишься рядом с [[File:Hudsyndicate.png]], ведь ты не хочешь попасть по своим и убить своего союзника-агента. Кроме того, у вас у всех будет одна фамилия, которую дает ваш лидер&lt;br /&gt;
&lt;br /&gt;
У каждого отряда ядерных оперативников есть свой лидер. Он спавнится за столом бармена и он единственный имеет доступ к вашему синдикатовскому кораблю Лазутчик. Помимо этого у них уже есть специальная гарнитура с громким режимом, потому у них всегда будет большой текст в радиоканале синдиката, если лидер его не выключит. Если вы стали лидер, но не уверенны в ваших лидерских качествах, то передайте свою карточку и пульт объявления войны другому оперативнику.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Documents.png|32px]] Планируй нападение==&lt;br /&gt;
&#039;&#039;&#039;Слушай своего командира&#039;&#039;&#039; (этот парень спавнится за стойкой и только у него есть доступ к Лазутчику)! Ваша команда должна обсудить свой план атаки, но последнее слово должно быть за лидером.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
* &#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes. &lt;br /&gt;
* &#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
* &#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
&lt;br /&gt;
These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Gangtool_red.png|32px|]] Объявление войны.===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Объявление войны&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=color:red&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate headset.png]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
&lt;br /&gt;
Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
&lt;br /&gt;
Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
&lt;br /&gt;
Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
&lt;br /&gt;
Alternatively, purchase a [[Syndicate_items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
&lt;br /&gt;
The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
&lt;br /&gt;
===[[File:Radio.png]] Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
&lt;br /&gt;
Each operative spawns with a personal Syndicate Uplink radio [[File:Radio.png]] with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Chest rig.png]] Экипировка==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|Syndicate Infiltrator, ваш корабль.&amp;lt;br&amp;gt;Зеленый - инструменты&amp;lt;br&amp;gt;Синий - взрывчатка (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Фиолетовый: твои кроваво-красные утяжеленные костюмы.&amp;lt;br&amp;gt;Желтый - медицина и хирургия&amp;lt;br&amp;gt;Красный - ядерная боеголовка, ее нужно взорвать на станции.]]&lt;br /&gt;
&lt;br /&gt;
You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
&lt;br /&gt;
Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Расположенно 5 шкафчиков, в каждом:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Тактическая водолазка&lt;br /&gt;
* Черные ботинки&lt;br /&gt;
* Стандартная гарнитура с предустановленным ключем шифрования синдиката.&lt;br /&gt;
* Нагрудной пояс для хранения дополнительного вооружения.&lt;br /&gt;
* Оперативная кобура - альтернатива нагрудной установке, если вы планируете использовать крупнокалиберное оружие, такое как снайперские винтовки и ракетные установки&lt;br /&gt;
* Карманная монтировка (Абсолютно необходимо, когда ваша команда использует powersink. Помещается в коробку)&lt;br /&gt;
* Очки ночного видения&lt;br /&gt;
* 10mm Pistol Magazine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;На корабле Синдика, например в &#039;&#039;&#039;Хранилище инструментов&#039;&#039;&#039;, который содержит:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Очки ночного видения.&lt;br /&gt;
* Подозрительно выглядящий ящик с инструментами (У тебя должен быть гаечный ключ, что бы прикрутить высасыватель энергии.)&lt;br /&gt;
* 2 подозрительных маячков. (Этими маяками являются [[Syndicate_Items#Syndicate_Bomb|бомбами синдиката]], не берите их просто так, обычно они являются частью операции.)&lt;br /&gt;
* 2 минибомбы синдиката.&lt;br /&gt;
* 5 блоков C4.&lt;br /&gt;
* Медицинская спортивная сумка синдиката.&lt;br /&gt;
* Военный ПДА с detomatix картриджом.&lt;br /&gt;
* Коробка гранат со слезоточивым газом.&lt;br /&gt;
* Коробка с оглушающими гранатами.&lt;br /&gt;
* 5 магазинов для пистолета.&lt;br /&gt;
* Многие другие виды универсальных инструментов, таких как датчики приближения и устройства дистанционной сигнализации.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must now equip yourself for space travel so you can invade the station.&lt;br /&gt;
# If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
# Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
# Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
# Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
# Put the tank in your suit storage and activate your internals.&lt;br /&gt;
# (Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
# Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
&lt;br /&gt;
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
&lt;br /&gt;
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:L6machinegun.png]]И это... Это мое оружие===&lt;br /&gt;
Самая лучшая часть вашего плана: это выбор оружия.&lt;br /&gt;
&lt;br /&gt;
The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Пушки, пушечки и еще раз пушка!:&amp;lt;/u&amp;gt;====&lt;br /&gt;
Краткий и грязный список обычного огнестрельного оружия, используемого оперативниками Синдиката на станции.&lt;br /&gt;
&lt;br /&gt;
*[[File:Stetchkin.png]] Stetchkin Pistol -- &#039;&#039;&#039;Бесплатен&#039;&#039;&#039;. Стандартное оружие. 8 патрон, 30 brute урона с выстрела. Это второстепенное оружие из-за низкой скорострельности и его боеприпаса, но оно может быть полезно в крайнем случае. Боеприпасы можно найти на базе синдиката в шкафчиках, в аплинке и на вашем шаттле, но все же лучше их не покупать&lt;br /&gt;
&lt;br /&gt;
*[[File:C20r.png]] C-20r Submachine Gun -- &#039;&#039;&#039;10 Телекристаллов.&#039;&#039;&#039;  SMG для ближнего-среднего боя. 24 патрона, 30 урона от встрела. Известен и популярен среди нюкеров, стреляет по два патрона для лучшего урона. Огромный потенциалиал.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bulldog.png]] Bulldog Shotgun -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Ружье для ближнего боя. 8-ви зарядный, полуавтоматический. Пять типов боеприпасов. Великолепен для столкновение на близких дистанциях, как в технических туннелях. &lt;br /&gt;
&lt;br /&gt;
*[[File:M90.png]] M90-gl Carbine -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Этот карабин стреляет по 3 патрона и снаряжен подствольным гранатометом. Магазины содержат по 30 патронов, а brute урон при попадании - 35 , чего более, чем достаточно для небронированных целей. Дополнительно можно докупить HE гранаты в аплинке за 2 TC каждая.&lt;br /&gt;
&lt;br /&gt;
*[[File:L6machinegun.png]] L6 SAW -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Облегченный пулемет. 50 патронов, 45 brute урона при попадании. Ужасно мощное оружие, способное поражать несколько целей одной очередью. Однако очень громоздкий и не может поместиться в рюкзаке, потому его нужно всегда носить с собой.&lt;br /&gt;
&lt;br /&gt;
*[[File:Sniper.png]] Sniper Rifle -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Специализированное оружие для специалиста или сумашедшего. Сумашедшая снайперская винтовка для стрельбы по дальним мешеням. 6 патронов, стандартный тип которого может открывать конечности и наносит 70 brute урона при попадании. Снайперская винтовка, как и пулемет, не помещается в рюкзаке, а так же оставляет за собой много шума при выстреле.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Оружие для ближнего боя:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most common available melee weapons.&lt;br /&gt;
&lt;br /&gt;
*[[File:ESword.png]] Энергетический меч -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. 30 brute за удар. Отличное запасное оружие. Хорошь для продолжения битвы, если вы остались без патронов или экономите их. Может быть отключен, что бы поместится в кармене.&lt;br /&gt;
&lt;br /&gt;
*[[File:DoubleESword.png]] Двойной энергетический меч   -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Что бы может быть лучше энергетического меча? Два энергетических меча! Двойной энергетический меч чрезвычайно мощное оружие, способное отправить цель без брони в крит за 3 удара, (и даже, вероятно, оглушить, расчленить или отправить его в безсознательное состояние задолго до этого!) Как и обычный энергетический меч все еще может отключен и поместиться в кармане.&lt;br /&gt;
&lt;br /&gt;
*[[File:Eshield.png]] Энергетический щит -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury&#039;s riot shotguns will be effective in bypassing the energy shield. Pair it with an energy sword for a killer combo.&lt;br /&gt;
&lt;br /&gt;
*[[File:CQC_manual.png]] CQC Manual -- &#039;&#039;&#039;13 Телекристаллов&#039;&#039;&#039;. Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. Popular among teams who prefer to infiltrate silently, as CQC allows you to incapacitate opponents silently and non-lethally.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Heavy Fire Support:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkGygax.png]] Dark Gygax Exosuit -- &#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; винтовка, которая поджигает цель при попадании&lt;br /&gt;
*Гранатомет SGL-6, который стреляет светошумовыми гранатами.&lt;br /&gt;
*Персональное устройство для телепортации&lt;br /&gt;
*Tesla energy relay, который подзаряжает мех&lt;br /&gt;
*Thrusters, двигатели, которые рабоют в безвоздушном пространстве для маневренности меха &lt;br /&gt;
**Ускоряет мех за счет ускоренного потребления энергии.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkMarauder.png]] Dark Mauler Exosuit -- &#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Cyborgs===&lt;br /&gt;
Syndicate cyborgs teleporters are purchasable from syndicate operative uplinks for a sum of telecrystals. A random ghost with the operative preference enabled will be chosen to act as a purchased cyborg. (if none is found, you can refund the teleporter by using it on the uplink). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry and equipment (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have a hyper-capacity energy cell with a charge of 30000 watts and pre-installed ion thruster modules for easy navigation in space or zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
Syndicate cyborgs can hear and speak on the normal silicon binary channel. On one hand, this allows them to eavesdrop on the AI; on the other, a syndicate borg speaking on that channel by accident can give away your entire operation, so be careful!&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndieborg.png]] Assault====&lt;br /&gt;
Costs 65 Telecrystals. A lean, mean killing machine with access to an Energy Eword, LMG, Cryptographic Sequencer, and 6-Shot Grenade Launcher.&lt;br /&gt;
* Flash&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg&#039;s internal power source.&lt;br /&gt;
* 6-Shot Grenade Launcher that cannot be reloaded.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png]] Medical====&lt;br /&gt;
Costs 35 Telecrystals. Less deadly than the Assault model, but still amazingly useful. Syndicate medical cyborgs make effective combat medics as they cannot be stunned, have access to surgical tools, a combat hypospray, and a Medbeam gun for healing operatives at a distance.&lt;br /&gt;
* Syndicate Hypospray containing [[Guide_to_chemistry#Restorative_Nanites|Restorative Nanites]], Potassium Iodide and Morphine. Can pierce through hardsuits and space suits.&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively.&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png]] Saboteur====&lt;br /&gt;
Costs 35 Telecrystals. Good for sabotage, as it can disguise itself as normal engineer cyborgs using an integrated chameleon projector. Saboteur cyborgs also have access to a fake destination tagger, which can be used to travel around the station using the disposals network.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually.)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Flash&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Tagger&lt;br /&gt;
* Cyborg Chameleon Projector&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px]] Guys? Where are you?====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|32px]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate_tablet_off.png|32px]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Cindy Kate&lt;br /&gt;
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you&#039;re in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].&lt;br /&gt;
|image=[[File:Traitor.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
# &#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
# Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
# Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
# Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
# Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
# Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
* &#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to take a Syndicate ID card from one of the operatives before they self-destructed, hijacked the Syndicate cruiser, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]]Tips==&lt;br /&gt;
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
* The gloves you start with are already insulated.&lt;br /&gt;
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
* For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
* Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
* Be careful of falling behind and getting lost in space.&lt;br /&gt;
* To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
* Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
* Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!&lt;br /&gt;
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
* Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would &amp;lt;s&amp;gt;take you days to guess it&amp;lt;/s&amp;gt; be impossible to activate.&lt;br /&gt;
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, science disks are Yellow and Nuke Disks are Green.&lt;br /&gt;
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
* Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
* Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
* Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
* The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
* Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
* You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for comboing with your Syndicate ballon.&lt;br /&gt;
* You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11913</id>
		<title>Космический закон</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11913"/>
		<updated>2022-02-23T16:59:08Z</updated>

		<summary type="html">&lt;p&gt;Qqw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs table update}}&lt;br /&gt;
{{Template:Important&lt;br /&gt;
|Title=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|Note= It has &#039;&#039;&#039;NOT&#039;&#039;&#039; been adopted as an official policy after two votes.&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it&#039;s considered an [[IC]] issue. &#039;&#039;If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A log of community votes can be found [[Talk:Space Law|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the station. Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rules and regulations herein are not absolutes, instead they exist to serve mainly as &#039;&#039;&#039;guidelines&#039;&#039;&#039; for the law and order of the dynamic situations that exist for stations on the frontiers of space, as such some leeway is permitted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
{{SpaceLawCodesTable&lt;br /&gt;
|Столбец1 = 1XX - Лёгкое нарушение&amp;lt;br&amp;gt;1 минута&lt;br /&gt;
|Столбец2 = 2XX - Среднее&amp;lt;br&amp;gt;2 минуты или 100 поинтов&lt;br /&gt;
|Столбец3 = 3XX - Тяжкое&amp;lt;br&amp;gt;5 минут или 500 поинтов&lt;br /&gt;
|Столбец4 = 4XX - Сверхтяжкое&amp;lt;br&amp;gt;Пермабриг/Казнь&lt;br /&gt;
|Лист     = {{SpaceLawCodesList&lt;br /&gt;
|Код         = 01&lt;br /&gt;
|Легкое      = Сопротивление аресту&lt;br /&gt;
|Среднее     = Нападение&lt;br /&gt;
|Тяжкое      = Нападение со смертельным оружием&lt;br /&gt;
|Сверхтяжкое = Убийство&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 02&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Воровство&lt;br /&gt;
|Тяжкое      = Нападение на офицера&lt;br /&gt;
|Сверхтяжкое = Изнасилование&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 03&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Распространение наркотиков&lt;br /&gt;
|Тяжкое      = Убийство по неосторожности&lt;br /&gt;
|Сверхтяжкое = Попытка убийства&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 04&lt;br /&gt;
|Легкое      = Хранение наркотиков&lt;br /&gt;
|Среднее     = Владение оружием&lt;br /&gt;
|Тяжкое      = Владение лицензированным оружием&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 05&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Хранение взрывчатки&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 06&lt;br /&gt;
|Легкое      = Эксгибиционизм&lt;br /&gt;
|Среднее     = Беспорядки&lt;br /&gt;
|Тяжкое      = Подстрекательство к беспорядкам&lt;br /&gt;
|Сверхтяжкое = Мятеж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 07&lt;br /&gt;
|Легкое      = Вандализм&lt;br /&gt;
|Среднее     = Создание опасности&lt;br /&gt;
|Тяжкое      = Саботаж&lt;br /&gt;
|Сверхтяжкое = Грандиозный саботаж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 08&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Мелкая кража&lt;br /&gt;
|Тяжкое      = Кража&lt;br /&gt;
|Сверхтяжкое = Крупная кража&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 09&lt;br /&gt;
|Легкое      = Проникновение&lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Вторжение&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 10&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Вторжение со взломом&lt;br /&gt;
|Тяжкое      = Вторжение в ЗОД со взломом&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 11&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Неподчинение&lt;br /&gt;
|Тяжкое      = Уклонение от обязанностей&lt;br /&gt;
|Сверхтяжкое = Враг корпорации&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Lawyer, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused&#039;s intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, &#039;Assault With a Deadly Weapon&#039; and &#039;Assaulting an Officer&#039; are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
# Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Take the prisoner to a brig cell, set the time and activate the timer.&lt;br /&gt;
# Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.&lt;br /&gt;
# Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
# Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, &#039;&#039;&#039;not left on the brig floor or your personal use&#039;&#039;&#039;, until they can be returned to their rightful owners.&lt;br /&gt;
# Close the locker and &#039;&#039;&#039;lock it&#039;&#039;&#039;.&lt;br /&gt;
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.&lt;br /&gt;
# Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do&#039;&#039;&#039; &#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fully strip the prisoner unless they have earned a permanent sentence.&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.&lt;br /&gt;
&lt;br /&gt;
In the instance of prisoners that have earned [[Labor Camp]] duty, you must dress them in orange overalls and assign them targets, based on their sentence, by getting a prison ID, putting it in a [[Prisoner Management Console]], assigning their quota (with a conversion rate of 100 points per minute otherwise served in the brig) and then giving them the ID as you ship them to the Labor Camp. There are more details on this procedure at [[Labor Camp]].**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the current revision of TG, Mineral spawn is heavily reduced in the gulag area. If you plan on using the gulag for several incidences [meaning the floors are already mined so people can&#039;t mine the floors for glass], you should use a lower conversion rate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners and in permanent confinement.&lt;br /&gt;
&lt;br /&gt;
# Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
# The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
## The Labor Camp can also be used to hold Permanent Prisoners. Simply do not issue a prisoner ID when transferring them to the camp.&lt;br /&gt;
&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation however you are under no obligation to provide or allow this.&lt;br /&gt;
&lt;br /&gt;
Lawyers, and by extension the Head of Personnel, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Lawyer&#039;s security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &amp;lt;BR&amp;gt;&lt;br /&gt;
If the lawyer continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] &#039;&#039;&#039;must&#039;&#039;&#039; be followed. This goes, from top to bottom: Captain &amp;gt; Head of Security &amp;gt; Warden &amp;gt; Sec Officer / Detective.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &amp;lt;BR&amp;gt;&lt;br /&gt;
Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial &#039;&#039;&#039;is required&#039;&#039;&#039; to authorise the death penalty.&lt;br /&gt;
&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the stations Security force you are one of the best armed and protected people on the station, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. &amp;lt;br&amp;gt;Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
** Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
* &#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
** Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. &#039;&#039;&#039;As a last resort&#039;&#039;&#039; if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
&lt;br /&gt;
За все совершенные преступление вы будете работать 510 лет без зарплаты и выходных во благо НТ! (от 1 минуты в камере)&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffee99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;20px&#039;|Код&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;130px&#039;|Нарушеине&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Сопротивление Аресту&#039;&#039;&#039;&lt;br /&gt;
| Не содействовать офицеру, проводящему арест. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|&#039;&#039;&#039;Хранение Наркотиков&#039;&#039;&#039;&lt;br /&gt;
| Хранение космических наркотиков (space drugs) или иные наркотические вещества у неавторизованного персонала.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|&#039;&#039;&#039;Эксгибиционизм&#039;&#039;&#039;&lt;br /&gt;
| Быть намеренно и публично раздетым.&lt;br /&gt;
| Running around the station naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
| 107&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Вандализм&#039;&#039;&#039;&lt;br /&gt;
| Умышленное повреждение активов станции со злым умыслом.&lt;br /&gt;
| Длительность приговора зависит со степень причиненного ущерба. Питомцы и личные вещи экипажа так-же попадают под эту статью.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Проникновение&#039;&#039;&#039;&lt;br /&gt;
| Быть там, где у вас нет доступа. Это относится к общим зонам, таким как научный отдел, технические туннели. Проникновение в Бриг или, допустим, на капитанский мостик является более серьезным нарушением.&lt;br /&gt;
| Помните: люди могут вломиться, взломать или быть пропущенными кем-либо. Всегда проверяйте тот факт, что люди могут быть допущенны к работе в этом отделе и/или ему представлен дополнительный доступ по его ID. Обычно проникновение и кража совершаются вместе, в этом случае применяйте обе статьи. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Medium Crimes ===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 2 minute sentence or a 100 point target at the [[Labor Camp]], optional for the suspect you are arresting.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffcc99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|&#039;&#039;&#039;Нападение&#039;&#039;&#039;&lt;br /&gt;
| Применять физическую силу против кого-то без явного намерения убить.&lt;br /&gt;
| Причинение более серзьного вреда, вводящее в критическое состояние, характеризуется как покушение на убийство. Последующая смерть потерпевшего квалифицируется, как убийство по неосторожности. Нападение с применением летального вооружения является более серьезным нарушением&lt;br /&gt;
|-&lt;br /&gt;
| 202&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Воровство&#039;&#039;&#039;&lt;br /&gt;
| Воровство личных вещей. &lt;br /&gt;
| Не забудьте забрать украденное и/или договориться об их возврате законному владельцу. Кража ID - самая распространненая и серьезная форма кражи.&lt;br /&gt;
|-&lt;br /&gt;
| 203&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Распространение наркотиков&#039;&#039;&#039;&lt;br /&gt;
| Распространение наркотиков и других запрещенных веществ&lt;br /&gt;
| Принуждение или обман кого-либо к употреблению таких веществ, как Space Drugs - это нападение.&lt;br /&gt;
|-&lt;br /&gt;
| 204&lt;br /&gt;
|[[File:Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Владение оружием&#039;&#039;&#039;&lt;br /&gt;
| Иметь при себе опасные предметы, которые не соответсвуют вашей должности.&lt;br /&gt;
| Items capable of a high level of damage, such as saws, axes, and hatchets fit into this category. Do remember that if it is an item that is part of their job they are permitted to carry it.&lt;br /&gt;
|-&lt;br /&gt;
| 206&lt;br /&gt;
|[[File:Rioting.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Беспорядки&#039;&#039;&#039;&lt;br /&gt;
| Участие в каких либо беспорядках, отказ  рассходится.&lt;br /&gt;
| Требуется приказать толпе разойтись, отказ - это преступление. Любые нарушения, совершенное толпой, считаются отдельными правонарушениями.&lt;br /&gt;
|-&lt;br /&gt;
| 207&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Создание опасности на рабочем месте&#039;&#039;&#039;&lt;br /&gt;
| Подвергать опасности экипаж и станцию своими некомпетентными или безответственными действиями, которые необязательно являются намеренными. &lt;br /&gt;
| Хороший пример это - случайное наэлектризовование дверей, утечка плазмы, несоблюдение безопасности своего снаряжения соотрудниками службы безопасности.&lt;br /&gt;
|-&lt;br /&gt;
| 208&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Мелкая кража&#039;&#039;&#039;&lt;br /&gt;
| Брать предметы из тех, к которым вы не имеете доступа. Красть предметы, которые принадлежат станции или другим лицам в целом.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 210&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Breaking and Entry&#039;&#039;&#039;&lt;br /&gt;
| Forced entry to areas where the subject does not have access to. This counts for general areas, and breaking into restricted areas is a more serious crime.&lt;br /&gt;
| Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
| 211&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Insubordination&#039;&#039;&#039;&lt;br /&gt;
| To disobey a lawful direct order from one&#039;s superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a service at the [[Labor Camp]], with a 500 point target or a five minute brig sentence.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffaa99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 301&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault With a Deadly Weapon&#039;&#039;&#039;&lt;br /&gt;
| To use physical force, through a deadly weapon, against someone without the apparent intent to kill them.&lt;br /&gt;
| Any variety of tools, chemicals or even construction materials can inflict serious injury in short order. If the victim was especially brutalized, consider charging them with attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| 302&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault of an Officer&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
| 303&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 304&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Restricted Weapon&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of a restricted weapon without prior authorisation, such as: Guns, Batons, Flashes, Grenades, etc.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all Security Personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 305&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of Explosives&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and Miners are permitted to possess explosives only whilst transporting them to the mining asteroid, otherwise their experimental bombs must remain within the Science department.&lt;br /&gt;
|-&lt;br /&gt;
| 306&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Inciting a Riot&#039;&#039;&#039;&lt;br /&gt;
| To attempt to stir the crew into a riot&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 307&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the work of the crew or station through malicious actions.&lt;br /&gt;
| Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| 308&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that Cargo breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 309&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Major Trespass&#039;&#039;&#039;&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any Security Area, Command area (including EVA), the Engine Room, Atmos, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armoury or the Captain&#039;s Quarters, is a more serious crime, and warrants a time of 10 minutes with a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 310&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;B&amp;amp;E of a Restricted Area&#039;&#039;&#039;&lt;br /&gt;
| This is breaking into any Security area, Command area (Bridge, EVA, Captains Quarters, Teleporter, etc.), the Engine Room, Atmos, or Toxins research.&lt;br /&gt;
| As a major crime sentences start at 5 minutes, but can be extended if security believes break in was for attempted Grand Theft or attempted Grand Sabotage (yellow gloves don&#039;t count as grand theft).&lt;br /&gt;
|-&lt;br /&gt;
| 311&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Dereliction of Duty&#039;&#039;&#039;&lt;br /&gt;
| To willfully abandon an obligation that is critical to the station&#039;s continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the station can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, Permanent [[Labor Camp]] Time, or Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain, HoS, and Warden can authorize a Permanent Sentence. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain can authorize an Execution or Forced Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:dimgray; color:white&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To maliciously kill someone.&lt;br /&gt;
| Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;&#039;&#039;&#039;Unauthorised executions are classed as Murder.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, regardless of OOC consent by all parties, is a violation of server rules, and worthy of a permanent ban. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules.&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Attempted Murder&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intend to kill them. &lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
| Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or station.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|408&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items of high value or sensitive nature.&lt;br /&gt;
| &amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain&#039;s Antique Laser, the Captain or the HoP&#039;s ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the station. Remember if something is locked up in a secure area it probably should not be taken without prior permission.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|411&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|&#039;&#039;&#039;Enemy of the Corporation&#039;&#039;&#039;&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar&#039;Sie. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Модификаторы &amp;amp; Особые случаи ===&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Случай&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Описание&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Модификатор&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Деконвеирование&#039;&#039;&#039;&lt;br /&gt;
| Деконвертация революционеров или культистов&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Самооборона&#039;&#039;&#039;&lt;br /&gt;
|  Самооборона определяется как &amp;quot;Защита самого себя, защита твоих коллег и защита твоего рабочего места&amp;quot;.&amp;lt;br&amp;gt;Однако обратите внимание, что лица, намеренно участвующие в драках, которые происходят в отделе, который им не принадлежит, являются актом самосуда, это запрещено.&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Соотрудничество&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Сокращение срока на 25%. В случае сдачи главы революции - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Явка с повинной&#039;&#039;&#039;&lt;br /&gt;
| Придти в бриг, признаться в содеянном и понести наказание. Быть арестованным без сопротивления не относится к этому модификатору. Для этого вы должны сами придти в Бриг&lt;br /&gt;
| Сокращение срока на 25%. Так же это стоит учитывать при выборе между сидением в камере, пермабриге, казнью и киборгизацией.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Непосредственная угроза заключенному&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Сингулярность что-то кушает неподалеку, мимоход-маг, ксеносы, взрывы неподалеку и прочее.&lt;br /&gt;
| Офицеры должны перемести заключенных в безопасное место, в ином случае - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
|  In addition to Resisting Arrest, a prisoner that must be chased for at least 2 minutes after an arrest is attempted can have their sentence increased.&lt;br /&gt;
| 1 minute added to their sentence for every 2 minutes the chase lasted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
| If a convict reoffends after being released they may receive a harsher punishment. Depending on the severity of the crimes committed after the third, or even second, strike their sentence may be increased to Permanent Imprisonment.&lt;br /&gt;
| Additional brig time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Побез из брига&#039;&#039;&#039;&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), reset their timer to their full original punishment.&lt;br /&gt;
| Перезапуск таймера&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abetting&#039;&#039;&#039;&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%B2%D0%B7%D0%BB%D0%BE%D0%BC%D1%83&amp;diff=11905</id>
		<title>Руководство по взлому</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%B2%D0%B7%D0%BB%D0%BE%D0%BC%D1%83&amp;diff=11905"/>
		<updated>2022-02-21T04:54:42Z</updated>

		<summary type="html">&lt;p&gt;Qqw: перевел немного начало. кушайте&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Твои инструменты ==&lt;br /&gt;
&lt;br /&gt;
[[File:IGloves.png|link=Insulated Gloves]] &#039;&#039;&#039;[[Insulated Gloves|Изолированные перчатки]]&#039;&#039;&#039; для смягчения урона от электричества. Во время взлома перерезание/пульсирование проводов без перчаток может причинить вам вред, в виде удара током.. Взлом возможен и без них, но это будет долго, болезненно и для этого вам понадобится мазь или меши, чтобы залечить раны.  Однако вы можете выпить [[File:Energy_drink.png|32x32px]][[Guide_to_food_and_drinks#Grey_Bull|Grey Bull]], который может дать вам устойчивость к электричеству на короткое время. &lt;br /&gt;
&lt;br /&gt;
[[File:Screwdriver_tool.png|link=Screwdriver]] &#039;&#039;&#039;[[Screwdriver]],&#039;&#039;&#039; для откручивания панелей или чего-то подобного. Необходимый инструмент.&lt;br /&gt;
&lt;br /&gt;
[[File:Wirecutters.png|link=Wirecutters]] &#039;&#039;&#039;[[Wirecutters|Wirecutters,]]&#039;&#039;&#039; для перерезания или соеденения проводов.&lt;br /&gt;
&lt;br /&gt;
[[File:Multitool.png|link=Multitool]] &#039;&#039;&#039;[[Multitool]],&#039;&#039;&#039; для пульсировки проводов. Не обязательна для ношения, однако делает жизнь проще.&lt;br /&gt;
&lt;br /&gt;
[[File:Signaler.png|link=Signaler]] &#039;&#039;&#039;[[Signaler]],&#039;&#039;&#039; может быть использованна, как гетто-альтернатива мультитула и для удаленной пульсировки проводов.Присоедините один к проводу, а второй используйте для пульсировки первого.&lt;br /&gt;
&lt;br /&gt;
[[File:Blueprint.png|link=Station blueprints]] &#039;&#039;&#039;[[Station blueprints]],&#039;&#039;&#039; помогают индефицировать каждый провод и узнать его значение. Если вы получили чертежи, то это намного устранит потребность в тестировании каждого провода, дабы узнать его значение.&lt;br /&gt;
&lt;br /&gt;
== Список взламываемых объектов ==&lt;br /&gt;
&lt;br /&gt;
=== [[File:door.png|64px|link=Airlock]] [[File:glassdoor.png|64px|link=Airlock]] [[File:Airlock2.png|64px|link=Airlock]] [[Airlock|Шлюзы]] ===&lt;br /&gt;
&lt;br /&gt;
Both internal and external access airlocks are hackable. Wires are randomized at the start of each round &#039;&#039;&#039;FOR EACH DEPARTMENT&#039;&#039;&#039;. E.g. if the orange wire toggles bolts on an airlock in engineering , the same wire will do the same on other airlocks in engineering. Some examples of areas can be found [[#Airlock Area Types|here]]. After opening the hacking window you can read on top which type of airlock you are looking at. &lt;br /&gt;
&lt;br /&gt;
Remember, cutting power to the door will stop everything else from working.&lt;br /&gt;
&lt;br /&gt;
# [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] в руке используйте на шлюзу и отрутите панель.&lt;br /&gt;
# С помощью [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]], [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]], или пустой рукой кликните по шлюзу, что бы получить доступ к проводам..&lt;br /&gt;
# Держите [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] в активной руке и нажмите &amp;quot;pulse&amp;quot; для подачи пульса на проводо, или держите [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] и кликните &amp;quot;cut&amp;quot; для переризания провода.&lt;br /&gt;
# [[Engineering_items#Screwdriver|Screwdriver]] [[File:Screwdriver_tool.png]] на шлюзе обратно, чтобы закрыть панель.&lt;br /&gt;
&lt;br /&gt;
* Есть два провода основного питания и два провода резервного.&lt;br /&gt;
* Отключение основного  питания, путем пульсировки или переризания, включит резервное питание через 10 секунд. Отключение того и другого отключит питание шлюза до тех пор, пока провода основного или резервного питания не будут восстановленны.&lt;br /&gt;
** Если дверь не имеет питания, то ее можно открыть  {{LeftclickCmodeoff}} or {{Rightclick}} с помощью [[Engineering_items#Crowbar|монтировки]] [[File:Crowbar.png]], бесполезно, если болты опущенны.&lt;br /&gt;
* Отключение AI connection не дает [[AI|ИИ]] и [[Cyborg|Киборгам]] взаимодействовать с этим шлюзом. Однако [[AI|ИИ]] может начать взлом, просто тыкнув по шлюзу. Это займет около минуты, и как только дверь будет взломана, они смогут использовать ее вечно, даже без подключения к ИИ..&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Main Power (2 wires)&lt;br /&gt;
|Отключение основного питания ||Восстановит основное питание. Может ударить вас током, но не элекризует дверь.||Disables main power for 1 minute (not refreshable from pulsing until on again). &lt;br /&gt;
|-&lt;br /&gt;
!Auxiliary Power (2 wires)&lt;br /&gt;
|Отключит резервное питание. Может ударить вас током, но не элекризует дверь.||Восстановит резервное питание. Может ударить вас током, но не элекризует дверь..||Disables auxiliary power for 1 minute (not refreshable from pulsing until on again). &lt;br /&gt;
|-&lt;br /&gt;
!ID Scan&lt;br /&gt;
|Делает шлюз неоткрываемым, если у него есть какие-либо настройки доступа. Переризание такового дает возможность открыть дверь пульсированием провода &amp;quot;open&amp;quot; для того, чтобы открыть шлюз||Восстановит нормальное состояние.||Flashes lights on the door, as if someone without access tries to open it.&lt;br /&gt;
|-&lt;br /&gt;
!Bolts&lt;br /&gt;
|Блокировка шлюза болтами.||Ничего.||Drops door bolts if they are up. Raises them if they are down and door is powered.&lt;br /&gt;
|-&lt;br /&gt;
!Bolt Lights&lt;br /&gt;
|Отключает индикаторы болтирования. Проверить можно только в том случае, если болты опущены.||Включит индикаторы.||Включит/выключит индикаторы.&lt;br /&gt;
|-&lt;br /&gt;
!Open&lt;br /&gt;
|Ничего.||Ничего.||Opens the door if it either requires no access or if ID scan wire has been cut. Works even if the open wire has also been cut. &lt;br /&gt;
|-&lt;br /&gt;
!AI Connection&lt;br /&gt;
|Отключает возможность ИИ взаимодейстовать со шлюзом.||Дает возможность ИИ взаимодействовать||&#039;&#039;Very briefly&#039;&#039; disables AI control.&lt;br /&gt;
|-&lt;br /&gt;
!High Voltage Ground (the &amp;quot;shock&amp;quot; wire)&lt;br /&gt;
|Электризует шлюз||Деэлектризует шлюз||Электризует шлюз на 30 чекунд.&lt;br /&gt;
|-&lt;br /&gt;
!High Voltage Circuit (2 wires)&lt;br /&gt;
|Высокий шанс удара током, но не элекризует шлюз.||Высокий шанс удара током, но не элекризует шлюз.||Ничего.&lt;br /&gt;
|-&lt;br /&gt;
!Safety&lt;br /&gt;
|Отключение системы безопасности шлюза. Зажимает игроков, находящимся там, и наносит урон.||Восстановит систему безопасности шлюза.||Включение/выключение &lt;br /&gt;
|-&lt;br /&gt;
!Timing&lt;br /&gt;
|Отключение таймера автоматического закрытия шлюза.||Восстановит таймер||Toggles door speed (speed light), causing the door to close faster. Can&#039;t be toggled if wire is cut. Off = fast. &lt;br /&gt;
|-&lt;br /&gt;
!Ничего (2 wires)&lt;br /&gt;
|Ничего.||Ничего.||Ничего.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Status window at bottom when hacking&lt;br /&gt;
!Name&lt;br /&gt;
!Status&lt;br /&gt;
!Means&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Bolts&lt;br /&gt;
|The door bolts look up.||Door bolts are up (not locked).&lt;br /&gt;
|-&lt;br /&gt;
|The door bolts have fallen!||Door bolts are down (locked).&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Power&lt;br /&gt;
|The test light is on.||Door is powered.&lt;br /&gt;
|-&lt;br /&gt;
|The test light is off.||Door is not powered (can be opened with {{LeftclickCmodeoff}} or {{Rightclick}} with a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]).&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|AI Connection&lt;br /&gt;
|The AI connection light is on.||AI can control the door and hasn&#039;t hacked it.&lt;br /&gt;
|-&lt;br /&gt;
|The AI connection light is off.||AI either hacked a door or can&#039;t control it.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Safety&lt;br /&gt;
|The &#039;Check Wiring&#039; light is on.||Door safety is off (can crush people).&lt;br /&gt;
|-&lt;br /&gt;
|The &#039;Check Wiring&#039; light is off.||Door safety is on (can&#039;t crush people).&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Timer&lt;br /&gt;
|The timer is powered on.||Door closes automatically. &lt;br /&gt;
|-&lt;br /&gt;
|The timer is powered off.||Door doesn&#039;t close automatically. &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Timing&lt;br /&gt;
|The speed light is on.||Door timing is normal (closes after a delay).&lt;br /&gt;
|-&lt;br /&gt;
|The speed light is off.||Door timing is reduced (closes without delay).&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Emergency light&amp;lt;br&amp;gt;(Has no hackable wire)&lt;br /&gt;
|The emergency light is on.||Emergency access is enabled (no access restrictions). &lt;br /&gt;
|-&lt;br /&gt;
|The emergency light is off.||Emergency access is disabled (normal access restrictions). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Airlock Area Types ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand to see a list of EXAMPLES of airlock area subtypes:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
MAINT&lt;br /&gt;
* maintenance/...&lt;br /&gt;
&lt;br /&gt;
COMMAND&lt;br /&gt;
* bridge/...&lt;br /&gt;
* crew_quarters/heads/...&lt;br /&gt;
* teleporter/...&lt;br /&gt;
* gateway/...&lt;br /&gt;
* security/nuke_storage/...&lt;br /&gt;
* ai_monitored/nuke_storage/...&lt;br /&gt;
&lt;br /&gt;
SERVICE&lt;br /&gt;
* crew_quarters/kitchen/...&lt;br /&gt;
* crew_quarters/bar/...&lt;br /&gt;
* quartermaster/...&lt;br /&gt;
* janitor/...&lt;br /&gt;
* hydroponics/...&lt;br /&gt;
&lt;br /&gt;
SECURITY&lt;br /&gt;
* security/...&lt;br /&gt;
* ai_monitored/security/armory/...&lt;br /&gt;
&lt;br /&gt;
ENGINEERING&lt;br /&gt;
* engine/...&lt;br /&gt;
* solar/...&lt;br /&gt;
* tcommsat/...&lt;br /&gt;
&lt;br /&gt;
MEDBAY&lt;br /&gt;
* medical/...&lt;br /&gt;
&lt;br /&gt;
SCIENCE&lt;br /&gt;
* science/...&lt;br /&gt;
&lt;br /&gt;
AI&lt;br /&gt;
* ai_monitored/storage/satellite/...&lt;br /&gt;
* ai_monitored/turret_protected/...&lt;br /&gt;
* aisat/...&lt;br /&gt;
&lt;br /&gt;
PUBLIC&lt;br /&gt;
* hallway/...&lt;br /&gt;
* crew_quarters/...&lt;br /&gt;
* library/...&lt;br /&gt;
* chapel/...&lt;br /&gt;
* lawoffice/...&lt;br /&gt;
* construction/...&lt;br /&gt;
* storage/...&lt;br /&gt;
* ai_monitored/storage/eva/...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Airlock Strategies ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to bolt doors open&#039;&#039;&#039;. First find two wires of importance: The bolts wire, and one of the main power wires. Pulse a random door to find those wires. If you get shocked, close that hacking window and move on to another door. Once you&#039;ve found the two wires you need, head to an unbolted door, pulse the power wire, [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]] it open, then pulse the bolt wire. This will permanently bolt the door open, until someone fixes it. If a door is bolted, pulse the bolts wire, and go and then a power wire to be able to [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]] it.&lt;br /&gt;
* &#039;&#039;&#039;Use [[Engineering_items#Multitool|multitool]] [[File:Multitool.png]] to make the door stay open for a minute.&#039;&#039;&#039; Do this by first finding and pulsing a main power wire, then wait 10 seconds to see if auxiliary power turns on. If it doesn&#039;t go to another door and pulse the main power wire there. When auxiliary power is on (test light on), pulse wires until it turns off again. You have now found an auxiliary power wire. Then go to the door you wish to hack, pulse both the main and auxiliary power wire, then [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]], and it will stay open at at least nearly a minute. &lt;br /&gt;
* &#039;&#039;&#039;Ghetto hacking&#039;&#039;&#039; involves accessing a useless airlock and cutting all of the wires in order until the bolts drop, making a note of the wire you just cut. Keeping this in mind, you can now open restricted doors by cutting all the wires except the bolt control and then crowbarring that fucker open. Useful if you don&#039;t have a multi-tool. Note that this is a bad idea if you lack gloves.&lt;br /&gt;
* &#039;&#039;&#039;Open ID restricted doors&#039;&#039;&#039; by pulsing a main power wire and then crowbarring it open. If it&#039;s bolted, be sure to pulse the bolt wire before you kill the power, since you can&#039;t bolt/unbolt an unpowered door. &lt;br /&gt;
* &#039;&#039;&#039;Create a pain-in-the-ass-obstacle&#039;&#039;&#039; by dropping the bolts, cutting all the wires, and then welding the door shut. This is especially effective if you happen to have the only pair of insulated gloves on the station.&lt;br /&gt;
* &#039;&#039;&#039;Remotely pulse an airlock&#039;&#039;&#039; by attaching a [[General_items#Remote_Signaling_Device|signaler]], which when signaled pulses the wire it&#039;s attached to. This allows you to remotely bolt and unbolt a door, for instance.&lt;br /&gt;
&lt;br /&gt;
==== Secure airlocks ====&lt;br /&gt;
&lt;br /&gt;
Some airlocks are more secure than normal, and their wire panel is covered by a layer of shielding. To see the airlock&#039;s security level, examine it.&lt;br /&gt;
There are 3 levels of airlock security:&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Normal security&#039;&#039;&#039;&lt;br /&gt;
Normal airlocks, they have no additional security.&lt;br /&gt;
* &#039;&#039;&#039;Medium security&#039;&#039;&#039;&lt;br /&gt;
To create a medium security airlock, use 2 sheets of &#039;&#039;&#039;metal&#039;&#039;&#039; on a normal airlock with an open panel.&amp;lt;br&amp;gt;&lt;br /&gt;
No change in door resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
To access the wire panel, you need to:&lt;br /&gt;
# Open the panel with a &#039;&#039;&#039;[[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]&#039;&#039;&#039;.&lt;br /&gt;
# Slice through the wires&#039; protection with a &#039;&#039;&#039;[[Engineering_items#Welding_Tool|welding tool]]&#039;&#039;&#039; [[File:Welder.png]].&lt;br /&gt;
# Proceed as normal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High security&#039;&#039;&#039;&lt;br /&gt;
To create a high security airlock, use 2 sheets of &#039;&#039;&#039;plasteel&#039;&#039;&#039; on a normal airlock with open panel.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor is multiplied by 1.5, making the door harder to destroy through brute force.&amp;lt;br&amp;gt;&lt;br /&gt;
To access the wire panel, you need to:&lt;br /&gt;
# Open the panel with a &#039;&#039;&#039;[[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]&#039;&#039;&#039;.&lt;br /&gt;
# Cut through the &#039;&#039;&#039;electrified&#039;&#039;&#039; protective grille with &#039;&#039;&#039;[[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]]&#039;&#039;&#039;. If you don&#039;t wear insulated gloves, you may get shocked.&lt;br /&gt;
# Slice through the outer layer of plasteel using a &#039;&#039;&#039;[[Engineering_items#Welding_Tool|welding tool]]&#039;&#039;&#039; [[File:Welder.png]].&lt;br /&gt;
# Remove the outer plasteel layer with a &#039;&#039;&#039;[[Engineering_items#Crowbar|crowbar]]&#039;&#039;&#039; [[File:Crowbar.png]].&lt;br /&gt;
# Slice through the inner layer of plasteel using a &#039;&#039;&#039;[[Engineering_items#Welding_Tool|welding tool]]&#039;&#039;&#039; [[File:Welder.png]].&lt;br /&gt;
# Remove the inner plasteel layer with a &#039;&#039;&#039;[[Engineering_items#Crowbar|crowbar]]&#039;&#039;&#039; [[File:Crowbar.png]].&lt;br /&gt;
# Proceed as normal.&lt;br /&gt;
&lt;br /&gt;
====Safety Airlocks====&lt;br /&gt;
A few selected airlocks are special &amp;quot;safety airlocks&amp;quot;, which simply means they can be opened with bare hands after a delay when unpowered instead of requiring a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]. Some airlocks in arrivals and departures have this property.&lt;br /&gt;
&lt;br /&gt;
=== [[File:ModernAPC.png|64px|link=APC]] [[APC]] ===&lt;br /&gt;
&lt;br /&gt;
Controls power to its assigned room. All APC breakers can be accessed via Power Monitoring Computers regardless of the lock status, so hope that whoever&#039;s fucking with the power isn&#039;t paying attention.&lt;br /&gt;
&lt;br /&gt;
# Screwdriver in hand, click on APC to open the panel and expose the wiring.&lt;br /&gt;
# Click with an empty hand to access the wiring.&lt;br /&gt;
# Fiddle with the wires by pulsing to test each one and cutting what you need to.&lt;br /&gt;
# Screwdriver it back up to toggle lighting, equipment, and atmospherics as you see fit (unless you&#039;ve killed the power).&lt;br /&gt;
&lt;br /&gt;
* Cover lock prevents the APC from opening. If it&#039;s off, you can use a crowbar to open the APC.&lt;br /&gt;
* Interface lock prevents anyone from using the APC. It is normally removed by swiping an ID card.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Power (2 wires)&lt;br /&gt;
|Disables power. May shock!||Restores. May shock!||Disables power for 2 minutes. You must &#039;&#039;cut and mend&#039;&#039; the wire to restore power.&lt;br /&gt;
|-&lt;br /&gt;
!ID lock&lt;br /&gt;
|Disable toggling the lock with an ID card.||Restores.||Unlocks APC interface for 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
!AI control&lt;br /&gt;
|Disables AI control.||Restores.||&#039;&#039;Very briefly&#039;&#039; disables AI control.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Status window&lt;br /&gt;
!Name&lt;br /&gt;
!Status&lt;br /&gt;
!Shows that&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Lock&lt;br /&gt;
|The interface light is red.||APC is locked.&lt;br /&gt;
|-&lt;br /&gt;
|The interface light is green.||APC is unlocked.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Power&lt;br /&gt;
|The short indicator is on.||APC is not working.&lt;br /&gt;
|-&lt;br /&gt;
|The short indicator is off.||APC is working.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|AI control&lt;br /&gt;
|The AI connection light is off.||AI/borgs can&#039;t interact with APC.&lt;br /&gt;
|-&lt;br /&gt;
|The AI connection light is on.||AI/borgs can interact with APC.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:autolathe.png|64px|link=Autolathe]] [[Autolathe]] ===&lt;br /&gt;
&lt;br /&gt;
# Click on the Autolathe to open it.&lt;br /&gt;
# Click on the Autolathe with a screwdriver in hand to access the wiring, then get a tool in your hand.&lt;br /&gt;
# There are two important wires, which are randomized, while the rest are duds. Cutting them toggles their light permanently, pulsing does so temporarily (30 secs or something). Red light is power and blue is hacked options. None of them shock you, so they&#039;re safe to hack.&lt;br /&gt;
&lt;br /&gt;
Have fun accessing some [[Autolathe|new options]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Power (shows red light if off)&lt;br /&gt;
|Power off.||Power on.||Short (~30 secs) toggle off.&lt;br /&gt;
|-&lt;br /&gt;
!Electrocution (shows green light if on)&lt;br /&gt;
|Electrocution.||Off.||Short (~30 secs) toggle on.&lt;br /&gt;
|-&lt;br /&gt;
!Hacked options (shows blue light if on)&lt;br /&gt;
|Options on.||Off.||Short (~30 secs) toggle on.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:AirAlarm.png|64px|link=Air_Alarm]] [[Air Alarm]] ===&lt;br /&gt;
&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands.&lt;br /&gt;
&lt;br /&gt;
#Screwdriver to exposes wires.&lt;br /&gt;
#Click to display Air Alarm interface and Wiring interface.&lt;br /&gt;
#Three lights:&lt;br /&gt;
#*&#039;&#039;The Air Alarm is &#039;&#039;&#039;locked/unlocked&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
#*&#039;&#039;The Air Alarm is &#039;&#039;&#039;working properly!/offline&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
#*&#039;&#039;The &#039;AI control allowed&#039; light is &#039;&#039;&#039;on/off&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
#Five wires:&lt;br /&gt;
#*&#039;&#039;&#039;Access wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; toggles the interface&#039;s ID lock. &#039;&#039;Cutting&#039;&#039; locks the interface permanently until &#039;&#039;mended&#039;&#039;. &lt;br /&gt;
#*&#039;&#039;&#039;Siphon wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; toggles PANIC SIPHON on/off.&lt;br /&gt;
#*&#039;&#039;&#039;Power wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; disable the Air Alarm for 30(?) seconds, you can &#039;&#039;cut&#039;&#039; and &#039;&#039;mend&#039;&#039; the wire if in a hurry. &#039;&#039;Cutting&#039;&#039; the disables the Air Alarm until mended.&lt;br /&gt;
#*&#039;&#039;&#039;AI Control wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will disable AI Control for 30(?) seconds. &#039;&#039;Cutting&#039;&#039; the wire disables the AI control until 30(?) seconds after mended.&lt;br /&gt;
#*&#039;&#039;&#039;Alarm wire&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; starts the alarm, &#039;&#039;pulsing&#039;&#039; resets the alarm.&lt;br /&gt;
#Screwdriver to close wiring.&lt;br /&gt;
&lt;br /&gt;
Disabled &#039;&#039;Air Alarms&#039;&#039; will show no lights.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Power&lt;br /&gt;
|Disables power.||Restores.||Disables power. Can be restored with mending.&lt;br /&gt;
|-&lt;br /&gt;
!Access&lt;br /&gt;
|Locks the interface completely until mended.||Unlocks.||Toggles interface ID lock on/off.&lt;br /&gt;
|-&lt;br /&gt;
!Siphon&lt;br /&gt;
|Starts PANIC SIPHON||Nothing||Toggles PANIC SIPHON on/off.&lt;br /&gt;
|-&lt;br /&gt;
!AI control&lt;br /&gt;
|Disables AI control.||Restores after ~30 secs delay.||Temporarily (~30 secs) disable.&lt;br /&gt;
|-&lt;br /&gt;
!Alarm&lt;br /&gt;
|Starts the alarm.||Nothing||Resets the alarm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Security_Camera.gif|64px|link=Security Camera]] [[Security Camera]]s ===&lt;br /&gt;
{{anchor|Cameras}}&lt;br /&gt;
&lt;br /&gt;
The malfunctioning AI cannot siphon your air if you disable its eyes.&lt;br /&gt;
&lt;br /&gt;
Cameras do not have a wire panel, simply click on the camera with the tools to hack it.&lt;br /&gt;
&lt;br /&gt;
# With a screwdriver in hand, click on the camera.&lt;br /&gt;
# You can now do one of two things:&lt;br /&gt;
#* &#039;&#039;&#039;Wirecutters&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; an open camera will disable the camera, &#039;&#039;mending&#039;&#039; it will re-enable the camera.&amp;lt;br&amp;gt; This will make a camera show up as &amp;quot;(deactivated)&amp;quot; in the camera list.&lt;br /&gt;
#* &#039;&#039;&#039;Multitool&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will toggle the camera&#039;s vision range from 7 tiles (the default) to 2 tiles. The AI will not receive any alerts.&lt;br /&gt;
&lt;br /&gt;
The AI will receive a camera alert upon re-activation of a camera, or if it gets deactivated from brute force.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Generic_borg.png|64px|link=Cyborg]][[File:Engborg.png|64px|link=Cyborg]] [[Cyborg|Cyborgs]] ===&lt;br /&gt;
&lt;br /&gt;
Use these tools in this order to hack a borg:&lt;br /&gt;
#[[File:Id_regular.png]] ID Card, [[File:Emag.png]] [[Emag]] or just ask the Cyborg to unlock its panel&lt;br /&gt;
#[[File:Crowbar.png]] Crowbar the panel open&lt;br /&gt;
#[[File:Emag.png]] Optional: [[Emag]] the cyborg and skip to &amp;quot;Afterwards&amp;quot; (does not work if its AI is [[Guide_to_malfunction|malfunctional]])&lt;br /&gt;
#[[File:Hud-hands.gif]] Remove the power cell by clicking the borg with an empty hand&lt;br /&gt;
#[[File:Screwdriver_tool.png]] Screwdriver to expose wires&lt;br /&gt;
#[[File:Wirecutters.png]] Wirecutters or [[File:Multitool.png]] Multitool to manipulate wires&lt;br /&gt;
&lt;br /&gt;
Afterwards:&lt;br /&gt;
#[[File:Screwdriver_tool.png]] Screwdriver to cover wires&lt;br /&gt;
#[[File:Power_cell.png]] Replace the power cell&lt;br /&gt;
#[[File:Crowbar.png]] Crowbar the panel shut&lt;br /&gt;
#[[File:Id_regular.png]] Lock the panel with an ID Card. Cyborgs cannot lock their own panel.&lt;br /&gt;
&lt;br /&gt;
Borgs have seven wires; five working ones and two duds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Purpose&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Law sync module&lt;br /&gt;
|Borg laws get updated when their master AI&#039;s laws do. Only works when AI link/slaving is active.||Stops the borg from receiving law updates from its AI.||Re-enables LawSync.||Synchronizes laws with the borg&#039;s AI. &#039;&#039;Borg gently chimes.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence link&lt;br /&gt;
|Slaves the borg to an AI, forcing it to obey its orders. Needed for LawSync.||Unslaves the borg from its current AI and disables LawSync.||Nothing. You have to pulse the wire to slave a borg.||Allows you to pick an AI for the borg to be slaved to.&lt;br /&gt;
|-&lt;br /&gt;
!Camera light&lt;br /&gt;
|Toggles the borg&#039;s camera.||Toggles the camera status and kicks out anyone using it.||Same as cutting.||Same as cutting. &#039;&#039;Borg&#039;s camera lense focuses loudly.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Lockdown indicator&lt;br /&gt;
|Locks down the borg. Can also be done with a robotics console.||Enables lockdown.||Disables lockdown.||Toggles lockdown status.&lt;br /&gt;
|-&lt;br /&gt;
!Reset module hardware &amp;lt;br&amp;gt;&#039;&#039;(marked &amp;quot;Reset Module&amp;quot;)&#039;&#039;&lt;br /&gt;
|Resets the borg&#039;s module so it can pick another one.||Resets the Cyborg&#039;s module and prevents it from selecting a new one.||Allows the borg to pick a new module.||Nothing. &#039;&#039;Borg&#039;s module servos twitch.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Two dummy wires&lt;br /&gt;
|Nothing||---||---||---&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset: it must be deconstructed (or blown) and rebuilt.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also a dick move to blow a non rogue borg. Think of it as chopping someone&#039;s arms and legs off; you&#039;ll get bwoink&#039;d unless you did it for a good reason.&lt;br /&gt;
&lt;br /&gt;
=== [[File:MULE.gif|64px|link=quartermaster#Requisition_Me_a_Beat(ing)]] [[quartermaster#Requisition_Me_a_Beat(ing)|MULEbot]] ===&lt;br /&gt;
{{anchor|MULE}}&lt;br /&gt;
&lt;br /&gt;
No better way to get away from it all with a joyride on a MULE! And run over some people with it too.&lt;br /&gt;
&lt;br /&gt;
#Unlock the controls with a Quartermaster&#039;s/Cargo Technician&#039;s/Head Of Personnel&#039;s/Captain&#039;s ID.&lt;br /&gt;
#Unscrew the maintenance panel with the screwdriver.&lt;br /&gt;
#See the table below and hack what you want.&lt;br /&gt;
#Screw the panel back on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Power (2 wires)&lt;br /&gt;
|One or both cut = disables power.||Restores.||&#039;&#039;The charge light flickers.&#039;&#039; -message.&lt;br /&gt;
|-&lt;br /&gt;
!Motor (2 wires)&lt;br /&gt;
|One cut = increases speed slightly. &amp;lt;br&amp;gt;Other cut = increases speed greatly. &amp;lt;br&amp;gt;Both cut = disables motor.||Restores.||&#039;&#039;The drive motor whines briefly.&#039;&#039; -message.&lt;br /&gt;
|-&lt;br /&gt;
!Radio (4 wires)&lt;br /&gt;
|One or more cut = disables PDA control.||Restores.||&#039;&#039;You hear a radio crackle.&#039;&#039; -message.&lt;br /&gt;
|-&lt;br /&gt;
!Safety&lt;br /&gt;
|Disables safety, awakens thirst for blood. &amp;lt;br&amp;gt;(DON&#039;T DO THIS UNLESS YOU&#039;RE A TRAITOR OR WANT TO DIE)||Restores.||&#039;&#039;The external warning lights flash briefly.&#039;&#039; -message.&lt;br /&gt;
|-&lt;br /&gt;
!Load&lt;br /&gt;
|Allows non-standard cargo (people, cyborgs, and other bots).||Disables.||&#039;&#039;The load platform clunks.&#039;&#039; -message.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Supply Shuttle Console}}[[File:Supply_Shuttle_Console.png|64px]][[Computers#Supply_Shuttle_Console|Supply Shuttle Console]] ===&lt;br /&gt;
&lt;br /&gt;
Who wants to unlock [[Quartermaster#Contraband|contraband]]?&lt;br /&gt;
&lt;br /&gt;
This allows you to order contraband (for example advanced clowning supplies). This will not unlock as many crates as an [[Emag]]. Also lets you sell non-bounty organs (for tiny prices). &lt;br /&gt;
&lt;br /&gt;
#[[Guide_to_construction#Computers|Disassemble]] the Supply Shuttle Console with your screwdriver, crowbar and wirecutters&lt;br /&gt;
#Grab the supply computer circuitboard&lt;br /&gt;
#Multitool it and set its receiver to the appropriate spectrum&lt;br /&gt;
#Put it back in and reassemble the console. You can now order and sell contraband!&lt;br /&gt;
(Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board)&lt;br /&gt;
&lt;br /&gt;
=== [[File:Requests_Console.gif|64px]][[Guide_to_construction#Requests_Console|Requests Console]] ===&lt;br /&gt;
&lt;br /&gt;
Unhappy with your requests priority level? Crank it up to &#039;EXTREME&#039;! &lt;br /&gt;
&lt;br /&gt;
#Crowbar the requests console panel open.&lt;br /&gt;
#Use your screwdriver to enable the hidden priority level.&lt;br /&gt;
#Close the panel with your crowbar.&lt;br /&gt;
&lt;br /&gt;
=== [[Particle Accelerator]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:ParticleAccelerator.gif|link=Particle_Accelerator]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What safer way to release the [[singularity]] than doing it REMOTELY! That, or you can hack it to make it shoot more powerful particles!&lt;br /&gt;
&lt;br /&gt;
#Setup the PA if you haven&#039;t already, then use a screwdriver on the computer to open the panel/expose the wires.&lt;br /&gt;
#Now click on the computer with a hand to bring up the wire menu. Here you can then get your tools in hand.&lt;br /&gt;
#*&#039;&#039;&#039;Power wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; toggles the PA on or off, &#039;&#039;cutting&#039;&#039; it will disable the PA and stop it from turning on.&lt;br /&gt;
#*&#039;&#039;&#039;Strength wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; increases the strength of the PA, &#039;&#039;cutting&#039;&#039; it will set the strength to 0 and prevent people turning it up.&lt;br /&gt;
#*&#039;&#039;&#039;Interface wire&#039;&#039;&#039;: Interface wire will stop people being able to use the control computer. &#039;&#039;Pulsing&#039;&#039; will toggle this, &#039;&#039;cutting&#039;&#039; will turn it off until mended.&lt;br /&gt;
#*&#039;&#039;&#039;Limit wire&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; will allow the PA to be turned up to strength 3. When &#039;&#039;pulsed&#039;&#039; it will make a large whirring noise.&lt;br /&gt;
#*&#039;&#039;&#039;Nothing wire&#039;&#039;&#039;: Will do nothing, it&#039;s just here to make it harder.&lt;br /&gt;
#Close the panel for the PA to then work again. &#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Don&#039;t forget to scan the parts again.&lt;br /&gt;
&lt;br /&gt;
You can also attach a [[Signaler]] to these wires to release the singularity, such as remotely pulsing the strength wire. Bonus points if you also pulse the interface wire so that people can&#039;t stop it!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Power&lt;br /&gt;
|Disables power.||Restores.||Toggles power on/off.&lt;br /&gt;
|-&lt;br /&gt;
!Strength&lt;br /&gt;
|Sets strength to 0 and prevents people from turning it up.||Restores.||Increases the strength.&lt;br /&gt;
|-&lt;br /&gt;
!Interface&lt;br /&gt;
|Stops people from being able to use the control computer.||Restores.||Toggles interface off/on.&lt;br /&gt;
|-&lt;br /&gt;
!Limit&lt;br /&gt;
|Allows PA to be turned up to strength 3.||Restores.||Makes a large whirring noise.&lt;br /&gt;
|-&lt;br /&gt;
!Nothing&lt;br /&gt;
|Nothing.||Nothing.||Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== How To ====&lt;br /&gt;
&lt;br /&gt;
# Set up the Particle Accelerator&lt;br /&gt;
# Screwdriver the monitor open&lt;br /&gt;
# Pulse the wires from up to down until you get the prompt stating that there&#039;s a whirring sound&lt;br /&gt;
# Cut the wire which prompted the statement&lt;br /&gt;
# Pulse the wires from up to down except for the limit wire&lt;br /&gt;
# Set up the tesla&lt;br /&gt;
&lt;br /&gt;
Can easily be done in &amp;lt;30 seconds&lt;br /&gt;
&lt;br /&gt;
=== [[File:Emitter_On.gif|64px]] Particle Emitter ===&lt;br /&gt;
&lt;br /&gt;
There is only one wire: Pulse it to fire the emitter.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Syndicate_Bomb.gif|64px|link=Syndicate Bomb]] [[Syndicate Bomb]] ===&lt;br /&gt;
&lt;br /&gt;
A bomb! Are you a bad enough dude?&lt;br /&gt;
&lt;br /&gt;
# Check the description of the bomb to see if you have enough time left to even attempt a defusal. Use your best judgement for how much time you will need.&lt;br /&gt;
# If the timer is very long, you might want to ask toxins for a bomb suit in case you fail. You&#039;ll still be killed, but at least you&#039;ll leave a revivable corpse.&lt;br /&gt;
# Screwdriver in hand, click on the bomb to open the panel and expose the wiring.&lt;br /&gt;
# With multitool, wirecutters, or an empty hand, click on the bomb to access the wiring.&lt;br /&gt;
# CAREFULLY fiddle with the wires by pulsing to test each one and cutting what you need to.&lt;br /&gt;
#* &#039;&#039;&#039;Boom wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will explode the bomb instantly if the bomb is live and &#039;&#039;cutting&#039;&#039; will do much the same! There&#039;s no way to prepare for the boom wire if the bomb is already live, it&#039;s just an inherent risk. Cutting a boom wire that&#039;s not live will make the bomb unusable.&lt;br /&gt;
#* &#039;&#039;&#039;Bolt wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will hint at this wire&#039;s function, &#039;&#039;cutting&#039;&#039; will release the bolts holding the bomb down if they were activated to begin with. Ditch that bomb!&lt;br /&gt;
#* &#039;&#039;&#039;Delay wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will add time to the clock of the bomb, giving you a little more breathing room.&lt;br /&gt;
#* &#039;&#039;&#039;Proceed wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; will reduce the clock, making your life that much harder. &#039;&#039;Cutting&#039;&#039; this wire while the bomb is live will explode the bomb!&lt;br /&gt;
#* &#039;&#039;&#039;Activate wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; a bomb that isn&#039;t live will start the countdown and &#039;&#039;cutting&#039;&#039; a bomb that IS live will stop the countdown. If you&#039;ve identified this wire, you&#039;ve won!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that randomly cutting live bomb wires carries a 40% risk of sudden death when pulsing carries just a 20% risk of sudden death! Ultimately you will HAVE to cut a wire to stop the explosion, but with a little research with pulsing you can improve your success rate. There&#039;s a test bomb in the armory if you want to practice without the risk of boom. At end of the day, your chance to blow yourself up by a mistake is 50% when using a multitool first, and 66.66% if you just randomly cut the wires. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+LIVE Bomb Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Activate&lt;br /&gt;
|Stops the countdown.||Nothing.||Adds time to the timer. &amp;quot;The bomb seems to hesitate for a moment.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Delay&lt;br /&gt;
|Nothing.||Nothing.||Adds time to the timer. &amp;quot;The bomb chirps.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Bolt&lt;br /&gt;
|Releases the bolts (if they were activated) so that the bomb can be moved.||Nothing.||&amp;quot;The bolts spin in place for a moment.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Proceed&lt;br /&gt;
|Explodes.||Nothing, u ded.||Reduces time on the timer! &amp;quot;The bomb buzzes ominously!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Boom&lt;br /&gt;
|Explodes.||Nothing, u ded.||Explodes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+NOT LIVE Bomb Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Activate&lt;br /&gt;
|Nothing.||Nothing.||Starts the countdown.&lt;br /&gt;
|-&lt;br /&gt;
!Delay&lt;br /&gt;
|Nothing.||Nothing.||&amp;quot;The bomb chirps.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Bolt&lt;br /&gt;
|Releases the bolts (if they were activated) so that the bomb can be moved.||Nothing.||&amp;quot;The bolts spin in place for a moment.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Proceed&lt;br /&gt;
|Nothing.||Nothing.||&amp;quot;The bomb buzzes ominously!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Boom&lt;br /&gt;
|Makes the bomb unusable.||Restores.||Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====How to remove a bomb payload====&lt;br /&gt;
To remove the payload from a syndicate bomb (or bomb assembly crafted from 10 plasteel) follow these steps:&lt;br /&gt;
#Make sure the bomb is not active. If it&#039;s counting down, cutting wires can make it explode. &lt;br /&gt;
#Open the bomb with a [[Engineering_items#Screwdriver|screwdriver]] [[File:Screwdriver_tool.png]]. &lt;br /&gt;
#Click the bomb with [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] and cut all wires.&lt;br /&gt;
#Use a [[Engineering_items#Crowbar|crowbar]] [[File:Crowbar.png]]on the bomb to pry out the payload.&lt;br /&gt;
&lt;br /&gt;
=== [[File:C4.gif|64px|link=Syndicate_Items#Plastic_Explosive_charge_(C4)]] [[Syndicate_Items#Plastic_Explosive_charge_(C4)|Plastic Explosives (C4)]]===&lt;br /&gt;
&lt;br /&gt;
For an awesome way to go out! These do not need to be opened with a screwdriver first. &lt;br /&gt;
&lt;br /&gt;
#Only has one type of wire:&lt;br /&gt;
#*&#039;&#039;&#039;Explode wire&#039;&#039;&#039;: When &#039;&#039;cut&#039;&#039;, it explodes. When &#039;&#039;pulsed&#039;&#039;, it explodes!&lt;br /&gt;
You can attach a [[Signaler]] to make a remote bomb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Explode (2 wires)&lt;br /&gt;
|Explodes.||Nothing.||Explodes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Vendboozeomat.gif|64px|link=Vending machines]] [[File:Vendsec.gif|64px|link=Vending machines]] [[File:Vendmed.gif|64px|link=Vending machines]] [[File:Vendcoffee.gif|64px|link=Vending machines]] [[Vending machines|Vending Machines]] ===&lt;br /&gt;
&lt;br /&gt;
The only thing worth hacking!&lt;br /&gt;
&lt;br /&gt;
#Click on the vending machine to open it.&lt;br /&gt;
#Click on the vending machine with a screwdriver in hand to access the wiring, then get a tool in your hand.&lt;br /&gt;
#Button to toggle speaker on/off.&lt;br /&gt;
#Four lights:&lt;br /&gt;
#*&#039;&#039;The orange light is off.&#039;&#039;Indicates the machine is electrified when on.&lt;br /&gt;
#*&#039;&#039;The red light is &#039;&#039;&#039;blinking/off&#039;&#039;&#039;.&#039;&#039; Blinking indicate that it is working normally, off means it&#039;s in firing mode.&lt;br /&gt;
#*&#039;&#039;The green light is &#039;&#039;&#039;off/on&#039;&#039;&#039;.&#039;&#039; Indicate that contraband is available when on.&lt;br /&gt;
#*&#039;&#039;A &#039;&#039;&#039;purple/yellow&#039;&#039;&#039; light is on.&#039;&#039; Purple means access restrictions are on. Yellow means anyone can access. &lt;br /&gt;
#Four wires:&lt;br /&gt;
#*&#039;&#039;&#039;Firing wire&#039;&#039;&#039;: If &#039;&#039;pulsed&#039;&#039; will fire stuff at people contentiously until pulsed again. &#039;&#039;Cutting&#039;&#039; causes machine to fire stuff at people contentiously until mended. Toggles the red blinking light off when in firing mode.&lt;br /&gt;
#*&#039;&#039;&#039;Contraband wire&#039;&#039;&#039;: &#039;&#039;Cutting&#039;&#039; does nothing. When &#039;&#039;pulsed&#039;&#039; toggles availability of illegal or rare goods, also toggles the green light on/off.&lt;br /&gt;
#*&#039;&#039;&#039;Access wire&#039;&#039;&#039;: When &#039;&#039;pulsed&#039;&#039; it toggles the purple/yellow light, allowing for ID restricted machines (med machines, sec machines, and the bartenders Booze-o-mat) to be used by anyone when the yellow light is on.&lt;br /&gt;
#*&#039;&#039;&#039;Shock wire&#039;&#039;&#039;: Like the firing wire in effects from hacking, except it shocks instead of shoots, and toggles the orange light on. Pulsing this wire electrifies the machine for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Firing&lt;br /&gt;
|Causes the machine to fire stuff at people (turns off red blinking light).||Restores.||Toggles firing on/off.&lt;br /&gt;
|-&lt;br /&gt;
!Contraband&lt;br /&gt;
|Nothing.||Nothing.||Toggles illegal/rare goods availability on/off (shown by a green light).&lt;br /&gt;
|-&lt;br /&gt;
!Access&lt;br /&gt;
| Activates the access restriction.||Nothing||Toggles the access restriction(purple/yellow light).&lt;br /&gt;
|-&lt;br /&gt;
!Shock&lt;br /&gt;
|Causes the machine to electrocute people (shown by an orange light).||Restores.||Electrifies the machine for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:secure.png|64px]] [[File:safe.png|64px]] Secure Briefcase, Wall Safe ===&lt;br /&gt;
&lt;br /&gt;
#Screwdriver in hand, click on the (briefcase/safe) to open the panel and expose the wiring&lt;br /&gt;
#Multitool the (briefcase/safe) until you get a confirmation that the memory is reset. &lt;br /&gt;
#Screwdriver the panel shut.&lt;br /&gt;
#If the briefcase/safe is either in its default state or its memory has been reset it will say ENTER NEW PASSCODE. Punch in a 5-digit code and click E to set it.&lt;br /&gt;
#Punch the same code and click E to unlock. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Click R to lock it. Locking works even if no code has been set. You can set a new code with the above steps even if it&#039;s locked. Alt-click an unlocked briefcase/safe to open it.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Vaultsafe.png|64px]] Safe ===&lt;br /&gt;
&lt;br /&gt;
A safe can be opened by doing the following while holding a [[stethoscope]]:&lt;br /&gt;
# Spin the dial in one direction until you hear a &amp;quot;tink&amp;quot;, &amp;quot;krink&amp;quot;, or &amp;quot;plink&amp;quot; from the safe.&lt;br /&gt;
# Spin the dial in the other direction until you hear a &amp;quot;tonk&amp;quot;, &amp;quot;krunk&amp;quot;, or &amp;quot;plunk&amp;quot; and a &amp;quot;Spring&amp;quot;, &amp;quot;Sprang&amp;quot;, &amp;quot;Sproing&amp;quot;, &amp;quot;Clunk&amp;quot;, or &amp;quot;Krunk&amp;quot; from the safe.&lt;br /&gt;
# Open.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Station_Bounced_Radio.png|64px|link=Station_Bounced_Radio]] [[File:Wallradio.png|64px|link=Intercom]] [[Station_Bounced_Radio|Radio]]/[[Intercom]] ===&lt;br /&gt;
&lt;br /&gt;
# Screwdriver in hand, click on the radio.&lt;br /&gt;
# The usual radio use panel will pop up, but now with access to the wiring.&lt;br /&gt;
# Three wires:&lt;br /&gt;
#* &#039;&#039;&#039;Output wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; toggles the speaker on/off. &#039;&#039;Cutting&#039;&#039; disables the speaker without showing it.&lt;br /&gt;
#* &#039;&#039;&#039;Input wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; toggles the microphone on/off. &#039;&#039;Cutting&#039;&#039; disables the microphone without showing it.&lt;br /&gt;
#* &#039;&#039;&#039;Dummy wire&#039;&#039;&#039;: &#039;&#039;Pulsing&#039;&#039; turns the microphone and speaker off, but turns them on if they are both off already. &#039;&#039;Cutting&#039;&#039; does nothing.&lt;br /&gt;
# Screwdriver again to close the wires.&lt;br /&gt;
Interestingly, [[Tracking Beacon]]s also count as radios.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
|-&lt;br /&gt;
!Output&lt;br /&gt;
|Disables speaker.||Restores.||Toggles speaker on/off.&lt;br /&gt;
|-&lt;br /&gt;
!Input&lt;br /&gt;
|Disables microphone.||Restores.||Toggles microphone on/off.&lt;br /&gt;
|-&lt;br /&gt;
!Dummy&lt;br /&gt;
|Nothing.||Nothing.||Toggles both the microphone and speaker on/off.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Security_Gas_Mask.png|64px|link=Security_gas_mask#Security_Gas_Mask]] [[Security_gas_mask#Security_Gas_Mask|Security Gas Mask]] ===&lt;br /&gt;
&lt;br /&gt;
Security Gas Mask has a hidden aggressiveness setting. Higher aggressiveness equals meaner &amp;quot;shitcurity&amp;quot; shouts coming out when the HALT-feature is used.&lt;br /&gt;
&lt;br /&gt;
Use a screwdriver to change it from lowest (first) to highest (last) setting. For maximum aggressiveness, use wirecutters. Note that this can&#039;t be reset once you wirecut it.&lt;br /&gt;
&lt;br /&gt;
Turn the setting to BEEPSKY MODE by using an [[File:Emag.png]] [[Emag]].&lt;br /&gt;
&lt;br /&gt;
=== [[File:Suit_Storage_Unit.png|64px|link=Suit Storage Unit]] [[Suit Storage Unit]] ===&lt;br /&gt;
&lt;br /&gt;
The thing nobody remembers &amp;lt;s&amp;gt;to check&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Make sure the storage unit is closed, and then open the maintenance panel with a screwdriver. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Hack&lt;br /&gt;
|Increases decontamination power (The UV bulb is glowing).||Restores low decontamination power (The UV bulb is dim).||Toggles decontamination power (unless wire is cut).&lt;br /&gt;
|-&lt;br /&gt;
!Safety&lt;br /&gt;
|Disables safety check, letting you decontaminate living people (Service light on = safety off).||Restores safety check (Service light off = safety on).||Toggles safety check. &lt;br /&gt;
|-&lt;br /&gt;
!High Voltage Circuit&lt;br /&gt;
|Spark effect.||Spark effect.||Spark effect.&lt;br /&gt;
|-&lt;br /&gt;
!Nothing (2 wires)&lt;br /&gt;
|Nothing.||Nothing.||Nothing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Status window&lt;br /&gt;
!Name&lt;br /&gt;
!Status&lt;br /&gt;
!Shows that&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Power&lt;br /&gt;
|The UV bulb is dim.||Low power. &lt;br /&gt;
|-&lt;br /&gt;
|The UV bulb is glowing.||High power.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Safety&lt;br /&gt;
|The service light is off.||Safety on.&lt;br /&gt;
|-&lt;br /&gt;
|The service light is on.||Safety off.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The wires may all get cut after decontaminating on high power, or mended if already cut.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Tesla_coil.gif|64px]] Tesla Coil ===&lt;br /&gt;
&lt;br /&gt;
Only one wire: Pulse it to trigger a tesla shock. Great if you attach a remote signaler!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Roulette_wheel_spinning.gif|64px|link=Machines#Roulette_Table]] [[Machines#Roulette_Table|Roulette Table]] ===&lt;br /&gt;
Hacking this can &#039;&#039;&#039;not&#039;&#039;&#039; help you cheat the odds of winning, but you can do a few other things. &lt;br /&gt;
&lt;br /&gt;
Remove the top with a [[Engineering_items#Welding_Tool|welding tool]] [[File:Welder.png]] to be able to access the wires. Afterwards reattach the top by using the [[Engineering_items#Welding_Tool|welding tool]] [[File:Welder.png]] again. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Wires&lt;br /&gt;
!Name&lt;br /&gt;
!Cutting&lt;br /&gt;
!Mending&lt;br /&gt;
!Pulsing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Shock&lt;br /&gt;
|Shocks you and can disable power.||Restores power.||Shocks you.&lt;br /&gt;
|-&lt;br /&gt;
!Bolts&lt;br /&gt;
|Drops bolts even if power is off.||Nothing.||Toggles bolts if power is on. &lt;br /&gt;
|-&lt;br /&gt;
!Reset Owner&lt;br /&gt;
|Shocks you.||Nothing.||Resets owner and removes anti-theft lock. &lt;br /&gt;
|-&lt;br /&gt;
!Vend Prize&lt;br /&gt;
|Shocks you, dispenses 10% of the owner&#039;s account balance and triggers anti-theft lock.||Nothing.||Shocks you, dispenses 20% of the owner&#039;s account balance and triggers anti-theft lock.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+Status window&lt;br /&gt;
!Name&lt;br /&gt;
!Status&lt;br /&gt;
!Shows that&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Bolts&lt;br /&gt;
|The machines bolts look up.||Not anchored.&lt;br /&gt;
|-&lt;br /&gt;
|The machines bolts have fallen!||Anchored. &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Power&lt;br /&gt;
|The main circuit is &amp;quot;on&amp;quot;].||Power is on. &lt;br /&gt;
|-&lt;br /&gt;
|The main circuit is &amp;quot;off&amp;quot;].||Power is off.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Lock&lt;br /&gt;
|The main system lock appears to be &amp;quot;off&amp;quot;.||Anti-theft lock is off. &lt;br /&gt;
|-&lt;br /&gt;
|The main system lock appears to be &amp;quot;on&amp;quot;.||Anti-theft lock is on.&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Linked Owner&lt;br /&gt;
|The account balance system appears to be &amp;quot;disconnected&amp;quot;.||Nobody has taken ownership by swiping their ID. &lt;br /&gt;
|-&lt;br /&gt;
|The account balance system appears to be connected to &amp;quot;&#039;&#039;Name&#039;&#039;&amp;quot;.||Machine is linked to &amp;quot;&#039;&#039;Name&#039;s&#039;&#039;&amp;quot; ID and account. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* You can get 1000 watt powercells out of space heaters for your evil needs.&lt;br /&gt;
* Hacking doors: Cutting the power wire does 10 seconds to back up power. But pulsing also switches to back up power after 10 seconds, meaning if you want to open the same door for your exit you need to pulse the BACKUP wire to interrupt power. It switches back to primary after 1 minute again. Best thing is to pulse both the primary and backup then crowbar - that should give you the old style 1 minute window.&lt;br /&gt;
* To restore primary power to a door immediately, cut then mend the primary power wire. Cutting + mending is incredibly useful when you&#039;ve accidentally electrified a door, or shorted APC power.&lt;br /&gt;
* Use screwdriver on mousetrap, attach to an igniter instead of a timer when making a grenade assembly, you&#039;ve just made a landmine. Combine with a 100-100 potassium-water mix and anyone who steps on it will regret it.&lt;br /&gt;
* Singularity’s EMP can be abused to short out lockers.&lt;br /&gt;
* Inject plasma into a battery and insert it into a stun baton/prod. The next time someone attacks with the baton on it will blow up on them, seriously wounding both the holder and the stun target. Doing it with a high capacity battery or better will create a blast strong enough to turn the floor under the attacker to space, which will suck in the people caught in the blast and crit them before they can wake up. Use it as a suicide weapon or place it in the halls for some gullible fool to get himself killed with &amp;lt;s&amp;gt;if you want to be banned&amp;lt;/s&amp;gt; &#039;&#039;&#039;if you&#039;re an antagonist.&#039;&#039;&#039;&lt;br /&gt;
* You can emag the light replacer, which causes all of the lights to be filled with plasma which will ignite if the light bulb&#039;s turned on.&lt;br /&gt;
* There is a single power cable supplying the entire station with power. If you don&#039;t feel like spending crystals for a power sink and you don&#039;t get seen for a minute near engineering, you can disable the power grid so that only very competent engineers will spot your sabotage. Though this only works if the solars aren’t set up.&lt;br /&gt;
* You can emag buttons to remove access restrictions.&lt;br /&gt;
* Wall-mounted flashers and portable flashers can be disabled with wirecutters.&lt;br /&gt;
* If you screwdriver a heater you can take out its really crappy battery or adjust the temperature it outputs. The highest setting, 90 C, will actually hurt people extremely slowly if they aren&#039;t wearing internals.&lt;br /&gt;
* You can screwdriver Detectives revolver and load .357 in it, but you can get blown up by this revolver. ADDED: Remember to unload the thing while you&#039;re doing it, or you&#039;ll shoot yourself in a similar manner to sawing a loaded shotgun.&lt;br /&gt;
* As a traitor engineer, you could easily do the following:&lt;br /&gt;
*# Go to a room, like a construction room, and find the APC&#039;s wire that shorts out the power.&lt;br /&gt;
*# Grab two signalers and adjust their frequencies.&lt;br /&gt;
*# Go to telecomms, in a hardsuit, and attach a signaler to the APC&#039;s power wire, which you found before. Close the APC and leave no traces.&lt;br /&gt;
*# You can now disable comms any time you want for a few minutes - and unless someone checks the APC and/or doesn’t look too closely or asks the AI, they will think it was an ionospheric anomaly. HONK.&lt;br /&gt;
* A good way to manually disable tcomms temperately is to set the filtering frequency on the hub to some number like 0.1. It&#039;ll block everything and most engineers don&#039;t know how to fix it.&lt;br /&gt;
* If you want tcomms down for good, disconnect the network links. There are -very- few engineers who can fix that, and it&#039;ll take over ten minutes if they&#039;re experienced with how tcomms works. It&#039;ll probably force a shuttle call.&lt;br /&gt;
* Another thing that can break tcomms: changing network of the machinery. It also breaks all links. Especially if you change it from tcommsat to something like tcomms or tcommsats, which is not that obvious when you take a look at it without knowing what is the issue. And even if they relink everything again it won&#039;t work. And then even if they realize that the problem is with the network name, when they change it back, it will reset all the links again!&lt;br /&gt;
* If you see a pAI with a great reputation who you like, and someone else has claimed it first, use an emag to unbind it.&lt;br /&gt;
* If someone is hacking a door and you want to keep them from following you, and you know all or most of the wires:&lt;br /&gt;
# Cut 1-3 useless wires (typically some combination of Door Control, ID Wire, Timing, Safety)&lt;br /&gt;
# Cut the bolt lights wire&lt;br /&gt;
# Cut the bolts wire&lt;br /&gt;
# Cut every other wire except the shock wire&lt;br /&gt;
# Cut the shock wire&lt;br /&gt;
:This makes it incredibly obnoxious to follow you - if they don&#039;t know the wires and don&#039;t have insulated gloves, they&#039;re SOL because even the AI can&#039;t help them pursue.&lt;br /&gt;
* Cutting the shock wire doesn&#039;t shock you, as far as I have been able to tell. Mending it, on the other hand....&lt;br /&gt;
* If you want to test hacking doors without pissing off sec for breaking in somewhere and you have maint, you can make your own airlock with the aux tool storage thing and make it somewhere obscure.&lt;br /&gt;
* Put bombs in the backpacks of brain-dead or catatonic people. ADDED: Advanced version: Get mouse traps, connect one with signaler with set frequency, then make a bomb with signaler on the same frequency. Put both in backpack. Wear it or leave it somewhere/on someone. ADDED: Wizard Mode: Take your 6 max cap bomb and build 6 voice analyzers from an autolathe. Set the trigger words to &amp;quot;Pete&amp;quot;, &amp;quot;beat&amp;quot;, &amp;quot;chick&amp;quot;, &amp;quot;chicky&amp;quot;, &amp;quot;boom&amp;quot;. Find 6 station bound radios, and place each of them in a backpack with a corresponding bomb hidden about the station. Sing the song that ends the station.&lt;br /&gt;
* The secret to hacking syndi bombs effectively is to remember that the only wire that doesn&#039;t do anything on pulse when the bomb isn&#039;t live is the boom wire (aka the one to attach a signaler to after you start the countdown for 4 hours then call attention to it).&lt;br /&gt;
* You can wrench syndibombs to the ground so they can&#039;t be immediately picked up and spaced.&lt;br /&gt;
* Deactivating cameras has them show up as (Deactivated) to anybody scrolling through cameras, but disassembling them completely removes them entirely from the list.&lt;br /&gt;
* You can make remote voice-activated bombs:&lt;br /&gt;
*# Attach Voice Analyzer with a Remote Signalling Device and set a frequency and a code-phrase.&lt;br /&gt;
*# Make a grenade or a bomb, but instead of an igniter+timer, use an igniter+signaller and set it on the same frequency of your voice signaller.&lt;br /&gt;
*# Now the grenade/bomb will blow up once you speak the code-word!&lt;br /&gt;
* On a similar note, you can keep a &#039;revenge bomb&#039; on you using a voice analyzer. If someone manages to send you in crit, you can whisper the code-word with your last breath (using &#039;#&#039;), to activate the bomb, and make your killer regret his actions.&lt;br /&gt;
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[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11904</id>
		<title>Ядерный оперативник</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11904"/>
		<updated>2022-02-21T02:37:11Z</updated>

		<summary type="html">&lt;p&gt;Qqw: тык-тык. опять непопорядку иду ,_,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_nukesyndie.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Ядерный оперативник&lt;br /&gt;
|access = Syndicate, [[Maintenance]]&lt;br /&gt;
|additional = Любые места с помощью [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] или взрывчатка C4 вам поможет в этом&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|superior = [[Синдикат]]&lt;br /&gt;
|duties = ДОСТАТЬ [[Nuclear disk|ЭТАТ ЧЕРТАВ ДИСК!1!]]&lt;br /&gt;
|guides = This page, [[Syndicate Items]]&amp;lt;nowiki&amp;gt;, [ЧТО, БЛЯТЬ, ВЫ ДОЛЖНЫ ДЕЛАТЬ ВО ВРЕМЯ ВОЕННЫХ ОПЕРАЦИЙ: ФИНАЛЬНОЕ РУКОВОДСТВО]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|quote = :b Каков план, ребята?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Мои поздравления, агент! Вы были выбранны для присоединения в &amp;lt;s&amp;gt;нашу лучшую группу оперативников,&amp;lt;/s&amp;gt; ударную группу  &#039;&#039;&#039;Ядерные Оперативники&#039;&#039;&#039;. Ваша миссия, независимого от того, решите принять в ней участник или нет, состоит в уничтожении самой передовой исследовательский центр NanoTrasen. Правильно, &#039;&#039;вы отправляетесь на Space Station 13&#039;&#039;.&lt;br /&gt;
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==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png]] Ядерные засранцы&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
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Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
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==[[File:Clipboard paper.png]] Твои главные задачи==&lt;br /&gt;
&amp;lt;s&amp;gt;1. Резня.&amp;lt;/s&amp;gt; &lt;br /&gt;
#Достать [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]] (Находится на станции).[[File:NuclearDisk.gif|64px]]&lt;br /&gt;
# Использовать диск на боеголовке ([[Nuclear Fission Explosive]]), запустить таймер и доставить на станцию  (Находится на вашем шаттле (Infiltrator)). [[File:Nuke.gif|64px]]&lt;br /&gt;
# Вернуться на шаттле (Infiltrator) на базу живым  [[File:Vodka bottle.png|64px]]&lt;br /&gt;
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==[[File:Generic_nukesyndie.png]] Но сначала, вы должны научиться ползать==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Прежде чем что-либо предпринять, вы должны должным образом подготовиться. Нет необходимости спешить, вместо этого найдите время, чтобы обсудить стратегию со своими товарищами по команде - хорошо спланированный план - залог у успеху!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Список, обязательный к выполнению:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Планируйте&#039;&#039;&#039; атаку (как вы достанете диск и активируйте боеголовку)&lt;br /&gt;
# &#039;&#039;&#039;Покупайте&#039;&#039;&#039; снаряжении в аплинке и вооружайтесь до зубов!&lt;br /&gt;
# &#039;&#039;&#039;Отправьтесь&#039;&#039;&#039; на станцию с помощью вашего корабля (Syndicate Infiltrator) или дайте знать, что вы отправитесь туда на вооруженном поде.&lt;br /&gt;
# &#039;&#039;&#039;Похитьте&#039;&#039;&#039; [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]].&lt;br /&gt;
# &#039;&#039;&#039;Активируйте&#039;&#039;&#039; [[Nuclear Fission Explosive|ядерную боеголовку]] (обязательно на станции).&lt;br /&gt;
# &#039;&#039;&#039;Эвакуируйтесь&#039;&#039;&#039; со станции на базу и отпразднуйте победу вместе с выжившей командой.&lt;br /&gt;
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===Знай свою команду===&lt;br /&gt;
All of your fellow agents will have a big red [[File:Hudsyndicate.png]] by their head. Watch your fire when you see this [[File:Hudsyndicate.png]], as you don&#039;t want to friendly fire or even kill your fellow agents on accident. You will also all have the same last name which is set by the leader.&lt;br /&gt;
&lt;br /&gt;
Each nuke team will be assigned a leader. They spawn behind the desk, and is the only one with access to the shutters into the Syndicate Infiltrator. Additionally they have a radio headset that has a loud mode, so if they remember to turn it on they will have the large text over your secure Syndicate radio channel. If you are chosen to be the leader but don&#039;t feel up to snuff for it, pass your &#039;&#039;&#039;lead agent card&#039;&#039;&#039; and the challenge mode item to someone else.&lt;br /&gt;
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==[[File:Documents.png|32px]] Планируй нападение==&lt;br /&gt;
&#039;&#039;&#039;Слушай своего командира&#039;&#039;&#039; (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
* &#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes. &lt;br /&gt;
* &#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
* &#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
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These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
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===[[File:Gangtool_red.png|32px|]] Объявление войны.===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Объявление войны&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=color:red&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
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The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
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===[[File:Syndicate headset.png]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
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Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
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Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
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Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
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Alternatively, purchase a [[Syndicate_items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
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The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
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===[[File:Radio.png]] Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
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Each operative spawns with a personal Syndicate Uplink radio [[File:Radio.png]] with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
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Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
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==[[File:Chest rig.png]] Экипировка==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|Syndicate Infiltrator, ваш корабль.&amp;lt;br&amp;gt;Зеленый - инструменты&amp;lt;br&amp;gt;Синий - взрывчатка (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Фиолетовый: твои кроваво-красные утяжеленные костюмы.&amp;lt;br&amp;gt;Желтый - медицина и хирургия&amp;lt;br&amp;gt;Красный - ядерная боеголовка, ее нужно взорвать на станции.]]&lt;br /&gt;
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You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
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Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Расположенно 5 шкафчиков, в каждом:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Тактическая водолазка&lt;br /&gt;
* Черные ботинки&lt;br /&gt;
* Стандартная гарнитура с предустановленным ключем шифрования синдиката.&lt;br /&gt;
* Нагрудной пояс для хранения дополнительного вооружения.&lt;br /&gt;
* Оперативная кобура - альтернатива нагрудной установке, если вы планируете использовать крупнокалиберное оружие, такое как снайперские винтовки и ракетные установки&lt;br /&gt;
* Карманная монтировка (Абсолютно необходимо, когда ваша команда использует powersink. Помещается в коробку)&lt;br /&gt;
* Очки ночного видения&lt;br /&gt;
* 10mm Pistol Magazine&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;u&amp;gt;On the Syndicate Infiltrator, there&#039;s also a &#039;&#039;&#039;Tool Storage&#039;&#039;&#039;, which contains:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Night Vision Goggles&lt;br /&gt;
* A Suspicious Looking Toolbox (You need the wrench if you are planting a power sink.)&lt;br /&gt;
* 2 Suspicious Beacons (These are beacons for [[Syndicate_Items#Syndicate_Bomb|Syndicate Bomb]]s, don&#039;t just take them randomly, usually they are used as part of the plan.)&lt;br /&gt;
* 2 Syndicate Minibombs &lt;br /&gt;
* 5 Bricks of C4&lt;br /&gt;
* Syndicate medical duffel bag&lt;br /&gt;
* Military PDA with detomatix cartridge&lt;br /&gt;
* Box of tear gas grenades&lt;br /&gt;
* Box of flashbangs&lt;br /&gt;
* 5 Pistol Magazines&lt;br /&gt;
* Many other kinds of generic tools like proximity sensors and remote signaling devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must now equip yourself for space travel so you can invade the station.&lt;br /&gt;
# If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
# Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
# Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
# Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
# Put the tank in your suit storage and activate your internals.&lt;br /&gt;
# (Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
# Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
&lt;br /&gt;
Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
&lt;br /&gt;
You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
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===[[File:L6machinegun.png]]And This... Is My Weapon===&lt;br /&gt;
The most fun part of mission prep: choosing your weapon.&lt;br /&gt;
&lt;br /&gt;
The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
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&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
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====&amp;lt;u&amp;gt;Пушки, пушечки и еще раз пушка!:&amp;lt;/u&amp;gt;====&lt;br /&gt;
A quick and dirty list of the common firearms employed by Syndicate Operatives in the field.&lt;br /&gt;
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*[[File:Stetchkin.png]] Stetchkin Pistol -- &#039;&#039;&#039;Бесплатен&#039;&#039;&#039;. Стандартное оружие. 8 патрон, 30 brute урона с выстрела. Это второстепенное оружие из-за низкой скорострельности и его боеприпаса, но оно может быть полезно в крайнем случае. Боеприпасы можно найти на базе синдиката в шкафчиках, в аплинке и на вашем шаттле, но все же лучше их не покупать&lt;br /&gt;
&lt;br /&gt;
*[[File:C20r.png]] C-20r Submachine Gun -- &#039;&#039;&#039;10 Телекристаллов.&#039;&#039;&#039;  SMG для ближнего-среднего боя. 24 патрона, 30 урона от встрела. Известен и популярен среди нюкеров, стреляет по два патрона для лучшего урона. Огромный потенциалиал.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bulldog.png]] Bulldog Shotgun -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Ружье для ближнего боя. 8-ви зарядный, полуавтоматический. Пять типов боеприпасов. Великолепен для столкновение на близких дистанциях, как в технических туннелях. &lt;br /&gt;
&lt;br /&gt;
*[[File:M90.png]] M90-gl Carbine -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Этот карабин стреляет по 3 патрона и снаряжен подствольным гранатометом. Магазины содержат по 30 патронов, а brute урон при попадании - 35 , чего более, чем достаточно для небронированных целей. Дополнительно можно докупить HE гранаты в аплинке за 2 TC каждая.&lt;br /&gt;
&lt;br /&gt;
*[[File:L6machinegun.png]] L6 SAW -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Облегченный пулемет. 50 патронов, 45 brute урона при попадании. Ужасно мощное оружие, способное поражать несколько целей одной очередью. Однако очень громоздкий и не может поместиться в рюкзаке, потому его нужно всегда носить с собой.&lt;br /&gt;
&lt;br /&gt;
*[[File:Sniper.png]] Sniper Rifle -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Специализированное оружие для специалиста или сумашедшего. Сумашедшая снайперская винтовка для стрельбы по дальним мешеням. 6 патронов, стандартный тип которого может открывать конечности и наносит 70 brute урона при попадании. Снайперская винтовка, как и пулемет, не помещается в рюкзаке, а так же оставляет за собой много шума при выстреле.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Оружие для ближнего боя:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most common available melee weapons.&lt;br /&gt;
&lt;br /&gt;
*[[File:ESword.png]] Energy Sword -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Close combat weapon. 30 brute per hit. Best if used as a sidearm or if you are very robust in melee. Good for conserving ammo for your primary weapon. Can be disabled to fit in pockets or other small spaces.&lt;br /&gt;
&lt;br /&gt;
*[[File:DoubleESword.png]] Double-bladed Energy Sword -- &#039;&#039;&#039;16 Telecrystals&#039;&#039;&#039;. The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off.&lt;br /&gt;
&lt;br /&gt;
*[[File:Eshield.png]] Energy Shield -- &#039;&#039;&#039;16 Telecrystals&#039;&#039;&#039;. This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury&#039;s riot shotguns will be effective in bypassing the energy shield. Pair it with an energy sword for a killer combo.&lt;br /&gt;
&lt;br /&gt;
*[[File:CQC_manual.png]] CQC Manual -- &#039;&#039;&#039;13 Telecrystals&#039;&#039;&#039;. Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. Popular among teams who prefer to infiltrate silently, as CQC allows you to incapacitate opponents silently and non-lethally.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;u&amp;gt;Heavy Fire Support:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkGygax.png]] Dark Gygax Exosuit -- &#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; Carbine firing incendiary rounds which ignite targets.&lt;br /&gt;
*SGL-6 Grenade Launcher which fires flashbang grenades.&lt;br /&gt;
*Personal teleportation device&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability. &lt;br /&gt;
**Leg actuator function, which speeds up the mech, at a high energy draw.&lt;br /&gt;
&lt;br /&gt;
[[File:DarkMarauder.png]] Dark Mauler Exosuit -- &#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Syndicate Cyborgs===&lt;br /&gt;
Syndicate cyborgs teleporters are purchasable from syndicate operative uplinks for a sum of telecrystals. A random ghost with the operative preference enabled will be chosen to act as a purchased cyborg. (if none is found, you can refund the teleporter by using it on the uplink). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry and equipment (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have a hyper-capacity energy cell with a charge of 30000 watts and pre-installed ion thruster modules for easy navigation in space or zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
Syndicate cyborgs can hear and speak on the normal silicon binary channel. On one hand, this allows them to eavesdrop on the AI; on the other, a syndicate borg speaking on that channel by accident can give away your entire operation, so be careful!&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndieborg.png]] Assault====&lt;br /&gt;
Costs 65 Telecrystals. A lean, mean killing machine with access to an Energy Eword, LMG, Cryptographic Sequencer, and 6-Shot Grenade Launcher.&lt;br /&gt;
* Flash&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg&#039;s internal power source.&lt;br /&gt;
* 6-Shot Grenade Launcher that cannot be reloaded.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png]] Medical====&lt;br /&gt;
Costs 35 Telecrystals. Less deadly than the Assault model, but still amazingly useful. Syndicate medical cyborgs make effective combat medics as they cannot be stunned, have access to surgical tools, a combat hypospray, and a Medbeam gun for healing operatives at a distance.&lt;br /&gt;
* Syndicate Hypospray containing [[Guide_to_chemistry#Restorative_Nanites|Restorative Nanites]], Potassium Iodide and Morphine. Can pierce through hardsuits and space suits.&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively.&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png]] Saboteur====&lt;br /&gt;
Costs 35 Telecrystals. Good for sabotage, as it can disguise itself as normal engineer cyborgs using an integrated chameleon projector. Saboteur cyborgs also have access to a fake destination tagger, which can be used to travel around the station using the disposals network.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually.)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Flash&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Tagger&lt;br /&gt;
* Cyborg Chameleon Projector&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px]] Guys? Where are you?====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|32px]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate_tablet_off.png|32px]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Cindy Kate&lt;br /&gt;
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you&#039;re in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].&lt;br /&gt;
|image=[[File:Traitor.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
# &#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
# Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
# Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
# Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
# Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
# Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
* &#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to take a Syndicate ID card from one of the operatives before they self-destructed, hijacked the Syndicate cruiser, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]]Tips==&lt;br /&gt;
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
* The gloves you start with are already insulated.&lt;br /&gt;
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
* For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
* Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
* Be careful of falling behind and getting lost in space.&lt;br /&gt;
* To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
* Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
* Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!&lt;br /&gt;
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
* Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would &amp;lt;s&amp;gt;take you days to guess it&amp;lt;/s&amp;gt; be impossible to activate.&lt;br /&gt;
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, science disks are Yellow and Nuke Disks are Green.&lt;br /&gt;
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
* Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
* Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
* Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
* The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
* Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
* You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for comboing with your Syndicate ballon.&lt;br /&gt;
* You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%AF%D0%B4%D0%B5%D1%80%D0%BD%D1%8B%D0%B9_%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%82%D0%B8%D0%B2%D0%BD%D0%B8%D0%BA&amp;diff=11902</id>
		<title>Ядерный оперативник</title>
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		<updated>2022-02-21T02:06:33Z</updated>

		<summary type="html">&lt;p&gt;Qqw: немного&lt;/p&gt;
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{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = SYNDICATE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_nukesyndie.png&lt;br /&gt;
|img = &lt;br /&gt;
|jobtitle = Ядерный оперативник&lt;br /&gt;
|access = Syndicate, [[Maintenance]]&lt;br /&gt;
|additional = Любые места с помощью [[Syndicate_Items#Airlock_Authentication_Override_Card|doorjack]] или взрывчатка C4 вам поможет в этом&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|superior = [[Синдикат]]&lt;br /&gt;
|duties = ДОСТАТЬ [[Nuclear disk|ЭТАТ ЧЕРТАВ ДИСК!1!]]&lt;br /&gt;
|guides = This page, [[Syndicate Items]]&amp;lt;nowiki&amp;gt;, [ЧТО, БЛЯТЬ, ВЫ ДОЛЖНА ДЕЛАТЬ ВО ВРЕМЯ ВОЕННЫХ ОПЕРАЦИЙ: ФИНАЛЬНОЕ РУКОВОДСТВО]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|quote = :b Каков план, ребята?&lt;br /&gt;
}}&lt;br /&gt;
Congratulations, agent. You have been chosen to join &amp;lt;s&amp;gt;our finest group of operators,&amp;lt;/s&amp;gt; the &#039;&#039;&#039;Syndicate Nuclear Operative&#039;&#039;&#039; strike team. Your mission, whether or not you choose to accept it, is to destroy Nanotrasen&#039;s most advanced research facility! That&#039;s right, &#039;&#039;you&#039;re going to Space Station 13&#039;&#039;.&lt;br /&gt;
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==&#039;&#039;&#039;[[File:Syndicate-hardsuit-helmet.png]] Ядерные засранцы&#039;&#039;&#039;==&lt;br /&gt;
As a &#039;&#039;&#039;Nuclear Operative&#039;&#039;&#039;, you are among the finest in the Syndicate&#039;s fighting force, the elite. You&#039;re nuclear. You&#039;re &#039;&#039;wild&#039;&#039;. You&#039;re no simple [[Traitor]]; you have full access to all of the Syndicate&#039;s available arsenal ranging from assault firearms, chemical weapons, high-power sniper rifles, RPGs, advanced implants, explosives, badass combat mechs, you name it. Not to mention the most important item of them all: A stolen &#039;&#039;&#039;Nanotrasen Nuclear Fission Explosive&#039;&#039;&#039;. You have all of this for one simple reason: to ensure the total destruction of Space Station 13. &lt;br /&gt;
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Unfortunately, it isn&#039;t as simple as just fly in, plant the bomb, and get out. Nanotrasen has put in safety measures to ensure that even if stolen, their nukes cannot be activated without a special [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]]. These are usually granted to the [[Captain]], their one true responsibility outside of leading the station. By the end of this however, you should be ready for what lies ahead.&lt;br /&gt;
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==[[File:Clipboard paper.png]] Твои главные задачи==&lt;br /&gt;
&amp;lt;s&amp;gt;1. Резня.&amp;lt;/s&amp;gt; &lt;br /&gt;
#Достать [[High-risk_items#Nuclear_authentication_disk|Диск ядерной аутентификации]] (Находится на станции).[[File:NuclearDisk.gif|64px]]&lt;br /&gt;
# Использовать диск на боеголовке ([[Nuclear Fission Explosive]]), запустить таймер и доставить на станцию  (Находится на вашем шаттле (Infiltrator)). [[File:Nuke.gif|64px]]&lt;br /&gt;
# Вернуться на шаттле (Infiltrator) на базу живым  [[File:Vodka bottle.png|64px]]&lt;br /&gt;
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==[[File:Generic_nukesyndie.png]] But First, You Must Learn How to Crawl==&lt;br /&gt;
[[File:Syndie.png|300px|thumb|alt=Syndicate Infiltrator|The Syndicate Infiltrator and the Syndicate Base.]]&lt;br /&gt;
Before you do anything, you must properly prepare yourself. There&#039;s no need to rush, instead take the time to discuss strategy with your squad mates - a job well planned is half done!&lt;br /&gt;
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&#039;&#039;&#039;The checklist is as follows:&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Plan&#039;&#039;&#039; the attack (how to get the nuke disk and arm the nuke).&lt;br /&gt;
# &#039;&#039;&#039;Order&#039;&#039;&#039; items with your uplinks and arm yourself to the teeth.&lt;br /&gt;
# &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; from the Syndicate Infiltrator or make your presence known with an assault pod.&lt;br /&gt;
# &#039;&#039;&#039;Steal&#039;&#039;&#039; the Nuclear Authentication Disk.&lt;br /&gt;
# &#039;&#039;&#039;Activate&#039;&#039;&#039; the [[Nuclear Fission Explosive]] (preferably on the station).&lt;br /&gt;
# &#039;&#039;&#039;Evacuate&#039;&#039;&#039; the station to celebrate your successful mission with the surviving team at the base.&lt;br /&gt;
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===Knowing Your Team===&lt;br /&gt;
All of your fellow agents will have a big red [[File:Hudsyndicate.png]] by their head. Watch your fire when you see this [[File:Hudsyndicate.png]], as you don&#039;t want to friendly fire or even kill your fellow agents on accident. You will also all have the same last name which is set by the leader.&lt;br /&gt;
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Each nuke team will be assigned a leader. They spawn behind the desk, and is the only one with access to the shutters into the Syndicate Infiltrator. Additionally they have a radio headset that has a loud mode, so if they remember to turn it on they will have the large text over your secure Syndicate radio channel. If you are chosen to be the leader but don&#039;t feel up to snuff for it, pass your &#039;&#039;&#039;lead agent card&#039;&#039;&#039; and the challenge mode item to someone else.&lt;br /&gt;
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==[[File:Documents.png|32px]] Planning the Attack==&lt;br /&gt;
&#039;&#039;&#039;LISTEN TO YOUR LEADER&#039;&#039;&#039; (the guy who spawns inside the tables he is the only one with access to the button to the shutters)! Your team should talk over about their plan of attack, but the leader should have the final say.&lt;br /&gt;
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&amp;lt;u&amp;gt;A couple of different approaching styles/ideas:&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Classic-style (Surprise Ops):&#039;&#039;&#039; Silently infiltrate the station and sabotage coms/AI. Then come blazing out of maintenance guns-a-blazing after the person with the disk. The classic and most effective style.&lt;br /&gt;
* &#039;&#039;&#039;Infiltrator-style (Stealth Ops):&#039;&#039;&#039; Silently infiltrate the station and acquire disguises, then change your Agent ID to a believable name. Assassinate the disk holder and nuke the station without the crew even knowing you&#039;re there. Very difficult to pull off and requires coordination.&lt;br /&gt;
* &#039;&#039;&#039;Hybrid-style (Split Ops):&#039;&#039;&#039; Basically Classic-style, but with one ore more stealth operatives to blend in and try to nab the disk if the crew isn&#039;t watching their back. A useful tactic if the main team fails to get the disk.&lt;br /&gt;
* &#039;&#039;&#039;Assault-style (War Ops):&#039;&#039;&#039; Have your leader declare war to grant your team a VERY large TC boost, at the cost of announcing your presence to the entire station and delaying your assault until the round has been going on for 20 minutes. &lt;br /&gt;
* &#039;&#039;&#039;Locker-style (Locker Ops):&#039;&#039;&#039; Cram your whole team into a locker, have someone in disguise drag the locker to the station, unleash a locker full of syndies right in front of the Captain. What a nasty suprise! Bonus points if you use the [[Delivery Office]] to mail your locker full of hurt to your target. (Fission Mailed operatives)&lt;br /&gt;
* &#039;&#039;&#039;Murderbone-style (Fluke Ops):&#039;&#039;&#039; Just kill everything that doesn&#039;t have a red S over it. Will most likely result in your failure if you try to take on every damn crewmate. After a while the amount of toolboxes thrown into your head adds up.&lt;br /&gt;
* &#039;&#039;&#039;STEELRAIN-style (Pod Ops):&#039;&#039;&#039; Use the drop pod located in the right side of the base to slam into a location of your choice on the station. CRASH AND BURN BABY, STEEL RAIN! Just make sure you have a way out!&lt;br /&gt;
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These are just a few of the ways your team can try to get dat fukken disk. Experiment, come up with something different or more elaborate.&lt;br /&gt;
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===[[File:Gangtool_red.png|32px|]] War Were Declared===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Declaration of War&#039;&#039;&#039; - &amp;quot;&amp;lt;span style=color:red&amp;gt;Cindy Kate has declared her intent to utterly destroy Space Station 13 with a nuclear device, and dares the crew to try and stop them.&amp;lt;/span&amp;gt;&amp;quot;&#039;&#039;&lt;br /&gt;
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The leader starts with a tool in his bag which can be used to declare war against the station. When activated, this alerts the crew that you&#039;re planning to kick down their door in about 20 minutes and gives the team a bonus of 280 TC. Declaring war doesn&#039;t change any of the above, except you lose the luxury of having time to come up with a plan and the element of surprise. Most times, declaring war means facing a completely armed and armored station hellbent on kicking your ass, so be sure to spend your Telecrystals wisely.&lt;br /&gt;
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===[[File:Syndicate headset.png]] Communication===&lt;br /&gt;
You have a special radio frequency, set in an encrypted wavelength. This is how you will, and must communicate with your team. Communicate passwords, safewords, and attack plans on this channel early, there is no telling who might get the headset later.&lt;br /&gt;
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Making code named strikes with your team can be an effective way to deal with the crew, but it is difficult.&lt;br /&gt;
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Safewords can be said if you see a comrade but both of you are disguised. &amp;quot;Shamalama dingdong!&amp;quot; or something - fast, and easy to say. The phonetic alphabet can also be useful for this, as in Alpha - A, Bravo - B, Charlie - C and so on.&lt;br /&gt;
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Passwords are only useful if you have a door guard in the Infiltrator, or some one with the Military PDA. Make it as you want, said over the Syndicate frequency.&lt;br /&gt;
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Alternatively, purchase a [[Syndicate_items#Codespeak_Manual|Codespeak Manual]] and speak in codespeak to prevent any crewmembers with the syndicate frequency from hearing you.&lt;br /&gt;
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The Syndicate radio channel is shared by other agents if any are present, including Lavaland Communications Agents, normal traitors who purchase the syndicate encryption key item with telecrystals, and even malfunctioning AI units. Consider cooperating with them if they talk in your channel.&lt;br /&gt;
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===[[File:Radio.png]] Ordering Gear as a Team===&lt;br /&gt;
The operatives will get an amount of bonus telecrystals [[File:Tc.png]] based on the round population, allowing nuke op equipment to scale with the increased threat of a fully-manned station.&lt;br /&gt;
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Each operative spawns with a personal Syndicate Uplink radio [[File:Radio.png]] with 25 Telecrystals pre-loaded. If war is declared, everyone will gain a large amount of extra TC, automatically evenly distributed. &amp;lt;br&amp;gt;&lt;br /&gt;
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Pause and think hard. Which [[Syndicate Items]] will you need? Which can cause a huge backlash if used against your team? Now, consider what everyone else will likely need. The problem with the agent ID is the access -- you have very little, but an emag, powersink or stolen high-ranking ID will change that in a moment. You do not have an ID or a position at the station, so don&#039;t worry about people finding the emagged doors. Everyone on the team should have one. The chameleon kit isn&#039;t an available option for sneaking in as a Nuke Op, but other items such as a chameleon projector, stealth implant, or simply a change of clothing can work just as well. Bombs are great in the right hands. Energy swords, especially if you purchase double-bladed eswords, are good for blocking enemy fire - but can be easily turned against you if an assistant gets a lucky disarm in. It is likely you may take damage, which is when the usefulness of the medigun and medkits come into play. Syndicate borgs are great tanks, and are even more robust if you have a welder, but are at great risk from ion rifle shots. Mechs are devastating assault option that can soak up tons of damage and dish out just the same, but are rendered almost useless if Security remembers they have the ion rifle. Getting geared up as a team is all about balancing what the entire team has, making sure that most concerns like access, firepower, recovery, distractions, etc. are all addressed.&lt;br /&gt;
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==[[File:Chest rig.png]] Equipment==&lt;br /&gt;
[[File:Nuke shuttle.png|thumb|400px|The Syndicate Infiltrator, your ship.&amp;lt;br&amp;gt;Green: Tools&amp;lt;br&amp;gt;Blue: Explosives (Syndicate bombs, C-4 and Syndie Minibombs)&amp;lt;br&amp;gt;Purple: Your blood-red hardsuits&amp;lt;br&amp;gt;Yellow: Medical equipment and surgery&amp;lt;br&amp;gt;Red: The nuclear fission explosive. Detonate this.]]&lt;br /&gt;
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You will spawn in the main control room of the base. In the syndicate control room, you will find a few various items strewn about, nothing of too much importance. This is mostly your meeting place to discuss your plan/celebrate your victory after the mission (hopefully). About the only things of note would be the one free Big Red Button which detonates all active syndicate bombs at once, and of course Cayenne, your lovable space carp mascot.&lt;br /&gt;
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Head through the door towards the south and you&#039;ll find the &#039;&#039;&#039;Equipment Room&#039;&#039;&#039;. This contains some lockers with basic gear. Pick out what you need from one of the lockers, having the gear in these lockers comes in handy. Consider taking the Ion Rifle to use against enemy silicons, or purchasing from the [[Vending_machines#Tool_Machines|YouTool]] vending machine.&lt;br /&gt;
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&amp;lt;u&amp;gt;There are five armory closets. Each contains:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Tactical Turtleneck&lt;br /&gt;
* Black Shoes&lt;br /&gt;
* Standard Radio Headset with a syndicate encryption key&lt;br /&gt;
* Chest Rig for storing extra gear&lt;br /&gt;
* An Operative Holster an alternate to the Chest rig, for if you plan on using large guns such as sniper rifles and rocket launchers&lt;br /&gt;
* Pocket Crowbar (Absolutely necessary when your team is using a powersink. It fits inside the box too.)&lt;br /&gt;
* Night Vision Goggles&lt;br /&gt;
* 10mm Pistol Magazine&lt;br /&gt;
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&amp;lt;u&amp;gt;On the Syndicate Infiltrator, there&#039;s also a &#039;&#039;&#039;Tool Storage&#039;&#039;&#039;, which contains:&amp;lt;/u&amp;gt;&lt;br /&gt;
* Night Vision Goggles&lt;br /&gt;
* A Suspicious Looking Toolbox (You need the wrench if you are planting a power sink.)&lt;br /&gt;
* 2 Suspicious Beacons (These are beacons for [[Syndicate_Items#Syndicate_Bomb|Syndicate Bomb]]s, don&#039;t just take them randomly, usually they are used as part of the plan.)&lt;br /&gt;
* 2 Syndicate Minibombs &lt;br /&gt;
* 5 Bricks of C4&lt;br /&gt;
* Syndicate medical duffel bag&lt;br /&gt;
* Military PDA with detomatix cartridge&lt;br /&gt;
* Box of tear gas grenades&lt;br /&gt;
* Box of flashbangs&lt;br /&gt;
* 5 Pistol Magazines&lt;br /&gt;
* Many other kinds of generic tools like proximity sensors and remote signaling devices.&lt;br /&gt;
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You must now equip yourself for space travel so you can invade the station.&lt;br /&gt;
# If you haven&#039;t bought an elite/shielded hardsuit, get a blood-red hardsuit from the E.V.A Gear storage room on the shuttle.&lt;br /&gt;
# Take the syndicate mask from the box in your backpack and wear it.&lt;br /&gt;
# Ensure your hardsuit is in EVA mode instead of combat.&lt;br /&gt;
# Take an oxygen tank from the rack and fill it in the O2 canister.&lt;br /&gt;
# Put the tank in your suit storage and activate your internals.&lt;br /&gt;
# (Optional) If you don&#039;t want to use the built-in jetpack on the hardsuit you can use the jet harness, use it as you would a normal jetpack. It can also be used as your internals.&lt;br /&gt;
# Pick out your Syndicate agent card ID&#039;s disguise (or wait till you get to the station).&lt;br /&gt;
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Once you are space ready, and your internals are running from your jetpack, look into the Equipment Room and pick up a pair of Night Vision goggles if you have not already bought a pair of thermals, this is double important if you plan on using a Powersink.&lt;br /&gt;
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You are now completely outfitted, check the inside of your backpack/military belt and throw out what you will not use, this will be handy for the next stage of equipping yourself with weapons.&lt;br /&gt;
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===[[File:L6machinegun.png]]And This... Is My Weapon===&lt;br /&gt;
The most fun part of mission prep: choosing your weapon.&lt;br /&gt;
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The Operatives are not without their heavy arsenal of weapons, tools and explosives that allows them to best even the station&#039;s Security force. The staple of Syndicate operatives is their exclusive use of ballistic weapons. Energy guns, laser rifles, and disablers typically used by station Security are much too advanced for the Syndicate to have on hand. And besides, at the end of the day a big ass LMG with ammo to spare is going to beat one laser gun that has to constantly recharge.&lt;br /&gt;
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&#039;&#039;&#039;[[Syndicate_Items#Nuclear_Strike_Team|See here for a full list of what you have available to you. Note that some standard traitor items will also be available.]]&#039;&#039;&#039; &lt;br /&gt;
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====&amp;lt;u&amp;gt;Оружие, оружие и наконец оружие:&amp;lt;/u&amp;gt;====&lt;br /&gt;
A quick and dirty list of the common firearms employed by Syndicate Operatives in the field.&lt;br /&gt;
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*[[File:Stetchkin.png]] Stetchkin Pistol -- &#039;&#039;&#039;Бесплатен&#039;&#039;&#039;. Стандартное оружие. 8 патрон, 30 brute урона с выстрела. Это второстепенное оружие из-за низкой скорострельности и его боеприпаса, но оно может быть полезно в крайнем случае. Боеприпасы можно найти на базе синдиката в шкафчиках, в аплинке и на вашем шаттле, но все же лучше их не покупать&lt;br /&gt;
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*[[File:C20r.png]] C-20r Submachine Gun -- &#039;&#039;&#039;10 Телекристаллов.&#039;&#039;&#039;  SMG для ближнего-среднего боя. 24 патрона, 30 урона от встрела. Известен и популярен среди нюкеров, стреляет по два патрона для лучшего урона. Огромный потенциалиал.&lt;br /&gt;
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*[[File:Bulldog.png]] Bulldog Shotgun -- &#039;&#039;&#039;8 Телекристаллов&#039;&#039;&#039;. Ружье для ближнего боя. 8-ви зарядный, полуавтоматический. Пять типов боеприпасов. Великолепен для столкновение на близких дистанциях, как в технических туннелях. &lt;br /&gt;
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*[[File:M90.png]] M90-gl Carbine -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Этот карабин стреляет по 3 патрона и снаряжен подствольным гранатометом. Магазины содержат по 30 патронов, а brute урон при попадании - 35 , чего более, чем достаточно для небронированных целей. Additional 40mm HE Grenades are purchasable at the uplink for 2 TC each.&lt;br /&gt;
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*[[File:L6machinegun.png]] L6 SAW -- &#039;&#039;&#039;18 Телекристаллов&#039;&#039;&#039;. Light Machinegun. 50 rounds, 45 brute per shot.  Very powerful weapon, capable of critting most targets in a single burst. Very unwieldy however, needs both hands free to fire, cannot fit in any storage slot and must be carried at all times.&lt;br /&gt;
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*[[File:Sniper.png]] Sniper Rifle -- &#039;&#039;&#039;16 Телекристаллов&#039;&#039;&#039;. Specialist weapon for the professional, or insane. Long range sniper rifle. 6 rounds, default .50 ammo deals 70 damage per bullet, with a chance to dismember targets. Comes with a array of alternative ammo for a wide range of scenarios. The sniper rifle is a very unwieldy weapon and is usually passed over.&lt;br /&gt;
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====&amp;lt;u&amp;gt;Close Combat Weapons:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Syndicate is not without its CQC options. Have a quick look at the most common available melee weapons.&lt;br /&gt;
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*[[File:ESword.png]] Energy Sword -- &#039;&#039;&#039;8 Telecrystals&#039;&#039;&#039;. Close combat weapon. 30 brute per hit. Best if used as a sidearm or if you are very robust in melee. Good for conserving ammo for your primary weapon. Can be disabled to fit in pockets or other small spaces.&lt;br /&gt;
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*[[File:DoubleESword.png]] Double-bladed Energy Sword -- &#039;&#039;&#039;16 Telecrystals&#039;&#039;&#039;. The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off.&lt;br /&gt;
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*[[File:Eshield.png]] Energy Shield -- &#039;&#039;&#039;16 Telecrystals&#039;&#039;&#039;. This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury&#039;s riot shotguns will be effective in bypassing the energy shield. Pair it with an energy sword for a killer combo.&lt;br /&gt;
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*[[File:CQC_manual.png]] CQC Manual -- &#039;&#039;&#039;13 Telecrystals&#039;&#039;&#039;. Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. Popular among teams who prefer to infiltrate silently, as CQC allows you to incapacitate opponents silently and non-lethally.&lt;br /&gt;
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====&amp;lt;u&amp;gt;Heavy Fire Support:&amp;lt;/u&amp;gt;====&lt;br /&gt;
The Mechs, the biggest and baddest. The Syndicate gives you an option of not one but TWO different combat mechs. Make sure you can match the price tag however, they&#039;re not cheap.&lt;br /&gt;
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[[File:DarkGygax.png]] Dark Gygax Exosuit -- &#039;&#039;&#039;80 Telecrystals&#039;&#039;&#039;. One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.&lt;br /&gt;
*FNX-99 &amp;quot;Hades&amp;quot; Carbine firing incendiary rounds which ignite targets.&lt;br /&gt;
*SGL-6 Grenade Launcher which fires flashbang grenades.&lt;br /&gt;
*Personal teleportation device&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability. &lt;br /&gt;
**Leg actuator function, which speeds up the mech, at a high energy draw.&lt;br /&gt;
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[[File:DarkMarauder.png]] Dark Mauler Exosuit -- &#039;&#039;&#039;140 Telecrystals&#039;&#039;&#039;. The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel.&lt;br /&gt;
*Ultra AC2 Machine Gun that fires in bursts.&lt;br /&gt;
*LBX AC 10 &amp;quot;Scattershot&amp;quot; exosuit shotgun.&lt;br /&gt;
*SRM-8 Missile Rack&lt;br /&gt;
*Tesla energy relay&lt;br /&gt;
*Thrusters for space-maneuverability.&lt;br /&gt;
*Smoke grenade dispenser&lt;br /&gt;
*Armor booster module (Ranged weaponry)&lt;br /&gt;
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&lt;br /&gt;
===Syndicate Cyborgs===&lt;br /&gt;
Syndicate cyborgs teleporters are purchasable from syndicate operative uplinks for a sum of telecrystals. A random ghost with the operative preference enabled will be chosen to act as a purchased cyborg. (if none is found, you can refund the teleporter by using it on the uplink). Syndicate cyborgs are very useful for going loud, as they cannot be stunned the same as Operatives can and have powerful weaponry and equipment (plus the means to emag other borgs). Syndicate cyborgs can also tell who other operatives are, regardless of their apparel. In addition, they have a hyper-capacity energy cell with a charge of 30000 watts and pre-installed ion thruster modules for easy navigation in space or zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
Syndicate cyborgs can hear and speak on the normal silicon binary channel. On one hand, this allows them to eavesdrop on the AI; on the other, a syndicate borg speaking on that channel by accident can give away your entire operation, so be careful!&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndieborg.png]] Assault====&lt;br /&gt;
Costs 65 Telecrystals. A lean, mean killing machine with access to an Energy Eword, LMG, Cryptographic Sequencer, and 6-Shot Grenade Launcher.&lt;br /&gt;
* Flash&lt;br /&gt;
* Energy Sword&lt;br /&gt;
* Cyborg LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg&#039;s internal power source.&lt;br /&gt;
* 6-Shot Grenade Launcher that cannot be reloaded.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Medborg_Sprite.png]] Medical====&lt;br /&gt;
Costs 35 Telecrystals. Less deadly than the Assault model, but still amazingly useful. Syndicate medical cyborgs make effective combat medics as they cannot be stunned, have access to surgical tools, a combat hypospray, and a Medbeam gun for healing operatives at a distance.&lt;br /&gt;
* Syndicate Hypospray containing [[Guide_to_chemistry#Restorative_Nanites|Restorative Nanites]], Potassium Iodide and Morphine. Can pierce through hardsuits and space suits.&lt;br /&gt;
* Combat Defibrillator, which works through hardsuits and also offensively.&lt;br /&gt;
* Medical Beamgun&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Full set of surgical tools, including an Energy Saw, gauze and organ storage bag.&lt;br /&gt;
* [[Syndicate_Items#Emag|Cryptographic Sequencer]]&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Pocket Fire Extinguisher&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:Syndicate_Engie_Borg_Sprite.png]] Saboteur====&lt;br /&gt;
Costs 35 Telecrystals. Good for sabotage, as it can disguise itself as normal engineer cyborgs using an integrated chameleon projector. Saboteur cyborgs also have access to a fake destination tagger, which can be used to travel around the station using the disposals network.&lt;br /&gt;
* Welding Tool&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wrench&lt;br /&gt;
* Powered Screwdriver&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Metal Synthesizer&lt;br /&gt;
* Glass Synthesizer&lt;br /&gt;
* Cable Synthesizer&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Rods&lt;br /&gt;
* Floor tiles&lt;br /&gt;
* Robotic RCD (Painted in Syndicate Colors, purely cosmetic.)&lt;br /&gt;
* Rapid Pipe Dispenser&lt;br /&gt;
* Wire Synthesizer (can be replenished faster by clicking on wire coils with the wire module active.)&lt;br /&gt;
* Fire Extinguisher (must be refilled manually.)&lt;br /&gt;
* Zipties&lt;br /&gt;
* Flash&lt;br /&gt;
* Thermal Vision&lt;br /&gt;
* Fake Destination Tagger&lt;br /&gt;
* Cyborg Chameleon Projector&lt;br /&gt;
* Syndicate Pinpointer&lt;br /&gt;
&lt;br /&gt;
====[[File:pinpointer-red.gif|64px]] Guys? Where are you?====&lt;br /&gt;
Syndiborgs have a handy little device called the operative pinpointer. This does not point toward the nuclear disk like the nuke op pinpointers did - instead, this points towards the nearest nuclear operative. If a syndiborg is lost or the radio is dead silent, they can use the pinpointer to find their way to an operative. Of course, it does have drawbacks, like not discriminating between a Syndicate corpse and a Syndicate operative, as well as a tendency to stick to the same operative. However, it&#039;s very useful for coordinating with your team, and since it has no power draw it should be kept active at all times.&lt;br /&gt;
&lt;br /&gt;
==[[File:Shuttle 1.gif]] Actually Getting There==&lt;br /&gt;
Alright, your team has a plan, you&#039;ve geared up, and you&#039;re ready to get dat fukken disk. The Final Step: Getting to the Station.&lt;br /&gt;
&lt;br /&gt;
You have two options with their ups and downs. Pick and chose from...&lt;br /&gt;
&lt;br /&gt;
===The Syndicate Infiltrator===&lt;br /&gt;
&lt;br /&gt;
The Syndicate Infiltrator is the standard ship that operatives use to conduct their clandestine operations. It&#039;s controlled using the syndicate shuttle terminal in the cockpit, which can be used to travel a point near the station for it to jump. There is an additional console allowing the creation of a custom destination around the station. The Infiltrator itself is outfitted with powerful turrets which fire damaging penetrator rounds at anything that isn&#039;t an operative, as well as only one entrance that can be sealed with a blast door to keep those who somehow bypass the turrets from getting in.&lt;br /&gt;
&lt;br /&gt;
When choosing a spot to send the ship, make sure your team is going to remember where it is and that it is mostly out of sight for those in EVA on the outside of the station. Many an operative has gotten lost in deep space because the Infiltrator was put somewhere weird.&lt;br /&gt;
&lt;br /&gt;
===The Assault Pod===&lt;br /&gt;
&lt;br /&gt;
Grab your team, cram into the pod, select your area and launch. You&#039;ll be on station within seconds, obliterating anything unfortunate enough to be caught in the way. The pod is also lined with turrets that fire on anyone not Syndicate, so even if you don&#039;t land on them they will likely be caught in a hailstorm of bullets. From there it&#039;s a simple matter of assaulting the crew and cornering whatever poor bastard has the disk. &lt;br /&gt;
&lt;br /&gt;
Caveat emptor: The assault pod is a &#039;&#039;&#039;one way trip&#039;&#039;&#039; so make sure you have an exit strategy. When taking the assault pod, always be sure that one operative flies the shuttle close to the station so the assault team have a way out after the disk has been secured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:NuclearDisk.gif|32px]] Dat Fukken Disk==&lt;br /&gt;
[[File:Disk512.gif|right|thumb|128px|EAT THIS.]]&lt;br /&gt;
Alright. You and your team have made their way onto the station. You&#039;re most likely huddled up in maintenance, psyching up for the next part: getting the Nuclear Authentication Disk.&lt;br /&gt;
&lt;br /&gt;
You need this disk to activate the nuke, but as it could be guarded by the [[Captain]], [[Head of Personnel]], [[Head of Security]], or the [[Clown]]... you best go in without second thoughts or distractions. Even a lure and false positive to get the disk holder to where you want them will be effective.&lt;br /&gt;
&lt;br /&gt;
One method includes blowing up the wall the disk holder has their back to. A block of C4 will knock down any wall and seriously wound whoever&#039;s on the other side.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in the bag for a more elaborate ruse, have one of your team members cause a ruckus in a [[armory|secure area]], forcing the disk carrier to flee right into the arms of your waiting team members.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to think outside the box! This game mode in particular lends itself to unconventional approaches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you declared War&#039;&#039;&#039;, be prepared for the possibility that the crew took extra precautions to make sure the disk was annoying as possible to get/find. They could have stashed it in a box inside of a backpack filled with boxes, in a locker filled with backpacks (also filled with boxes), inside a locked/welded/wrapping paper covered locker in a secure room filled with lockers. Or they could have surgically shoved the disk into the chest cavity of the Clown for safe keeping. Who knows! You declared War; expect these things to be a possibility as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[File:Syndicate_tablet_off.png|32px]] Finding the Disk===&lt;br /&gt;
&lt;br /&gt;
Each operative will start with a syndicate tablet [[File:Syndicate_tablet_off.png]] in one of their pockets. Grab it, turn it on by using it in your hand and turn on the Fission360 program. You can click &amp;quot;scan&amp;quot; and select the nuke disk. Do so as soon as possible and then put the tablet in your inventory somewhere you can see it. It will have an arrow overlay tracking the disk. &lt;br /&gt;
&lt;br /&gt;
Now, you have your equipment, tools, and toys. But the trouble is just getting started as you strike the heart of the wild.&lt;br /&gt;
&lt;br /&gt;
You are equipped and armed with the best, but what matters is the will to win, and the thirst for blood. Couple that with wisdom, and a large helping of [[Robust|know how]], and you have a chance. But what makes the Syndicate agent successful isn&#039;t their red suit, or revolver, it is their team.&lt;br /&gt;
&lt;br /&gt;
==[[File:Nuke.gif]] ACTIVATING THE NUKE!==&lt;br /&gt;
[[File:Nuke.gif|right|thumb|128px|DETONATE THIS.&amp;lt;br&amp;gt;&lt;br /&gt;
NOT AT YOUR BASE!!!]]&lt;br /&gt;
{{Speech&lt;br /&gt;
|name=Cindy Kate&lt;br /&gt;
|text=Attention! If you have an objective to steal a [[High-risk_items#Plutonium_Core|Plutonium Core]] from the nuke, you&#039;re in the wrong place, instead look [[High-risk_items#Plutonium_Core|here]].&lt;br /&gt;
|image=[[File:Traitor.png]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Getting the disk is just the first half of the battle. Now you have to destroy the station. Haul ass back to the Infiltrator and grab the nuke from the aft storage area. You&#039;ll need to put in the disk first to unanchor the bolts keeping the nuke in place. Take the nuke back to the station and find an area to set it up. &lt;br /&gt;
&lt;br /&gt;
Now follow these guidelines in order:&lt;br /&gt;
# &#039;&#039;&#039;Click&#039;&#039;&#039; it with your open hand.&lt;br /&gt;
# Place the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; into the slot.&lt;br /&gt;
# Punch in the nuke &#039;&#039;&#039;code&#039;&#039;&#039;, hit enter. You can check the code by going to the IC tab and viewing the notes verb.&lt;br /&gt;
# Set the &#039;&#039;&#039;time&#039;&#039;&#039;.&lt;br /&gt;
# Set it to &#039;&#039;&#039;Armed&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Disengage the anchor.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Have it timing as you run off with the thing (if you die it will still go off).&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Place the nuke anywhere you want on the station.&lt;br /&gt;
# &#039;&#039;(Optional)&#039;&#039; Anchor it.&lt;br /&gt;
# Take the Nuke &#039;&#039;&#039;Disk&#039;&#039;&#039; out.&lt;br /&gt;
# Take the disk with you, or have something to throw off the crew&#039;s pin pointer.&lt;br /&gt;
# Get back to your &#039;&#039;&#039;Infiltrator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If any other Nuke Agents are alive, give them a moment to get to the Infiltrator. Once you and your buddies are loaded in the Infiltrator, get out of there. Pat yourself on the back for a job well done once you get back; you&#039;ve earned it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Mission Debriefing==&lt;br /&gt;
Congratulations. Your efforts have (hopefully) resulted in the destruction of Space Station 13, a major blow against the Nanotrasen scum. Your contributions towards the Syndicate are appreciated. You will be compensated handsomely of course for your continued cooperation. Your team is now on standby until the next assignment is distributed.&lt;br /&gt;
&lt;br /&gt;
Depending on how well your operation went, there are multiple &#039;endings&#039; to a Nuclear Operatives round:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Major Victory:&#039;&#039;&#039; The operatives managed to get the disk and detonate the nuke on-station, and at least one operative made it back to their home base alive. What you should be aiming for!&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Minor Victory:&#039;&#039;&#039; The crew manages to flee on the Escape Shuttle, but the disk is still on the station z-level. The crew may have lived, but the station is yours to blow up off-screen.&lt;br /&gt;
* &#039;&#039;&#039;Crew Major Victory:&#039;&#039;&#039; The crew manages to secure the disk and take it with them on the Escape Shuttle. The mission was a failure, and all that&#039;s left to do is for any surviving operatives to go home in shame.&lt;br /&gt;
* &#039;&#039;&#039;Crew Minor Victory:&#039;&#039;&#039; The nuke was set off, but not on the station&#039;s z-level. The Syndicates got dat fukken disk, but without the only nuke they brought, they&#039;ll have to take it home as a consolation prize.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Ending:&#039;&#039;&#039; The Syndicates manage to nuke the station, but they all die in the process. Technically a win for the Syndicate, but a loss for everybody involved, on both sides.&lt;br /&gt;
* &#039;&#039;&#039;Humiliating Syndicate Defeat:&#039;&#039;&#039; The crew managed to take a Syndicate ID card from one of the operatives before they self-destructed, hijacked the Syndicate cruiser, flew it back to their home base with the disk, and detonated the nuke at the operative&#039;s HQ. How did you fuck up this badly, holy shit.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png|32px]]Tips==&lt;br /&gt;
* Set your ID to a crew member. Give it a legit job. Set your fucking ID to a fucking crew member&#039;s name and give it an actual job like Chemist or something.&lt;br /&gt;
* The gloves you start with are already insulated.&lt;br /&gt;
* You can put all your nuke op equipment into your backpack. Even your hardsuit and jetpack.&lt;br /&gt;
* For the love of all that is holy, do not lose your ID, otherwise you&#039;ll end up locked out of the Syndicate Shuttle while the nuke timer ticks down.&lt;br /&gt;
* Thermal glasses will make you vulnerable to being flashed, even with your hardsuit helmet on. NVGs do not.&lt;br /&gt;
* The black-and-red space suit is good for inserting a stealth OP onto the station. The crew is less likely to go into a panic at the sight of a regular space suit rather than the iconic blood-red hardsuit.&lt;br /&gt;
* Always bring C4/X4. There are few things more embarassing than an operative that gets stopped by a bolted airlock.&lt;br /&gt;
* Your cyborgs can also remotely interact with machines just like regular cyborgs. If you get bolted down by the AI, they can open the way for you.&lt;br /&gt;
* Be careful of falling behind and getting lost in space.&lt;br /&gt;
* To talk with your team, just talk as if you wanted to talk on the standard radio channel by using the &#039;&#039;&#039;;&#039;&#039;&#039; prefix, your headset is different and only your team will hear you. &#039;&#039;&#039;:t&#039;&#039;&#039; can also be used if you add a syndicate key to a normal headset.&lt;br /&gt;
* Subvert or destroy the AI first. It can give you away. Syndicate borgs are able to dispose of the AI without it screaming for help over the comms, and a sniper with thermals and penetrator rounds will do the job just as well.&lt;br /&gt;
* Make sure the Escape Shuttle can&#039;t be called and then you can&#039;t technically lose!&lt;br /&gt;
* Always keep in communication with your team. Having backup and knowledge of what&#039;s happening from both the Syndicate and loyal station fronts goes a long way towards an easy victory and far outweighs the damage someone who stole a Syndicate headset can do.&lt;br /&gt;
* Installing a power sink on the station is a popular strategy. Make sure you bring night-vision goggles!&lt;br /&gt;
* Taking out telecommunications is a good way to ensure the crew remains confused and disorganized.&lt;br /&gt;
* Ignore the nuke in the vault on the station. It has a completely different code, and without an admin checking the var and giving it to you, it would &amp;lt;s&amp;gt;take you days to guess it&amp;lt;/s&amp;gt; be impossible to activate.&lt;br /&gt;
* For the love of fuck do not mistake a Science Disk for the Nuke Disk, science disks are Yellow and Nuke Disks are Green.&lt;br /&gt;
* Do not buy a mech unless you are absolutely sure you are capable of making it an asset. It is suggested that you blow out the back of the armory to steal the Ion Gun, as that alone can invalidate any mech it fires at.&lt;br /&gt;
* Use the red button found in your base to instantly blow up all deployed syndicate bombs in the game.&lt;br /&gt;
* If you know that the station has cyborgs, bring a flashbang or ten. Flashbangs are very effective at taking out cyborgs, and you can emag-crowbar-emag the stunned cyborg to subvert it. The ion gun found at the base is also good for this.&lt;br /&gt;
* Purchasing No-Slip shoes is always a good idea; getting dunked on by the clown because you slipped on a banana peel is not the best way to go out.&lt;br /&gt;
* You can quickly and quietly rob the armory by applying c4 to the wall from space. No loud beeping. No ruckus. C4, grab the guns, get out.&lt;br /&gt;
* If going stealth, the regular headsets in the locker room come pre-loaded with a Syndie key. Chameleon headsets don&#039;t.&lt;br /&gt;
* Saboteur Cyborgs don&#039;t have a built in cryptographic sequencer, meaning they cannot hack station borgs. They can still however easily flash the other borgs while disguised so they can bring them to a disguised operative who can.&lt;br /&gt;
* The L6 SAW is a monster of a weapon compared to most guns available in the game. A full three round burst is a guaranteed crit even at full health, and it can sometimes still achieve this even when they have armor. Hold a chokepoint like a doorway or a long maintenance tunnel and lure crew into it. Gun them down.&lt;br /&gt;
* Macrobomb implants are not the worst idea if you don&#039;t expect to live. Lure a bunch of crew into fighting you in an important area, and upon death watch as the blast wipes the screen of everything who didn&#039;t hear the beeping.&lt;br /&gt;
* You can purchase a novelty Broken Chameleon Kit. They gave all the good ones for Traitors, leaving you with the malfunctioning ones. Makes you stick out like a sore thumb, perfect for comboing with your Syndicate ballon.&lt;br /&gt;
* You can purchase a full clown costume. Wearing this will be enough to terrify most crew members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D1%83%D0%BB%D1%8C%D1%82%D0%B8%D1%81%D1%82_%D0%BA%D1%80%D0%BE%D0%B2%D0%B8&amp;diff=11901</id>
		<title>Культист крови</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D1%83%D0%BB%D1%8C%D1%82%D0%B8%D1%81%D1%82_%D0%BA%D1%80%D0%BE%D0%B2%D0%B8&amp;diff=11901"/>
		<updated>2022-02-21T01:41:15Z</updated>

		<summary type="html">&lt;p&gt;Qqw: перевел 3 заклинания.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Последователь Нар’Си&lt;br /&gt;
|access = Весь, который у вас есть&lt;br /&gt;
|additional = Везде, где есть руна телепортации&lt;br /&gt;
|difficulty = Средняя&lt;br /&gt;
|superior = Нар&#039;Си, Лидер Культа&lt;br /&gt;
|duties = Пожертвование Богу необходимой цели для призыва и призыв Бога Нар’Си&lt;br /&gt;
|guides = Это оно и есть&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;НАР’СИ ВОССТАЛА&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;«Страх — самое древнее и сильное из человеческих чувств, а самый древний и самый сильный страх — страх неведомого»&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
В начале режима с Культом на станцию прибудет несколько культистов. Которые при появлении получают ритуальный кинжал и 10 рунического металла. The dagger is essential for drawing runes, while the runed metal is used to make valuable structures; additional runes metal can be created by using the Twisted Construction ability on any ordinary plasteel.&lt;br /&gt;
&lt;br /&gt;
The Cult has two major objectives. The first is to use an Offer rune to sacrifice a certain target to Nar&#039;Sie. The target is shown to all cultists, and is often a high ranking member of the crew or a Security officer. Once the target has been sacrificed, Nar&#039;Sie can be summoned in one of three predetermined locations on the station, using 9 cultists and/or constructs and after a 45-second rune drawing process. If Nar&#039;sie is summoned, the Cult wins!&lt;br /&gt;
&lt;br /&gt;
==Культ для самых маленьких==&lt;br /&gt;
&lt;br /&gt;
Ты никогда не играл за культиста? Не беда, тут есть немало советов, как обеспечить себе хорошую игру за члена культа:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Коммуникация:&amp;lt;/b&amp;gt; Самое первое, чт овы должны сделать - это найти укромное местно и связаться со своими собратьями используя специальную способность. Данное сообщение достигнит всех участников культа, однако &amp;lt;u&amp;gt;близлежайшие к вам люди могут увидеть и услышать, как вы шептитесь, что раскроет вас как культиста.&amp;lt;/u&amp;gt; Как можно больше общайтесь со своими союзниками, разрабатывайте план или просите открыть вам шлюз, к которому вы не имеете доступ. Если вы не знаете как играть, то не будет стыдно спросить об этом более опытных игроков-культистов. &lt;br /&gt;
* &amp;lt;b&amp;gt;Магия Крови:&amp;lt;/b&amp;gt; Нажав на значок &amp;quot;Blood Magic&amp;quot;, вы можете выбрать одно из заклинаний, которое сразу же начнется подготавливаться. Подготовка занимает некоторое время и оставляет под вами брызги крови, так что делайте это там, где вас никто не увидет. Изначально вы можете подготовить только одно заклинание, однако после начерчения руны усиления (Empower) и его использовании этот запас можно увеличить до 4 одновременных заклинаний. Что бы использовать заклинание, тыкните на соответствующую иконку, тогда в руках появится заклинание, а рука загорится, и примените на нужного персонажа. Одни из самых важных заклинаний является Stun и Teleport.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cult Bases:&amp;lt;/b&amp;gt; By using your Ritual Dagger, you can create runes at your feet. To create a starting cult base, find somewhere secluded and safe to start placing runes. The most important rune is a Teleport rune, which lets any cultist warp to it using the Teleport blood magic spell or by clicking on a different rune. Commune once you have a Teleport rune up in a safe place, so others can join you. Make sure no non-cultists find your runes!&lt;br /&gt;
* &amp;lt;b&amp;gt;Runes:&amp;lt;/b&amp;gt; Afterwards, place an Empower rune; standing on it lets you prepare four blood magic spells simultaneously. Finally, an Offer rune lets you convert others to your cause by dragging them onto it and clicking on it with an empty hand. Offering requires two cultists and/or constructs to be standing b ythe rune, so make sure you have a friend with you to help. There are other runes, but Teleport, Empower and Offer are the most important.&lt;br /&gt;
* &amp;lt;b&amp;gt;Conversions:&amp;lt;/b&amp;gt; Once you have a base, you can begin Offering. While standing on the Empower rune, prepare a Stun, a Shadow Shackles, and two other spells; remember you can prepare multiple Stuns at once. Find a crewmember, Stun them, drag them somewhere secluded, Shackle them, remove their headset if the base is too far away, then drag them back to it, put them on the Offer rune, and use it with a friend or stand on and activate a Spirit rune next to it. Of course, if you have the means to abduct people without blood magic, feel free to use mundane methods. If they don&#039;t have a mindshield implant, they&#039;ll become a cultist; if they&#039;re implanted, like Security or the Heads, they&#039;ll explode violently and leave behind a soulstone. Either outcome is good for you.&lt;br /&gt;
* &amp;lt;b&amp;gt;Structures:&amp;lt;/b&amp;gt; By using the Runed Metal cultist begin with (get more by using the Twisted Construction blood magic on plasteel), you can build one of four constructions: pylons, altars, archives and forges. Each cultist starts with enough metal to build 3 of the 4 options, so once you have a main base going, make sure someone&#039;s built at least one of each except for pylons; pylons only heal cultists, but the other three let you build useful items, weapons and tools. Don&#039;t build items unless you need them; once any item is built, that structure goes on a 4 minute cooldown. If you have the metal, building multiples of each structures isn&#039;t a bad idea.&lt;br /&gt;
* &amp;lt;b&amp;gt;Constructs:&amp;lt;/b&amp;gt; When you sacrifice an implanted crewmember on an Offer rune, they&#039;ll leave behind a soulstone shard. Create a construct shell at an altar, and you can put the soulstone inside it to transform the soul within into a construct. Constructs come in three types: utility Artificers, tanky Juggernauts and sneaky assassin Wraiths. The first one you create should almost always be an Artificer, as they can create more soulstones and shells. If a soulstone is empty, using it on a corpse will attempt to put the corpse&#039;s soul into the shard, and you can release the soul as a much less useful Shade by clicking it in your hand.&lt;br /&gt;
* &amp;lt;b&amp;gt;Going Loud:&amp;lt;/b&amp;gt; Unless your cultists are (un)godly talented and lucky, you&#039;ll eventually be caught out. Either someone will slip up, somebody will find your base, or your cult will grow so powerful that it becomes impossible to hide (red eyes, then a dark halo). Once you know the jig is up, start playing more aggressively; place extra Teleport runes and mini-bases around the station in case your main hideout gets raided, make more power moves to convert or kill crewmembers, and find some way to kill or subvert the AI if it hasn&#039;t been done.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summoning Nar&#039;Sie:&amp;lt;/b&amp;gt; The first step to actually summoning your dark god is to Offer her desired target, randomly picked at the start of the round and shown in the top-right of your screen. Use teamwork and co-operation to take them down, drag them to your base, and sacrifice them. Once they&#039;ve been offered, their icon is replaced with a list of three locations where Nar&#039;Sie can be summoned. Head there, fortify the location, ideally have your Cult Master use Final Reckoning the bring the entire cult to the summoning spot, and begin drawing the final rune. Drawing the Nar&#039;Sie rune requires a 3x3 area, takes 45 seconds, surrounds the drawer in forcefields, and tells the entire station where it&#039;s happening, so make your final stand against whatever&#039;s left of the crew! If you can hold out long enough to finish the rune, have 9 cultists and/or constructs stand on it (use the &#039;rest&#039; button to lie down and make more room), click on it with an empty hand, and Nar&#039;Sie will be summoned, giving your cult the win!&lt;br /&gt;
&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;IMPORTANT:&amp;lt;/b&amp;gt; The Cult Master is the only one capable of using the Final Reckoning, a single-use, extremely powerful ability suited for ending the round. It&#039;s highly recommended that a Cult Master not be selected until the cult is established; in fact, many cults choose not to pick a leader until they&#039;re ready to summon Nar&#039;Sie.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Being The Master of Wrist Cutting===&lt;br /&gt;
&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cult Master Powers===&lt;br /&gt;
&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. You cannot use this spell in an area where Nar&#039;Sie can be summoned. Still useful for when it&#039;s time to summon Nar-Sie and you need the whole cult nearby to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you use it at the wrong time you can&#039;t try again.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target. &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential! &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ритуальный кинжал [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
&lt;br /&gt;
Ваш кинжал очень важен, потому выполняет множество важных функций:&lt;br /&gt;
&lt;br /&gt;
* Вы можете рисовать руны с помощью него;&lt;br /&gt;
* При использовании кинжала на другом культисте вы очищаете того от [[Chaplain|Святой воды]];&lt;br /&gt;
* Бейте им некультиста, ведь с помощью кинжала вы нанесете ему целых 15 &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt; урона;&lt;br /&gt;
*Используйте кинжал на руне, что бы стереть ее;&lt;br /&gt;
* Используйте кинжал на строениях культа, что бы прикрутить их к полу или открутить, позволяя объект свободно двигать;&lt;br /&gt;
* Используйте кинжал по балке (Girder), чтобы его демонтировать;&lt;br /&gt;
* Кинжал в руке дает 25% шанс к блокированию атаки в ближнем бою.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers.  A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
&lt;br /&gt;
=== Список доступных заклинаний ===&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Наименование&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;700px&#039;|Описание&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;203px&#039;|Кол-во зарядов/урон&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!Stun&lt;br /&gt;
|Полезное заклинание, которое обездвиживает и лишает речи жертв. Простой, понятный и эффективный для множества ситуаций. [[Status_Effects#Paralyze|Парализует]] на 16 секунд, заглушает на 12  и дает эффект &amp;quot;мычания&amp;quot; культа на 30 секунд (с момента оглушения). Если использовать на [[Cyborg|киборге]], то способность его оглушит, будто мощный ЭМИ разряд. &lt;br /&gt;
&lt;br /&gt;
Во время невнятного &amp;quot;мычания&amp;quot; жертвы будут говорить на непонятном языке, что обычно раскрывает культ, если жертва успела сказать что-то про рации (Бесполезно, если [[Bartender|бармен]] не раздавал слишком много [[Guide to food and drinks#Narsour|Нарсусов]]).&lt;br /&gt;
|1 заряд, 10 урона&lt;br /&gt;
|-&lt;br /&gt;
!Teleport&lt;br /&gt;
|Очень полезное заклинания, используемое для телепорта на руну для телепорта. Может быть использованна как на себе, так и на другом культисте.&lt;br /&gt;
|1 заряд, 7 урона&lt;br /&gt;
|-&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|Заклинание широкого спектора. Концентрирует темную энергию и высвобождает в виде EMP разряда (дистанция 5 тайтлов), любая электоника, в радиусе, отключается и начинает сбоить..&lt;br /&gt;
|1 заряд, 10 урона&lt;br /&gt;
|-&lt;br /&gt;
!Shadow Shackles&lt;br /&gt;
|Скрытое заклинание, используемое для сковывания некультистов и позволяющее их заглушить на 10 секунд. Используется для сковывание жертвы и лишения его гарнитуры для последующей конвертации в культиста. После конвертации оковы иечезнут. &lt;br /&gt;
|4 заряда&lt;br /&gt;
|-&lt;br /&gt;
!Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;Зловещее заклинание, используемое для конвертации:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Plasteel в  рунический металл.&lt;br /&gt;
* 50 металла в оболочку Констракта.&lt;br /&gt;
* Киборгов в Констракта.&lt;br /&gt;
* Оболочку киборга в оболочку Констракта.&lt;br /&gt;
* Шлюзы в рунические шлюзы, когда включен {{Combat_Mode}}. Более слабая версия [[#Structures|Рунический шлюз]]. &lt;br /&gt;
|1 заряда, 12 урона&lt;br /&gt;
|-&lt;br /&gt;
!Summon Ritual Dagger&lt;br /&gt;
|Позволяет вам призвать кинжал, если вы его где-то выкинули, забыли в мусорке или вовсе забыли поднять после конвертации. Используется на себе. &lt;br /&gt;
|1 заряд&lt;br /&gt;
|-&lt;br /&gt;
!Summon Combat Equipment&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Conceal Presence&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Blood Rites&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others. &lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the [[Captain]]&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 для мертвого,&lt;br /&gt;
2 для живого,&lt;br /&gt;
&lt;br /&gt;
3 для имплантированного&lt;br /&gt;
&lt;br /&gt;
имлпантом mindshield&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected.&lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Наименование&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Описание&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Цена&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar it needs 4 minutes to recharge.&lt;br /&gt;
|3 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used to craft the unholy weapons used by the armies of Nar-Sie. By using it you are able to create a True Nar&#039;sian Hardened Armor; a hardsuit with no slowdown, Flagellant&#039;s Robe; which makes you faster, but at the cost of increasing damage taken by 45%, and a 30 damage eldritch longsword. The eldritch longsword fits in the suit storage slot of every type of cultist armor and has 50% block chance.  After creating one item with the forge it needs 4 minutes to recharge.&lt;br /&gt;
|3 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|Левитирующий кристал, способный лечить всех последователей культа Нар&#039;Си. Так же превращает весь обычный пол в культиский. Превращенные тайтлы пола позволяет быстрее наносить руны и предотвращает изменения в атмосфере (выпуск воздуха, впуск вредного газа) &lt;br /&gt;
|4 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 Рунический металл&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultgirder.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|Заготовка стены, может быть открепленна от пола с помощью ритуального кинжала. &lt;br /&gt;
|1 рунический металл&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
&lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
&lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* &#039;&#039;&#039;You can solo convert non mindshielded crew by using a Spirit Realm rune and summoning a cult ghost.&#039;&#039;&#039;&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. The dagger also serves as an excellent last resort as it deals 25 damage when thrown.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Shades can ventcrawl around the station (alt-click). &lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate. The AI satellite even contains some spare plasma and metal that you can use to produce plasteel (if you can convince it to let you in.)&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune).&lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
*Use the conceal presence spell on a teleport rune to create a hidden teleport destination, perfect for safely escaping to.&lt;br /&gt;
*Blood gathered from the blood rites spell can heal cultists instantly. You can also sap 50 units of blood directly from living people.&lt;br /&gt;
&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not only chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. &lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]] (or use yourself). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists don&#039;t sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists. Repair any hull breaches resulting from combat.&lt;br /&gt;
&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
===[[Traitor]]===&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to force a cultist reveal information that is &amp;quot;forgotten&amp;quot; after deconversion (for example the obligatory sacrifice) by using the hypnotic flash available to traitors. A [[Byond the impossible|very trustworthy security force]] could use this to negotiate with a traitor and gain an insane advantage.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Pepepoint.webp&amp;diff=11900</id>
		<title>Файл:Pepepoint.webp</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Pepepoint.webp&amp;diff=11900"/>
		<updated>2022-02-21T01:33:10Z</updated>

		<summary type="html">&lt;p&gt;Qqw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;жабка тыкающее на неродивого&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11899</id>
		<title>Космический закон</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D0%BE%D1%81%D0%BC%D0%B8%D1%87%D0%B5%D1%81%D0%BA%D0%B8%D0%B9_%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD&amp;diff=11899"/>
		<updated>2022-02-21T01:20:43Z</updated>

		<summary type="html">&lt;p&gt;Qqw: Перевел некоторые модификаторы и перевел более подробную табличку. В общем кушайте :peperot:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Needs table update}}&lt;br /&gt;
{{Template:Important&lt;br /&gt;
|Title=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|Note= It has &#039;&#039;&#039;NOT&#039;&#039;&#039; been adopted as an official policy after two votes.&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it&#039;s considered an [[IC]] issue. &#039;&#039;If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A log of community votes can be found [[Talk:Space Law|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the station. Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rules and regulations herein are not absolutes, instead they exist to serve mainly as &#039;&#039;&#039;guidelines&#039;&#039;&#039; for the law and order of the dynamic situations that exist for stations on the frontiers of space, as such some leeway is permitted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
{{SpaceLawCodesTable&lt;br /&gt;
|Столбец1 = 1XX - Лёгкое нарушение&amp;lt;br&amp;gt;1 минута&lt;br /&gt;
|Столбец2 = 2XX - Среднее&amp;lt;br&amp;gt;2 минуты или 100 поинтов&lt;br /&gt;
|Столбец3 = 3XX - Тяжкое&amp;lt;br&amp;gt;5 минут или 500 поинтов&lt;br /&gt;
|Столбец4 = 4XX - Сверхтяжкое&amp;lt;br&amp;gt;Пермабриг/Казнь&lt;br /&gt;
|Лист     = {{SpaceLawCodesList&lt;br /&gt;
|Код         = 01&lt;br /&gt;
|Легкое      = Сопротивление аресту&lt;br /&gt;
|Среднее     = Нападение&lt;br /&gt;
|Тяжкое      = Нападение со смертельным оружием&lt;br /&gt;
|Сверхтяжкое = Убийство&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 02&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Воровство&lt;br /&gt;
|Тяжкое      = Нападение на офицера&lt;br /&gt;
|Сверхтяжкое = Изнасилование&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 03&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Распространение наркотиков&lt;br /&gt;
|Тяжкое      = Убийство по неосторожности&lt;br /&gt;
|Сверхтяжкое = Попытка убийства&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 04&lt;br /&gt;
|Легкое      = Хранение наркотиков&lt;br /&gt;
|Среднее     = Владение оружием&lt;br /&gt;
|Тяжкое      = Владение лицензированным оружием&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 05&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Хранение взрывчатки&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 06&lt;br /&gt;
|Легкое      = Эксгибиционизм&lt;br /&gt;
|Среднее     = Беспорядки&lt;br /&gt;
|Тяжкое      = Подстрекательство к беспорядкам&lt;br /&gt;
|Сверхтяжкое = Мятеж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 07&lt;br /&gt;
|Легкое      = Вандализм&lt;br /&gt;
|Среднее     = Создание опасности&lt;br /&gt;
|Тяжкое      = Саботаж&lt;br /&gt;
|Сверхтяжкое = Грандиозный саботаж&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 08&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Мелкая кража&lt;br /&gt;
|Тяжкое      = Кража&lt;br /&gt;
|Сверхтяжкое = Крупная кража&lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 09&lt;br /&gt;
|Легкое      = Проникновение&lt;br /&gt;
|Среднее     = &lt;br /&gt;
|Тяжкое      = Вторжение&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 10&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Вторжение со взломом&lt;br /&gt;
|Тяжкое      = Вторжение в ЗОД со взломом&lt;br /&gt;
|Сверхтяжкое = &lt;br /&gt;
}}&lt;br /&gt;
{{SpaceLawCodesList&lt;br /&gt;
|Код         = 11&lt;br /&gt;
|Легкое      = &lt;br /&gt;
|Среднее     = Неподчинение&lt;br /&gt;
|Тяжкое      = Уклонение от обязанностей&lt;br /&gt;
|Сверхтяжкое = Враг корпорации&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Lawyer, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused&#039;s intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, &#039;Assault With a Deadly Weapon&#039; and &#039;Assaulting an Officer&#039; are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
# Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Take the prisoner to a brig cell, set the time and activate the timer.&lt;br /&gt;
# Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.&lt;br /&gt;
# Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.&lt;br /&gt;
# Buckle the prisoner to the bed.&lt;br /&gt;
# Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
# Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, &#039;&#039;&#039;not left on the brig floor or your personal use&#039;&#039;&#039;, until they can be returned to their rightful owners.&lt;br /&gt;
# Close the locker and &#039;&#039;&#039;lock it&#039;&#039;&#039;.&lt;br /&gt;
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.&lt;br /&gt;
# Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do&#039;&#039;&#039; &#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; fully strip the prisoner unless they have earned a permanent sentence.&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.&lt;br /&gt;
&lt;br /&gt;
In the instance of prisoners that have earned [[Labor Camp]] duty, you must dress them in orange overalls and assign them targets, based on their sentence, by getting a prison ID, putting it in a [[Prisoner Management Console]], assigning their quota (with a conversion rate of 100 points per minute otherwise served in the brig) and then giving them the ID as you ship them to the Labor Camp. There are more details on this procedure at [[Labor Camp]].**&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; In the current revision of TG, Mineral spawn is heavily reduced in the gulag area. If you plan on using the gulag for several incidences [meaning the floors are already mined so people can&#039;t mine the floors for glass], you should use a lower conversion rate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners and in permanent confinement.&lt;br /&gt;
&lt;br /&gt;
# Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
# The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
## The Labor Camp can also be used to hold Permanent Prisoners. Simply do not issue a prisoner ID when transferring them to the camp.&lt;br /&gt;
&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation however you are under no obligation to provide or allow this.&lt;br /&gt;
&lt;br /&gt;
Lawyers, and by extension the Head of Personnel, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Lawyer&#039;s security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &amp;lt;BR&amp;gt;&lt;br /&gt;
If the lawyer continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] &#039;&#039;&#039;must&#039;&#039;&#039; be followed. This goes, from top to bottom: Captain &amp;gt; Head of Security &amp;gt; Warden &amp;gt; Sec Officer / Detective.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &amp;lt;BR&amp;gt;&lt;br /&gt;
Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial &#039;&#039;&#039;is required&#039;&#039;&#039; to authorise the death penalty.&lt;br /&gt;
&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the stations Security force you are one of the best armed and protected people on the station, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. &amp;lt;br&amp;gt;Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
** Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
* &#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
** Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. &#039;&#039;&#039;As a last resort&#039;&#039;&#039; if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
&lt;br /&gt;
За все совершенные преступление вы будете работать 510 лет без зарплаты и выходных во благо НТ! (от 1 минуты в камере)&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffee99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;20px&#039;|Код&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;130px&#039;|Нарушеине&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Сопротивление Аресту&#039;&#039;&#039;&lt;br /&gt;
| Не содействовать офицеру, проводящему арест. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|&#039;&#039;&#039;Хранение Наркотиков&#039;&#039;&#039;&lt;br /&gt;
| Хранение космических наркотиков (space drugs) или иные наркотические вещества у неавторизованного персонала.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|&#039;&#039;&#039;Эксгибиционизм&#039;&#039;&#039;&lt;br /&gt;
| Быть намеренно и публично раздетым.&lt;br /&gt;
| Running around the station naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
| 107&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Вандализм&#039;&#039;&#039;&lt;br /&gt;
| Умышленное повреждение активов станции со злым умыслом.&lt;br /&gt;
| Длительность приговора зависит со степень причиненного ущерба. Питомцы и личные вещи экипажа так-же попадают под эту статью.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Проникновение&#039;&#039;&#039;&lt;br /&gt;
| Быть там, где у вас нет доступа. Это относится к общим зонам, таким как научный отдел, технические туннели. Проникновение в Бриг или, допустим, на капитанский мостик является более серьезным нарушением.&lt;br /&gt;
| Помните: люди могут вломиться, взломать или быть пропущенными кем-либо. Всегда проверяйте тот факт, что люди могут быть допущенны к работе в этом отделе и/или ему представлен дополнительный доступ по его ID. Обычно проникновение и кража совершаются вместе, в этом случае применяйте обе статьи. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Medium Crimes ===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 2 minute sentence or a 100 point target at the [[Labor Camp]], optional for the suspect you are arresting.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffcc99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffaa55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|&#039;&#039;&#039;Нападение&#039;&#039;&#039;&lt;br /&gt;
| Применять физическую силу против кого-то без явного намерения убить.&lt;br /&gt;
| Причинение более серзьного вреда, вводящее в критическое состояние, характеризуется как покушение на убийство. Последующая смерть потерпевшего квалифицируется, как убийство по неосторожности. Нападение с применением летального вооружения является более серьезным нарушением&lt;br /&gt;
|-&lt;br /&gt;
| 202&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Воровство&#039;&#039;&#039;&lt;br /&gt;
| Воровство личных вещей. &lt;br /&gt;
| Не забудьте забрать украденное и/или договориться об их возврате законному владельцу. Кража ID - самая распространненая и серьезная форма кражи.&lt;br /&gt;
|-&lt;br /&gt;
| 203&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Narcotics Distribution&#039;&#039;&#039;&lt;br /&gt;
| To distribute narcotics and other controlled substances.&lt;br /&gt;
| Forcing or tricking someone to consume substances such as space drugs is assault.&lt;br /&gt;
|-&lt;br /&gt;
| 204&lt;br /&gt;
|[[File:Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Weapon&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of a dangerous item that is not part of their job role.&lt;br /&gt;
| Items capable of a high level of damage, such as saws, axes, and hatchets fit into this category. Do remember that if it is an item that is part of their job they are permitted to carry it.&lt;br /&gt;
|-&lt;br /&gt;
| 206&lt;br /&gt;
|[[File:Rioting.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Rioting&#039;&#039;&#039;&lt;br /&gt;
| To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
| It is required to order the crowd to disperse, failure to disperse is the crime not the assembly. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
| 207&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Creating a Workplace Hazard&#039;&#039;&#039;&lt;br /&gt;
| To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions. &lt;br /&gt;
| Good examples of this crime involves accidentally causing a plasma leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.&lt;br /&gt;
|-&lt;br /&gt;
| 208&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 210&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Breaking and Entry&#039;&#039;&#039;&lt;br /&gt;
| Forced entry to areas where the subject does not have access to. This counts for general areas, and breaking into restricted areas is a more serious crime.&lt;br /&gt;
| Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
| 211&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Insubordination&#039;&#039;&#039;&lt;br /&gt;
| To disobey a lawful direct order from one&#039;s superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a service at the [[Labor Camp]], with a 500 point target or a five minute brig sentence.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffaa99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 301&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault With a Deadly Weapon&#039;&#039;&#039;&lt;br /&gt;
| To use physical force, through a deadly weapon, against someone without the apparent intent to kill them.&lt;br /&gt;
| Any variety of tools, chemicals or even construction materials can inflict serious injury in short order. If the victim was especially brutalized, consider charging them with attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| 302&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault of an Officer&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
| 303&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 304&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Restricted Weapon&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of a restricted weapon without prior authorisation, such as: Guns, Batons, Flashes, Grenades, etc.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all Security Personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 305&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of Explosives&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and Miners are permitted to possess explosives only whilst transporting them to the mining asteroid, otherwise their experimental bombs must remain within the Science department.&lt;br /&gt;
|-&lt;br /&gt;
| 306&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Inciting a Riot&#039;&#039;&#039;&lt;br /&gt;
| To attempt to stir the crew into a riot&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 307&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the work of the crew or station through malicious actions.&lt;br /&gt;
| Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| 308&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that Cargo breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 309&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Major Trespass&#039;&#039;&#039;&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any Security Area, Command area (including EVA), the Engine Room, Atmos, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armoury or the Captain&#039;s Quarters, is a more serious crime, and warrants a time of 10 minutes with a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 310&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;B&amp;amp;E of a Restricted Area&#039;&#039;&#039;&lt;br /&gt;
| This is breaking into any Security area, Command area (Bridge, EVA, Captains Quarters, Teleporter, etc.), the Engine Room, Atmos, or Toxins research.&lt;br /&gt;
| As a major crime sentences start at 5 minutes, but can be extended if security believes break in was for attempted Grand Theft or attempted Grand Sabotage (yellow gloves don&#039;t count as grand theft).&lt;br /&gt;
|-&lt;br /&gt;
| 311&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Dereliction of Duty&#039;&#039;&#039;&lt;br /&gt;
| To willfully abandon an obligation that is critical to the station&#039;s continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the station can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, Permanent [[Labor Camp]] Time, or Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain, HoS, and Warden can authorize a Permanent Sentence. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain can authorize an Execution or Forced Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:dimgray; color:white&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To maliciously kill someone.&lt;br /&gt;
| Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;&#039;&#039;&#039;Unauthorised executions are classed as Murder.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, regardless of OOC consent by all parties, is a violation of server rules, and worthy of a permanent ban. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules.&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Attempted Murder&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intend to kill them. &lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
| Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or station.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|408&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items of high value or sensitive nature.&lt;br /&gt;
| &amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain&#039;s Antique Laser, the Captain or the HoP&#039;s ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the station. Remember if something is locked up in a secure area it probably should not be taken without prior permission.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|411&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|&#039;&#039;&#039;Enemy of the Corporation&#039;&#039;&#039;&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar&#039;Sie. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Модификаторы &amp;amp; Особые случаи ===&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Случай&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Описание&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Модификатор&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Деконвеирование&#039;&#039;&#039;&lt;br /&gt;
| Деконвертация революционеров или культистов&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Самооборона&#039;&#039;&#039;&lt;br /&gt;
|  Самооборона определяется как &amp;quot;Защита самого себя, защита твоих коллег и защита твоего рабочего места&amp;quot;.&amp;lt;br&amp;gt;Однако обратите внимание, что лица, намеренно участвующие в драках, которые происходят в отделе, который им не принадлежит, являются актом самосуда, это запрещено.&lt;br /&gt;
| Немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Соотрудничество&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Сокращение срока на 25%. В случае сдачи главы революции - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Явка с повинной&#039;&#039;&#039;&lt;br /&gt;
| Придти в бриг, признаться в содеянном и понести наказание. Быть арестованным без сопротивления не относится к этому модификатору. Для этого вы должны сами придти в Бриг&lt;br /&gt;
| Сокращение срока на 25%. Так же это стоит учитывать при выборе между сидением в камере, пермабриге, казнью и киборгизацией.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Непосредственная угроза заключенному&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Сингулярность что-то кушает неподалеку, мимоход-маг, ксеносы, взрывы неподалеку и прочее.&lt;br /&gt;
| Офицеры должны перемести заключенных в безопасное место, в ином случае - немедленное освобождение.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
|  In addition to Resisting Arrest, a prisoner that must be chased for at least 2 minutes after an arrest is attempted can have their sentence increased.&lt;br /&gt;
| 1 minute added to their sentence for every 2 minutes the chase lasted.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
| If a convict reoffends after being released they may receive a harsher punishment. Depending on the severity of the crimes committed after the third, or even second, strike their sentence may be increased to Permanent Imprisonment.&lt;br /&gt;
| Additional brig time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Побез из брига&#039;&#039;&#039;&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), reset their timer to their full original punishment.&lt;br /&gt;
| Перезапуск таймера&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abetting&#039;&#039;&#039;&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A1%D1%82%D0%B0%D0%BD%D0%B4%D0%B0%D1%80%D1%82%D0%BD%D1%8B%D0%B5_%D1%80%D0%B0%D0%B1%D0%BE%D1%87%D0%B8%D0%B5_%D0%BF%D1%80%D0%BE%D1%86%D0%B5%D0%B4%D1%83%D1%80%D1%8B&amp;diff=11898</id>
		<title>Стандартные рабочие процедуры</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A1%D1%82%D0%B0%D0%BD%D0%B4%D0%B0%D1%80%D1%82%D0%BD%D1%8B%D0%B5_%D1%80%D0%B0%D0%B1%D0%BE%D1%87%D0%B8%D0%B5_%D0%BF%D1%80%D0%BE%D1%86%D0%B5%D0%B4%D1%83%D1%80%D1%8B&amp;diff=11898"/>
		<updated>2022-02-21T00:43:24Z</updated>

		<summary type="html">&lt;p&gt;Qqw: я тут потыкал и вот.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039; &lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Note:&#039;&#039;&#039; This page is merely a &#039;&#039;&#039;suggestion&#039;&#039;&#039;, much like the article concerning [[Space Law]] in general.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Уровни угрозы==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Зеленый код - Все в порядке&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Стандартный уровень опасности. Никакой явной или непосредственнойугрозы для станции нет. Все отделы могут работать в обычном порядке.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Датчики костюма]] не обязательны к включению.&lt;br /&gt;
* Оружие службы безопасности должно быть в кобуре и спрятанно, за исключением чрезвычайных случаев.&lt;br /&gt;
* Члены экипажа могут свободно перемещаться по коридорам.&lt;br /&gt;
* ИИ/Киборгам нет необходимости болтировать какие-либо безопасные зоны.&lt;br /&gt;
* Конфиденциальность каждого члена экипажа соблюдается, выборочные обыски запрещены. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Синий код - Подтвержденная угроза&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Повышенный уровень опасности. Имеются сообщения или иные доказательства на наличие враждебной деятельности на станции. Когда сводка угроз от Центрального командования анонсируется и печатается на консолях коммуникации (каждый раз после начала раунда), автоматически поднимается этот уровень угрозы.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма обязательны, однако передача позиции все еще не обязательна. &lt;br /&gt;
* Служба безопасности может держать оружие на виду.&lt;br /&gt;
* Члены экипажа могут быть обысканны, если на то есть причина&lt;br /&gt;
* ИИ/Киборги могут болтировать зоны повышенной &lt;br /&gt;
* Энергетическое, огнестрельное, лазерное оружие и боевое снаряжение могут быть выданны службе безопасности, если [[Смотритель]] или [[Глава службы безопасности]] согласен.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Красный код - Непосредственная угроза&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Максимальный уровень опасности. Существует непосредственная угроза экипажу, так и всей станции. Объявленно военное положение.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма должны быть все время на максимальном режиме.&lt;br /&gt;
* Служба безопасности имеет право входить в любой отдел и арестовывать любого члена экипажа, которого сочтут угрозой для станции.&lt;br /&gt;
* Все члены экипажа должны оставаться в своих отделах.&lt;br /&gt;
* ИИ/Киборги имеют право болтировать шлюзы ведущие в космос и в технические помещения.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Код Дельта - Механизм Самоуничтожения&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Механизм самоуничтожения станции задействован из-за неопредолимой серьезной угрозы для станции. Объявленно военное положение.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма должны быть все время на максимальном режиме.&lt;br /&gt;
* Все приказы от главами отделов, капитана и службы безопасности должны исполняться, неповиновение карается смерью.&lt;br /&gt;
* Все челны экипажа должны эвакуироваться, если это возможно.&lt;br /&gt;
&lt;br /&gt;
== Другие ситуации ==&lt;br /&gt;
=== Эвакуация ===&lt;br /&gt;
* Весь кэипаж должен эвакуироваться на спасательных подах или на шаттле, которй посылает центральное командование.&lt;br /&gt;
* Весь персонал должен оказать помощь в эвакуации нуждающимся. Все члены экипажа должны быть эвакуированны, даже если они без сознания.&lt;br /&gt;
* Все заключенные, за исключением тех, которые представляют серьезную опасность, должны быть конвеированны в зону службы безопасности на шаттле.&lt;br /&gt;
* [[AI|ИИ]] может быть доставлен на центральное командование с помощью портативных карточных устройств (InteliCards), если обнурежен структурный сбой или ИИ сам пожелает уйти.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Мехи]] и [[Cyborg|Киборги]] должны быть доставленны на центральное командование для проверки.&lt;br /&gt;
* Авторизация на запуск шаттла раньше срока не допускается, если нет непосредственной угрозы для его целостности. &lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Пожар и другие атмосферные опасности ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Station Engineer|Station Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Радиактивный шторм ===&lt;br /&gt;
* Все члены экипажа должны пройти в технические туннели.&lt;br /&gt;
* Ожидайте, пока уровень радиации не придет в норму и продолжайте работу. Обратитесь в [https://tg.ss220.space/index.php/%D0%9C%D0%B5%D0%B4%D0%B8%D1%86%D0%B8%D0%BD%D1%81%D0%BA%D0%B8%D0%B9_%D0%B4%D0%B5%D0%BF%D0%B0%D1%80%D1%82%D0%B0%D0%BC%D0%B5%D0%BD%D1%82 медицинский отдел], если чувствуете себя странно.&lt;br /&gt;
*Персонал медецинского отдела должен выдать мутадон каждому, кто попал в радиактивный шторм. &lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the station, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
* If the Emergency Shuttle is called, medical and security are to ensure no infected crew board the shuttle.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the station becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:stage1.gif]] Singularity Containment Failure ===&lt;br /&gt;
* Observation and notification of [[Singularity]] movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Use bombs or [[Clothes_and_internals#Backwear|Bag of Holding]] to destroy singularity.&lt;br /&gt;
* Demotion of [[Chief Engineer]] or [[Engineer]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Station Command is to prevent infection from spreading to Central Command by ensuring the emergency shuttle is not called until the threat is contained or terminated.&lt;br /&gt;
* Destroy all extraterrestrial sources on the station.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%A1%D1%82%D0%B0%D0%BD%D0%B4%D0%B0%D1%80%D1%82%D0%BD%D1%8B%D0%B5_%D1%80%D0%B0%D0%B1%D0%BE%D1%87%D0%B8%D0%B5_%D0%BF%D1%80%D0%BE%D1%86%D0%B5%D0%B4%D1%83%D1%80%D1%8B&amp;diff=11897</id>
		<title>Стандартные рабочие процедуры</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%A1%D1%82%D0%B0%D0%BD%D0%B4%D0%B0%D1%80%D1%82%D0%BD%D1%8B%D0%B5_%D1%80%D0%B0%D0%B1%D0%BE%D1%87%D0%B8%D0%B5_%D0%BF%D1%80%D0%BE%D1%86%D0%B5%D0%B4%D1%83%D1%80%D1%8B&amp;diff=11897"/>
		<updated>2022-02-21T00:30:24Z</updated>

		<summary type="html">&lt;p&gt;Qqw: Да...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&#039;95%&#039; height=&#039;60&#039; style=&#039;background-color:#FFCCCC;&#039; align=&#039;center&#039; &lt;br /&gt;
|align=&#039;center&#039;|&#039;&#039;&#039;Note:&#039;&#039;&#039; This page is merely a &#039;&#039;&#039;suggestion&#039;&#039;&#039;, much like the article concerning [[Space Law]] in general.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Уровни угрозы==&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Зеленый код - Все в порядке&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Стандартный уровень опасности. Никакой явной или непосредственнойугрозы для станции нет. Все отделы могут работать в обычном порядке.&lt;br /&gt;
&lt;br /&gt;
* [[Suit sensors|Датчики костюма]] не обязательны к включению.&lt;br /&gt;
* Оружие службы безопасности должно быть в кобуре и спрятанно, за исключением чрезвычайных случаев.&lt;br /&gt;
* Члены экипажа могут свободно перемещаться по коридорам.&lt;br /&gt;
* ИИ/Киборгам нет необходимости болтировать какие-либо безопасные зоны.&lt;br /&gt;
* Конфиденциальность каждого члена экипажа соблюдается, выборочные обыски запрещены. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Синий код - Подтвержденная угроза&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Повышенный уровень опасности. Имеются сообщения или иные доказательства на наличие враждебной деятельности на станции. Когда сводка угроз от Центрального командования анонсируется и печатается на консолях коммуникации (каждый раз после начала раунда), автоматически поднимается этот уровень угрозы.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма обязательны, однако передача позиции все еще не обязательна. &lt;br /&gt;
* Служба безопасности может держать оружие на виду.&lt;br /&gt;
* Члены экипажа могут быть обысканны, если на то есть причина&lt;br /&gt;
* AI/Cyborgs may bolt down high secure areas.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the [[Head of Security|HoS]] or [[Warden]] agree.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Красный код - Непосредственная угроза&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Максимальный уровень опасности. Существует непосредсвенная угроза экипажу, так и всей станции. Объявленно военное положение.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма должны быть все время на максимальном режиме.&lt;br /&gt;
* Служба безопасности имеет право входить в любой отдел и арестовывать любого члена экипажа, которого сочтут угрозой для станции.&lt;br /&gt;
* Все члены экипажа должны оставаться в своих отделах.&lt;br /&gt;
* ИИ/Киборги имеют право болтировать шлюзы ведущие в космос и в технические помещения.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Code Delta - Imminent Destruction&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Механизм самоуничтожения станции задействован из-за неопредолимой серьезной угрозы для станции. Объявленно военное положение.&lt;br /&gt;
&lt;br /&gt;
* Датчики костюма должны быть все время на максимальном режиме.&lt;br /&gt;
* Все приказы от главами отделов, капитана и службы безопасности должны исполняться, неповиновение карается смерью.&lt;br /&gt;
* Все челны экипажа должны эвакуироваться, если это возможно.&lt;br /&gt;
&lt;br /&gt;
== Different Situations ==&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* All personnel are to evacuate on the escape pods or the emergency shuttle, which Central Command sends.&lt;br /&gt;
* All personnel are required to assist with evacuation. All crew must be evacuated, regardless of their consciousness.&lt;br /&gt;
* Prisoners are to be brought to the secure area of the escape shuttle, except for prisoners who pose a severe threat.&lt;br /&gt;
* [[AI]] units may be brought to Central Command on portable card devices (InteliCards) if structural failure is likely or AI units wish to leave.&lt;br /&gt;
* [[Guide_to_robotics#Mechs|Mechs]] and [[Cyborg]] units are to be hauled to the escape shuttle for Central Command to inspect.&lt;br /&gt;
* Authorizing early shuttle launches is &#039;&#039;&#039;not allowed&#039;&#039;&#039; unless there is an immediate threat to shuttle integrity.&lt;br /&gt;
&lt;br /&gt;
=== [[File:FireAlarm.png]] Fire and Other Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control the hazard.&lt;br /&gt;
* [[Atmospheric Technician|Atmospheric Technicians]] and [[Station Engineer|Station Engineers]] are to remove the hazard.&lt;br /&gt;
* Pump air back into the area when fixed.&lt;br /&gt;
* Ensure the damage is repaired.&lt;br /&gt;
&lt;br /&gt;
=== [[File:L2locker.png]] Радиактивный шторм ===&lt;br /&gt;
* Все члены экипажа должны пройти в технические туннели.&lt;br /&gt;
* Ожидайте, пока уровень радиации не придет в норму и продолжайте работу. Обратитесь в [https://tg.ss220.space/index.php/%D0%9C%D0%B5%D0%B4%D0%B8%D1%86%D0%B8%D0%BD%D1%81%D0%BA%D0%B8%D0%B9_%D0%B4%D0%B5%D0%BF%D0%B0%D1%80%D1%82%D0%B0%D0%BC%D0%B5%D0%BD%D1%82 медицинский отдел], если чувствуете себя странно.&lt;br /&gt;
*Персонал медецинского отдела должен выдать мутадон каждому, кто попал в радиактивный шторм. &lt;br /&gt;
&lt;br /&gt;
=== [[File:L3locker.png]] Viral Outbreak ===&lt;br /&gt;
* If severe viral strain is on board the station, the [[Chief Medical Officer]] is required to quarantine infected parts of the station with the help of security.&lt;br /&gt;
* All infected crew are to be isolated in [[Virology]] or [[Medbay]].&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
* If the Emergency Shuttle is called, medical and security are to ensure no infected crew board the shuttle.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Meteor.gif]] Meteor Storm ===&lt;br /&gt;
* All crew to move to central parts of the station.&lt;br /&gt;
* Damage is to be repaired by [[engineering]] personnel after the threat has passed.&lt;br /&gt;
* Shuttle must be called if the station becomes unsalvageable.&lt;br /&gt;
&lt;br /&gt;
=== [[File:stage1.gif]] Singularity Containment Failure ===&lt;br /&gt;
* Observation and notification of [[Singularity]] movement.&lt;br /&gt;
* Evacuation to be called if deemed a major threat to station integrity.&lt;br /&gt;
* Use bombs or [[Clothes_and_internals#Backwear|Bag of Holding]] to destroy singularity.&lt;br /&gt;
* Demotion of [[Chief Engineer]] or [[Engineer]] and reparation of engine if no threat manifests.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Alien.png]] Extraterrestrial Takeover ===&lt;br /&gt;
* Station Command is to prevent infection from spreading to Central Command by ensuring the emergency shuttle is not called until the threat is contained or terminated.&lt;br /&gt;
* Destroy all extraterrestrial sources on the station.&lt;br /&gt;
* Round up all forms of extraterrestrial lifeforms and contain or terminate them, do not terminate if there is a chance of containment.&lt;br /&gt;
* If extraterrestrial forces cannot be defeated, arm and detonate the [[Nuclear Fission Explosive]] to ensure their suppression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Категория:Руководства]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9A%D1%83%D0%BB%D1%8C%D1%82%D0%B8%D1%81%D1%82_%D0%BA%D1%80%D0%BE%D0%B2%D0%B8&amp;diff=11638</id>
		<title>Культист крови</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9A%D1%83%D0%BB%D1%8C%D1%82%D0%B8%D1%81%D1%82_%D0%BA%D1%80%D0%BE%D0%B2%D0%B8&amp;diff=11638"/>
		<updated>2022-02-16T17:39:36Z</updated>

		<summary type="html">&lt;p&gt;Qqw: накакал и тут. изменений мало, ибо лень и уже устал :starege:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #8A0707&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = #B70303&lt;br /&gt;
|img_generic = &lt;br /&gt;
|img = Cultist.png&lt;br /&gt;
|jobtitle = Follower of Nar-Sie &lt;br /&gt;
|access = Whatever you have&lt;br /&gt;
|additional = Wherever a teleportation rune is&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = Нар&#039;Си, Лидер Культа&lt;br /&gt;
|duties = Пожертвование Богу необходимой цели для призыва и призыв Бога Нар&#039;Си&lt;br /&gt;
|guides = Это и есть гайд&lt;br /&gt;
|quote = &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;NAR-SIE HAS RISEN&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would&#039;ve known?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning of a New Era===&lt;br /&gt;
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!&lt;br /&gt;
&lt;br /&gt;
В начале режима с Культом на станцию прибудет несколько культистов. Которые при появлении получают ритуальный кинжал и 10 рунического металла. The dagger is essential for drawing runes, while the runed metal is used to make valuable structures; additional runes metal can be created by using the Twisted Construction ability on any ordinary plasteel.&lt;br /&gt;
&lt;br /&gt;
The Cult has two major objectives. The first is to use an Offer rune to sacrifice a certain target to Nar&#039;Sie. The target is shown to all cultists, and is often a high ranking member of the crew or a Security officer. Once the target has been sacrificed, Nar&#039;Sie can be summoned in one of three predetermined locations on the station, using 9 cultists and/or constructs and after a 45-second rune drawing process. If Nar&#039;sie is summoned, the Cult wins!&lt;br /&gt;
&lt;br /&gt;
==Культ для самых маленьких==&lt;br /&gt;
&lt;br /&gt;
Ты никогда не играл за культиста? Не беда, тут есть немало советов, как обеспечить себе хорошую игру за члена культа:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Коммуникация:&amp;lt;/b&amp;gt; Самое первое, чт овы должны сделать - это найти укромное местно и связаться со своими собратьями используя специальную способность. Данное сообщение достигнит всех участников культа, однако &amp;lt;u&amp;gt;близлежайшие к вам люди могут увидеть и услышать, как вы шептитесь, что раскроет вас как культиста.&amp;lt;/u&amp;gt; Как можно больше общайтесь со своими союзниками, разрабатывайте план или просите открыть вам шлюз, к которому вы не имеете доступ. Если вы не знаете как играть, то не будет стыдно спросить об этом более опытных игроков-культистов. &lt;br /&gt;
* &amp;lt;b&amp;gt;Магия Крови:&amp;lt;/b&amp;gt; Нажав на значок &amp;quot;Blood Magic&amp;quot;, вы можете выбрать одно из заклинаний, которое сразу же начнется подготавливаться. Подготовка занимает некоторое время и оставляет под вами брызги крови, так что делайте это там, где вас никто не увидет. Изначально вы можете подготовить только одно заклинание, однако после начерчения руны усиления (Empower) и его использовании этот запас можно увеличить до 4 одновременных заклинаний. Что бы использовать заклинание, тыкните на соответствующую иконку, тогда в руках появится заклинание, а рука загорится, и примените на нужного персонажа. Одни из самых важных заклинаний является Stun и Teleport.&lt;br /&gt;
* &amp;lt;b&amp;gt;Cult Bases:&amp;lt;/b&amp;gt; By using your Ritual Dagger, you can create runes at your feet. To create a starting cult base, find somewhere secluded and safe to start placing runes. The most important rune is a Teleport rune, which lets any cultist warp to it using the Teleport blood magic spell or by clicking on a different rune. Commune once you have a Teleport rune up in a safe place, so others can join you. Make sure no non-cultists find your runes!&lt;br /&gt;
* &amp;lt;b&amp;gt;Runes:&amp;lt;/b&amp;gt; Afterwards, place an Empower rune; standing on it lets you prepare four blood magic spells simultaneously. Finally, an Offer rune lets you convert others to your cause by dragging them onto it and clicking on it with an empty hand. Offering requires two cultists and/or constructs to be standing b ythe rune, so make sure you have a friend with you to help. There are other runes, but Teleport, Empower and Offer are the most important.&lt;br /&gt;
* &amp;lt;b&amp;gt;Conversions:&amp;lt;/b&amp;gt; Once you have a base, you can begin Offering. While standing on the Empower rune, prepare a Stun, a Shadow Shackles, and two other spells; remember you can prepare multiple Stuns at once. Find a crewmember, Stun them, drag them somewhere secluded, Shackle them, remove their headset if the base is too far away, then drag them back to it, put them on the Offer rune, and use it with a friend or stand on and activate a Spirit rune next to it. Of course, if you have the means to abduct people without blood magic, feel free to use mundane methods. If they don&#039;t have a mindshield implant, they&#039;ll become a cultist; if they&#039;re implanted, like Security or the Heads, they&#039;ll explode violently and leave behind a soulstone. Either outcome is good for you.&lt;br /&gt;
* &amp;lt;b&amp;gt;Structures:&amp;lt;/b&amp;gt; By using the Runed Metal cultist begin with (get more by using the Twisted Construction blood magic on plasteel), you can build one of four constructions: pylons, altars, archives and forges. Each cultist starts with enough metal to build 3 of the 4 options, so once you have a main base going, make sure someone&#039;s built at least one of each except for pylons; pylons only heal cultists, but the other three let you build useful items, weapons and tools. Don&#039;t build items unless you need them; once any item is built, that structure goes on a 4 minute cooldown. If you have the metal, building multiples of each structures isn&#039;t a bad idea.&lt;br /&gt;
* &amp;lt;b&amp;gt;Constructs:&amp;lt;/b&amp;gt; When you sacrifice an implanted crewmember on an Offer rune, they&#039;ll leave behind a soulstone shard. Create a construct shell at an altar, and you can put the soulstone inside it to transform the soul within into a construct. Constructs come in three types: utility Artificers, tanky Juggernauts and sneaky assassin Wraiths. The first one you create should almost always be an Artificer, as they can create more soulstones and shells. If a soulstone is empty, using it on a corpse will attempt to put the corpse&#039;s soul into the shard, and you can release the soul as a much less useful Shade by clicking it in your hand.&lt;br /&gt;
* &amp;lt;b&amp;gt;Going Loud:&amp;lt;/b&amp;gt; Unless your cultists are (un)godly talented and lucky, you&#039;ll eventually be caught out. Either someone will slip up, somebody will find your base, or your cult will grow so powerful that it becomes impossible to hide (red eyes, then a dark halo). Once you know the jig is up, start playing more aggressively; place extra Teleport runes and mini-bases around the station in case your main hideout gets raided, make more power moves to convert or kill crewmembers, and find some way to kill or subvert the AI if it hasn&#039;t been done.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summoning Nar&#039;Sie:&amp;lt;/b&amp;gt; The first step to actually summoning your dark god is to Offer her desired target, randomly picked at the start of the round and shown in the top-right of your screen. Use teamwork and co-operation to take them down, drag them to your base, and sacrifice them. Once they&#039;ve been offered, their icon is replaced with a list of three locations where Nar&#039;Sie can be summoned. Head there, fortify the location, ideally have your Cult Master use Final Reckoning the bring the entire cult to the summoning spot, and begin drawing the final rune. Drawing the Nar&#039;Sie rune requires a 3x3 area, takes 45 seconds, surrounds the drawer in forcefields, and tells the entire station where it&#039;s happening, so make your final stand against whatever&#039;s left of the crew! If you can hold out long enough to finish the rune, have 9 cultists and/or constructs stand on it (use the &#039;rest&#039; button to lie down and make more room), click on it with an empty hand, and Nar&#039;Sie will be summoned, giving your cult the win!&lt;br /&gt;
&lt;br /&gt;
==The Cult Master and You [[File:Cultist.png|32px]]==&lt;br /&gt;
&lt;br /&gt;
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;IMPORTANT:&amp;lt;/b&amp;gt; The Cult Master is the only one capable of using the Final Reckoning, a single-use, extremely powerful ability suited for ending the round. It&#039;s highly recommended that a Cult Master not be selected until the cult is established; in fact, many cults choose not to pick a leader until they&#039;re ready to summon Nar&#039;Sie.&lt;br /&gt;
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&lt;br /&gt;
===So, how does one become the Master?===&lt;br /&gt;
&lt;br /&gt;
When the round first starts, an additional button along with your Commune verb will be available. The &amp;quot;Assert Leadership&amp;quot; button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master&#039;s abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!&lt;br /&gt;
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===Being The Master of Wrist Cutting===&lt;br /&gt;
&lt;br /&gt;
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn&#039;t be too different, minus the killing and summoning elder gods part. &lt;br /&gt;
&lt;br /&gt;
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a quick reference guide on what you should be doing as the Cult Master:&lt;br /&gt;
&lt;br /&gt;
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.&lt;br /&gt;
# Beat back and silence any potential [[Security|intruders]] to your hideout.&lt;br /&gt;
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don&#039;t drain your life completely.&lt;br /&gt;
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.&lt;br /&gt;
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.&lt;br /&gt;
# Lead your brethren into battle when the time comes to face the crew head on!&lt;br /&gt;
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!&lt;br /&gt;
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In the end, you call the shots. Your cult doesn&#039;t have to be run like this; experiment and find what works and doesn&#039;t! Even if you lose (odds are you will lose... a lot), you&#039;ll be better prepared for the next time the Cult of Nar-sie needs a leader.&lt;br /&gt;
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===Cult Master Powers===&lt;br /&gt;
&lt;br /&gt;
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Name&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Final_Reckoning.png|64px]]&lt;br /&gt;
!Final Reckoning&lt;br /&gt;
|A single-use spell that brings the entire cult to the master&#039;s location. You cannot use this spell in an area where Nar&#039;Sie can be summoned. Still useful for when it&#039;s time to summon Nar-Sie and you need the whole cult nearby to help defend and invoke. &amp;lt;b&amp;gt;Please note that this is a &amp;lt;u&amp;gt;one-use ability&amp;lt;/u&amp;gt;. If you use it at the wrong time you can&#039;t try again.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|One Use&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mark_Target.png|64px]]&lt;br /&gt;
!Mark Target&lt;br /&gt;
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target. &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 120-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|120 Seconds&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eldritch_Pulse.png|64px]]&lt;br /&gt;
!Eldritch Pulse&lt;br /&gt;
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential! &lt;br /&gt;
&lt;br /&gt;
After using this ability, it goes on a 15-second cooldown.&lt;br /&gt;
&lt;br /&gt;
|15 Seconds  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ритуальный кинжал [[File:Ritual_knife.png|32px]]==&lt;br /&gt;
&lt;br /&gt;
Ваш кинжал очень важен, потому выполняет множество важных функций:&lt;br /&gt;
&lt;br /&gt;
* Вы можете рисовать руны с помощью него;&lt;br /&gt;
* При использовании кинжала на другом культисте вы очищаете того от [[Chaplain|Святой воды]];&lt;br /&gt;
* Бейте им некультиста, ведь с помощью кинжала вы нанесете ему целых 15 &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt; урона;&lt;br /&gt;
*Используйте кинжал на руне, что бы стереть ее;&lt;br /&gt;
* Используйте кинжал на строениях культа, что бы прикрутить их к полу или открутить, позволяя объект свободно двигать;&lt;br /&gt;
* Используйте кинжал по балке (Girder), чтобы его демонтировать;&lt;br /&gt;
* Кинжал в руке дает 25% шанс к блокированию атаки в ближнем бою.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers.  A lot of jobs have access to isolated areas of the station that are great for this, and there&#039;s also space. Remember, &#039;&#039;&#039;if you get caught, you endanger the entire cult.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Blood Spells [[File:Bloodspells.png|32px]]==&lt;br /&gt;
&#039;&#039;&#039;Blood Spells&#039;&#039;&#039; are limited-use blood magic spells that dissipate after they&#039;re spent, and they&#039;re your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. &amp;lt;b&amp;gt;However&amp;lt;/b&amp;gt;, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.&lt;br /&gt;
&lt;br /&gt;
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.&lt;br /&gt;
&lt;br /&gt;
===How to use and unequip blood spells===&lt;br /&gt;
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you&#039;ve chosen. &#039;&#039;&#039;To unequip the spell, press Q&#039;&#039;&#039; (works on /tg/ since Aug 2019) &#039;&#039;&#039;or click the same action button again. &#039;&#039;&#039;This will save the spell for later. &lt;br /&gt;
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=== Список доступных заклинаний ===&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Наименование&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;700px&#039;|Описание&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;203px&#039;|Кол-во зарядов/урон&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!Stun&lt;br /&gt;
|Полезное заклинание, которое обездвиживает и лишает речи жертв. Простой, понятный и эффективный для множества ситуаций. [[Status_Effects#Paralyze|Парализует]] на 16 секунд, заглушает на 12  и дает эффект &amp;quot;мычания&amp;quot; культа на 30 секунд (с момента оглушения). Если использовать на [[Cyborg|киборге]], то способность его оглушит, будто мощный ЭМИ разряд. &lt;br /&gt;
&lt;br /&gt;
Во время невнятного &amp;quot;мычания&amp;quot; жертвы будут говорить на непонятном языке, что обычно раскрывает культ, если жертва успела сказать что-то про рации (Бесполезно, если [[Bartender|бармен]] не раздавал слишком много [[Guide to food and drinks#Narsour|Нарсусов]]).&lt;br /&gt;
|1 заряд, 10 урона&lt;br /&gt;
|-&lt;br /&gt;
!Teleport&lt;br /&gt;
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.&lt;br /&gt;
|1 заряд, 7 урона&lt;br /&gt;
|-&lt;br /&gt;
!Electromagnetic Pulse&lt;br /&gt;
|A large spell that allows a user to channel dark energy into an EMP (range 5), causing all electronics in the area to malfunction or be disabled.&lt;br /&gt;
|1 заряд, 10 урона&lt;br /&gt;
|-&lt;br /&gt;
!Shadow Shackles&lt;br /&gt;
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. &lt;br /&gt;
|4 заряда&lt;br /&gt;
|-&lt;br /&gt;
!Twisted Construction&lt;br /&gt;
|&amp;lt;u&amp;gt;A sinister spell used to convert:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* Plasteel into Runed Metal.&lt;br /&gt;
* 50 Metal into a Construct Shell.&lt;br /&gt;
* Cyborgs directly into Constructs.&lt;br /&gt;
* Cyborg shells into construct shells.&lt;br /&gt;
* Airlocks into Brittle Cult Airlocks when on H{{Combat_Mode}}. A weaker version of [[#Structures|Runed Airlocks]]. &lt;br /&gt;
|1 зардя, 12 урона&lt;br /&gt;
|-&lt;br /&gt;
!Summon Ritual Dagger&lt;br /&gt;
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. &lt;br /&gt;
|1 заряд&lt;br /&gt;
|-&lt;br /&gt;
!Summon Combat Equipment&lt;br /&gt;
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar&#039;Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola. &lt;br /&gt;
|1 Charge&lt;br /&gt;
|-&lt;br /&gt;
!Hallucinations&lt;br /&gt;
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.&lt;br /&gt;
In practice its useless af.&lt;br /&gt;
|4 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Conceal Presence&lt;br /&gt;
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base.&lt;br /&gt;
|10 Charges&lt;br /&gt;
|-&lt;br /&gt;
!Blood Rites&lt;br /&gt;
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others. &lt;br /&gt;
&amp;lt;u&amp;gt;Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Blood Spear (150)&#039;&#039;&#039; summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. &lt;br /&gt;
# &#039;&#039;&#039;Blood Bolt Barrage (300)&#039;&#039;&#039; temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard&#039;s arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the [[Captain]]&#039;s ego.&lt;br /&gt;
# &#039;&#039;&#039;Blood Beam (500)&#039;&#039;&#039; will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. &lt;br /&gt;
|5 Charges&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Runes ==&lt;br /&gt;
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;130px&#039;|Name&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;830px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;73px&#039; |Invokers Required&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Phrase&lt;br /&gt;
! style=&#039;background-color:brown&#039; width=&#039;64px&#039; |Rune&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Rite of Offering}}Offering Rune&lt;br /&gt;
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - &amp;lt;b&amp;gt;therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the target is dead, ineligible for conversion or is the required sacrifice target, they&#039;ll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.&lt;br /&gt;
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets&lt;br /&gt;
|Mah&#039;weyh pleggh at e&#039;ntrath!&lt;br /&gt;
|[[File:Sacrifice rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Empowering Rune &lt;br /&gt;
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don&#039;t lose as much blood while doing it.&lt;br /&gt;
|1&lt;br /&gt;
|H&#039;drak v&#039;loso, mir&#039;kanas verbot!&lt;br /&gt;
|[[File:Empowerrune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Teleport Rune&lt;br /&gt;
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Sas&#039;so c&#039;arta forbici!&lt;br /&gt;
|[[File:Teleport_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Revive Rune&lt;br /&gt;
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.&lt;br /&gt;
|1&lt;br /&gt;
|Pasnar val&#039;keriam usinar. Savrae ines amutan. Yam&#039;toth remium il&#039;tarat!&lt;br /&gt;
|[[File:Raisedead_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Barrier Rune&lt;br /&gt;
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed. &lt;br /&gt;
|1&lt;br /&gt;
|Khari&#039;d! Eske&#039;te tannin!&lt;br /&gt;
|[[File:Wall_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Summoning Rune&lt;br /&gt;
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. &amp;lt;u&amp;gt;This rune will only work on the station&amp;lt;/u&amp;gt;, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. &lt;br /&gt;
|2&lt;br /&gt;
|N&#039;ath reth sh&#039;yro eth d&#039;rekkathnor!&lt;br /&gt;
|[[File:Summon_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Blood Boil Rune&lt;br /&gt;
|When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.&lt;br /&gt;
Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected.&lt;br /&gt;
|3&lt;br /&gt;
|Dedo ol&#039;btoh!&lt;br /&gt;
||[[File:Boil_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Rune of the Spirit Realm&lt;br /&gt;
|This rune gives you two powerful options:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. &amp;lt;u&amp;gt;This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.&amp;lt;/u&amp;gt; If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
(2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be &amp;quot;pinpointed&amp;quot; for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!&lt;br /&gt;
|1&lt;br /&gt;
|Gal&#039;h&#039;rfikk harfrandid mud&#039;gib!&lt;br /&gt;
|[[File:Manifest_rune.png|64px]]&lt;br /&gt;
|-&lt;br /&gt;
!Apocalypse&lt;br /&gt;
|A harbinger of the end times. It scales depending on the crew&#039;s strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. &amp;lt;u&amp;gt;After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; If the cult makes up &amp;lt;15% of current players, and an apocalypse rune is scribed, a D100 is rolled&lt;br /&gt;
&lt;br /&gt;
* If 1 - 10: Disease Outbreak + Mice Migration&lt;br /&gt;
* If 11 - 20: Radiation Storm&lt;br /&gt;
* If 21 - 30: Brand Intelligence&lt;br /&gt;
* If 31 - 40: Immovable Rod x3&lt;br /&gt;
* If 41 - 50: Meteor Wave&lt;br /&gt;
* If 51 - 60: Spider Infestation&lt;br /&gt;
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly&lt;br /&gt;
* If 71 - 80: Space Vines, Grey Tide&lt;br /&gt;
* If 81 - 100: Nar&#039;sian Portal Storm&lt;br /&gt;
|3&lt;br /&gt;
|Ta&#039;gh fara&#039;qha fel d&#039;amar det!&lt;br /&gt;
||[[File:Apocalypse.png|96px]]&lt;br /&gt;
|-&lt;br /&gt;
!Ritual of Dimensional Rending&lt;br /&gt;
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it&#039;s complete.&lt;br /&gt;
&lt;br /&gt;
After it&#039;s drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar&#039;Sie itself.&lt;br /&gt;
|9&lt;br /&gt;
|TOK-LYR RQA-NAP G&#039;OLT-ULOFT!!&lt;br /&gt;
|[[File:Rune_large.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using &amp;quot;Conceal Runes&amp;quot; near these structures will make them turn invisible, and make runed doors look like regular airlocks.&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;64px&#039; |&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;140px&#039;|Наименование&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;830px&#039;|Описание&lt;br /&gt;
! style=&amp;quot;background-color:brown&amp;quot; width=&#039;73px&#039;|Цена&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Altar.png|64px]]&lt;br /&gt;
!Altar&lt;br /&gt;
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar it needs 4 minutes to recharge.&lt;br /&gt;
|3 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Forge.gif|64px]]&lt;br /&gt;
!Forge&lt;br /&gt;
|A forge used to craft the unholy weapons used by the armies of Nar-Sie. By using it you are able to create a True Nar&#039;sian Hardened Armor; a hardsuit with no slowdown, Flagellant&#039;s Robe; which makes you faster, but at the cost of increasing damage taken by 45%, and a 30 damage eldritch longsword. The eldritch longsword fits in the suit storage slot of every type of cultist armor and has 50% block chance.  After creating one item with the forge it needs 4 minutes to recharge.&lt;br /&gt;
|3 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pylon.gif|64px]]&lt;br /&gt;
!Pylon&lt;br /&gt;
|Левитирующий кристал, способный лечить всех последователей культа Нар&#039;Си. Так же превращает весь обычный пол в культиский. Превращенные тайтлы пола позволяет быстрее наносить руны и предотвращает изменения в атмосфере (выпуск воздуха, впуск вредного газа) &lt;br /&gt;
|4 рунического металла&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Archives.png|64px]]&lt;br /&gt;
!Archives&lt;br /&gt;
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot&#039;s Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives it needs 4 minutes to recharge.&lt;br /&gt;
|3 runed metal&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Runed_airlock.png|64px]]&lt;br /&gt;
!Runed door&lt;br /&gt;
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.&lt;br /&gt;
|1 Рунический металл&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cultgirder.png|64px]]&lt;br /&gt;
!Runed girder&lt;br /&gt;
|Заготовка стены, может быть открепленна от пола с помощью ритуального кинжала. &lt;br /&gt;
|1 рунический металл&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructs ==&lt;br /&gt;
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires: &lt;br /&gt;
&lt;br /&gt;
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.&lt;br /&gt;
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive. &lt;br /&gt;
&lt;br /&gt;
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning. &lt;br /&gt;
&lt;br /&gt;
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Inevitable Discovery==&lt;br /&gt;
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You&#039;ll have to make a stand and fight off the rest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;The veil weakens as your cult grows, your eyes begin to glow...&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;20%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a notice that the cult is &amp;quot;rising&amp;quot; - and after a moderate delay, the eyes of all existing and new cultists will be permanently &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Once the blood cult reaches &#039;&#039;&#039;40%&#039;&#039;&#039; of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;blood-red cult halo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.&#039;&#039;&#039; If you&#039;ve managed to get this far, you &#039;&#039;should&#039;&#039; have no problems defeating the crew in a head-on battle if you can deal with Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Threats to the Cult==&lt;br /&gt;
&lt;br /&gt;
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station&#039;s crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.&lt;br /&gt;
&lt;br /&gt;
== Cultist Tips ==&lt;br /&gt;
* &#039;&#039;&#039;You can solo convert non mindshielded crew by using a Spirit Realm rune and summoning a cult ghost.&#039;&#039;&#039;&lt;br /&gt;
* Cultists can know a rune&#039;s name and effects by examining it.&lt;br /&gt;
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. The dagger also serves as an excellent last resort as it deals 25 damage when thrown.&lt;br /&gt;
* Always be ready to summon a cultist in trouble. &amp;lt;b&amp;gt;Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive&amp;lt;/b&amp;gt;.&lt;br /&gt;
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.&lt;br /&gt;
* The chaplain&#039;s weapon makes them immune to most of your magic. Don&#039;t attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed. &lt;br /&gt;
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.&lt;br /&gt;
* Shades can ventcrawl around the station (alt-click). &lt;br /&gt;
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. &lt;br /&gt;
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate. The AI satellite even contains some spare plasma and metal that you can use to produce plasteel (if you can convince it to let you in.)&lt;br /&gt;
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don&#039;t forget your crowbar!&lt;br /&gt;
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar&#039;Sie rune.&lt;br /&gt;
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.&lt;br /&gt;
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune).&lt;br /&gt;
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.&lt;br /&gt;
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are &#039;&#039;&#039;anti-magic&#039;&#039;&#039; and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.&lt;br /&gt;
*Use the conceal presence spell on a teleport rune to create a hidden teleport destination, perfect for safely escaping to.&lt;br /&gt;
*Blood gathered from the blood rites spell can heal cultists instantly. You can also sap 50 units of blood directly from living people.&lt;br /&gt;
&lt;br /&gt;
== Nar-Sie ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Narsie.gif|512px]]&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve completed the ritual, Nar-Sie will come forth.&lt;br /&gt;
&lt;br /&gt;
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.&lt;br /&gt;
&lt;br /&gt;
Few things are capable of challenging Nar-Sie&#039;s sheer power.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Fight A Blood Cult: A Guide for the Common Spaceman==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cult of Nar-Sie&#039;&#039;&#039; may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:&lt;br /&gt;
&lt;br /&gt;
===[[Chaplain]][[File:Generic_chaplain.png]]===&lt;br /&gt;
The Chaplain is immune to conversion and is able to turn normal water into &#039;&#039;&#039;Holy Water&#039;&#039;&#039;, which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When cult activity is confirmed:&#039;&#039;&#039; Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) when brig has holy water secured:&#039;&#039;&#039; Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Optional) if the AI has not been moved:&#039;&#039;&#039; Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI&#039;s chamber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When you are safe in the brig:&#039;&#039;&#039; You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Purified Soulstones and Constructs====&lt;br /&gt;
Anyone (not only chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.&lt;br /&gt;
&lt;br /&gt;
===[[Security]][[File:Generic_hos.png]]===&lt;br /&gt;
&lt;br /&gt;
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it&#039;s probably your fault if you fail.&lt;br /&gt;
&lt;br /&gt;
====How to Deconvert a Cultist with Holy Water====&lt;br /&gt;
&#039;&#039;&#039;Step 1: Find a suspected cultist.&#039;&#039;&#039; If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone&#039;s workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;quot;his/her eyes are glowing an unnatural red!&amp;quot;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2: Arrest the suspected cultist.&#039;&#039;&#039; Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3: Check the suspect&#039;s bag for a ritual dagger &#039;&#039;&#039;(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can&#039;t be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. &lt;br /&gt;
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4: Force feed the confirmed cultist at least 25 units of Holy Water&#039;&#039;&#039;. Use &#039;&#039;&#039;30 units&#039;&#039;&#039; to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don&#039;t resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.&#039;&#039;&#039; Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: &#039;&#039;&#039;&amp;quot;-Name- looks like he/she just reverted to his/her old faith!&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Deconverted cultists do not keep their memories from their time in the cult.&lt;br /&gt;
&lt;br /&gt;
====If Shit Hits the Fan====&lt;br /&gt;
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some tips and tricks for security:&lt;br /&gt;
&lt;br /&gt;
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. &lt;br /&gt;
* Zealot&#039;s Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. &lt;br /&gt;
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies. &lt;br /&gt;
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.&lt;br /&gt;
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don&#039;t just go randomly implanting people until you know who is really on your side.&lt;br /&gt;
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don&#039;t expect this to happen often, but the possibility is there.&lt;br /&gt;
&lt;br /&gt;
===[[Medbay]][[File:MedicalDoctor.png]]===&lt;br /&gt;
&lt;br /&gt;
If you work in the Medbay it&#039;s not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here are some general tips and tricks for Medbay workers: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Medical Doctor|Medical Doctors]]:&#039;&#039;&#039; Examine people before healing them, to check for glowy eyes or cult gear. If you don&#039;t see anything obvious, then try to do your job as normal. &amp;lt;br&amp;gt;If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chemist|Chemists]]:&#039;&#039;&#039; You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won&#039;t be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geneticist|Geneticists]]:&#039;&#039;&#039; You can try to find powers such as x-ray vision, and then make injectors to give to [[security]] (or use yourself). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don&#039;t try to fight them unless you know what you&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Cargo]][[File:Generic_cargo.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order Religious Supplies crates.&#039;&#039;&#039; If the Chaplain is nowhere to be seen and security don&#039;t have any holy water, order this as fast as possible. The crate contains holy water. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order [[Security_items#Mindshield_Implant|Mindshield Implants]].&#039;&#039;&#039; If people really don&#039;t want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order guns.&#039;&#039;&#039; If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don&#039;t know who is a cultist. Prefer using non-lethals if holy water is available. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Science]][[File:scientist_generic.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to toxins|Toxins]]&#039;&#039;&#039;: While bombs should be the crew&#039;s last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Roboticist]]&#039;&#039;&#039;: [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to xenobiology|Xenobiologist]]&#039;&#039;&#039;: Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Engineering]][[File:Generic_engineer.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;: Normally, cultists don&#039;t sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don&#039;t need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Atmospheric Technician]]&#039;&#039;&#039;: You don&#039;t need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists. Repair any hull breaches resulting from combat.&lt;br /&gt;
&lt;br /&gt;
===[[Botany]][[File:Generic_botanist.png]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].&#039;&#039;&#039; Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges. &lt;br /&gt;
&lt;br /&gt;
===[[Traitor]]===&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to force a cultist reveal information that is &amp;quot;forgotten&amp;quot; after deconversion (for example the obligatory sacrifice) by using the hypnotic flash available to traitors. A [[Byond the impossible|very trustworthy security force]] could use this to negotiate with a traitor and gain an insane advantage.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9F%D1%80%D0%B0%D0%B2%D0%B8%D0%BB%D0%B0_%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80%D0%B0&amp;diff=11614</id>
		<title>Правила сервера</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9F%D1%80%D0%B0%D0%B2%D0%B8%D0%BB%D0%B0_%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80%D0%B0&amp;diff=11614"/>
		<updated>2022-02-16T07:15:09Z</updated>

		<summary type="html">&lt;p&gt;Qqw: опять навалил в правилах о силиконых. извините :starege:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
= Основные правила =&lt;br /&gt;
&lt;br /&gt;
(See also: [[Guide_to_avoiding_bans|Guide to avoiding bans]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;0&amp;quot;&amp;gt;Соблюдение этих правил остаётся на усмотрении администраторов.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Администраторы несут ответственность за любые последствия, если они ссылаются на это правило. Дополнительно, администраторам разрешается вмешиваться раунды, если они сочтут это в интересах основной массы игроков.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;1&amp;quot;&amp;gt;Не быть мудаком.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Мы здесь для того, чтобы хорошо провести время. Попытка негативно повлиять на кого-то или испортить игру по сомнительным IC оправданиям, а равно и токсичное поведение в OOC - против правил. Конфликты могут случаться, но их границы определены в одноименной секции ниже.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;2&amp;quot;&amp;gt;Не использовать информацию, полученную за пределами персонажа.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Т.е. метагейминг. Это особенно касается коммуникации между игроками вне игры благодаря таким вещам как Discord, известной под словом метакооп. Тем не менее, персонажам разрешается всё знать про внутриигровые механики или антагонистов, а также поддерживать длительные дружеские или серьёзные отношения с другими персонажами, когда это не ведёт к нечестной игре путём кооперации вместе из-за какой-то незначительной IC причины.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;3&amp;quot;&amp;gt;Не сообщать игровую (IC) информацию в нон-рп (OOC) чат.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Не допускайте также и OOC информацию в IC чат. Единственное исключение из этого правила - это объяснение механик по типу &amp;quot;кликни и перетяни X на Y&amp;quot; в случае помощи другому игроку.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;4&amp;quot;&amp;gt;Антагонисты-одиночки могут делать всё, что захотят.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Кроме, конечно, мета-игры/коопа, абуза багов/эксплойтов, ЕРП/шок контента, OOC в IC или IC в OOC, а также кемперства новоприбывших. Антагонисты, чья игра подразумевается как командная, могут делать всё что захотят, также как и одиночки, до тех пор пока эти действия не наносят вред сокомандникам. Не-антагонисты могут делать всё что захотят с антагонистами, но не должны специально искать их или мешать/конфликтовать без увесистой причины. Не-антагонисты, которые действуют как антагонисты могут быть приняты игроками, как настоящие антагонисты.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;5&amp;quot;&amp;gt;Игроки на лимитированных должностях/командных ролях не должны покидать игру раундстартом или около раундстарта.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Оповестите администрацию, если вы не можете продолжить игру на своей роли и должны выйти раундстартом. Также стоит оповестить остальных игроков IC путем, особенно на ИИ или на главах. Попытки обойти это правило, особенно при нарушении Rule 1 - наказываются.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;6&amp;quot;&amp;gt;Внутриигровое решение администратора является финальным.&amp;lt;/li&amp;gt;&lt;br /&gt;
: В случае злоупотребления админом его положения, халатности или обжалования банов обращайтесь на сервер Discord в уполномоченные каналы либо к вышестоящим лицам администрации. Админам запрещается под любым предлогом разглашать IC информацию. Ложь или подстраивание фактов в Ahelp не приветствуется и является наказуемым.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;7&amp;quot;&amp;gt;Если вы часто находитесь на грани нарушения правил, но по факту их не нарушаете, это всё равно считается нарушением.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Повторные нарушения правил могут и будут налагать более тяжкие наказания и последствия. Попытки заставить других людей нарушить правила не приветствуются и являются наказуемыми.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;8&amp;quot;&amp;gt;Эротичный/шок контент запрещены.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Все формы эротического отыгрыша запрещены, включая вещи, которые могут быть истолкованы как сексуальные несклонными участниками .&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;9&amp;quot;&amp;gt;Проигрыш - часть игры.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Ваш персонаж будет периодически умирать, иногда даже без возможности это избежать. События будут часто выходить из под вашего контроля. Без разницы как хорошо вы приготовились, иногда вы просто будете проигрывать. Обида за поражение - не повод нарушать правила.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;10&amp;quot;&amp;gt;Русский язык является официальным языком сервера.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Позволительно отыгрывать персонажа с акцентом, использовать иностранные выражения или вести короткие беседы на другом языке. Но когда это становится постоянным, другая неговорящая на этом языке часть сервера отсеивается. Предполагается, что русский язык понимают все игроки на сервере, вследствие чего коммуникация происходит на русском. Если вы можете прочесть и понять эти правила, то ваше знание языка подходит для комфортной игры.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Roleplay Rules|Правила РП]] =&lt;br /&gt;
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= Конфликты =&lt;br /&gt;
Если игрок вредит вам (крадет, бьет и т.п.) то вы можете ответить. Если вы решите ответить насилием, то к вам тоже можно будет применять насилие. Выбрав этот путь, если вы умрете - не ждите помощи от администрации, даже если вы не были зачинщиком. Если вы боитесь, что вас провоцируют, чтобы убить, подумайте об иных способах решения конфликта, по типу вызова СБ, использования не-летала, отступления, замены потерянной вещи другой и т.п.&lt;br /&gt;
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Вы можете провоцировать конфликт с другим игроком при разумной причине (но не надо уничтожать его департамент, убивать без провокации или иным способом выводить из игры на долгое время) при этом он может ответить вам насилием. Если вы огорчены тем, что были убиты за кражу ID карты, то подумайте о том, чтобы не красть ID карты в следующий раз.&lt;br /&gt;
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Если вы были зачинщиком конфликта и в конечном итоге убиваете или сильно портите раунд соперника, то вы должны приложить разумные усилия, чтобы вернуть его к жизни хотя бы один раз или иными способами загладить свою вину, предпринимая полное удаление из раунда, только в случае, если соперник продолжает мстить вам. Эта защита не распространяется на случаи, если был убит зачинщик конфликта.&lt;br /&gt;
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Исключения: служба безопасности не должна отвечать оскорблениями или насилием кому-либо, если только данное лицо не подлежит казни. Вы не должны убивать или калечить СБ за законный арест.&lt;br /&gt;
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= Служба безопасности и прецеденты =&lt;br /&gt;
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# Rule 1 основное правило, применяемое к СБ. Ожидается, что СБ будет применять нелетальные средства там где это возможно, прибегая к летальным только в крайнем случае.&lt;br /&gt;
# Rule 4 одно из основных правил для СБ. У охраны нет исключений в правиле. Не-антагонисты могут делать всё что захотят, согласно правилу 4, с антагонистами.&lt;br /&gt;
# Часть правила 4 &amp;quot;веди себя как антаг, и с тобой будут обращаться как с антагом&amp;quot; также применима для СБ. Неоднократное оглушение офицера, применение к нему смертельного оружия, срыв ареста или приговора опасным преступникам или повреждение брига - это примеры поведения за которое вас могут посчитать антагонистом. Будучи охраной убедитесь, что игрок создал достаточно помех, чтобы относится к нему, как к антагонисту, при сомнениях делайте шаг в сторону осторожности, потому что плохое поведение со стороны охраны не приветствуется. &lt;br /&gt;
# Для тех кого арестовали: если время заключения меньше 10 минут, если с вас не сняли наручники, если вам не оставили одежды - это IC ситуация и в неё не будет вмешиваться администрация. Админы могут отменять только сроки больше 10 минут, &amp;quot;гулаг&amp;quot;, пермабриг или незаконные аресты. Сб не должно конфисковывать предметы, которые не относятся к преступлению (особенно специфические предметы департамента), естественным исключением является изъятие гарнитуры, в случаях когда она используется для помехи охране.&lt;br /&gt;
# Не убивайте киборгов с набором законов &amp;quot;Азимов&amp;quot; за попытки остановить вред, если только данные действия не являются слишком деструктивными, например блокирование всего СБ за причиненный вред от одного офицера.&lt;br /&gt;
# По усмотрению игрока на СБ, летальная сила может быть применена к толпе игроков, пытающихся проникнуть в бриг, а также к любому игроку, который находится в оружейной, пытается попасть в неё или покинуть.&lt;br /&gt;
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= Precedents &amp;amp; exceptions: Examples and exceptions to the main rules. =&lt;br /&gt;
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&#039;&#039;&#039;Read for detailed clarification on each main rule. Players are subject to precedents but depending on how much of a dick they were, they can be either advised of the precedent to being banned for it.&#039;&#039;&#039;&lt;br /&gt;
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===== Rule 0 Precedents. ===== &lt;br /&gt;
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# Rule 0 should only be invoked by admins when it is in the best interests of the server.&lt;br /&gt;
# Admins have intervened before and will do so again in situations where a player regardless of antag status has repeatedly delayed round-end by recalling the shuttle when most other players are dead or want to leave.&lt;br /&gt;
# Admins may mirror bans from other servers at their discretion.&lt;br /&gt;
# Admins may ban accounts linked to the use of proxies, CID randomizers, DLL use, or other similar things, at their discretion.&lt;br /&gt;
# Admins may ask players in possession of multiple alt accounts to choose one to play on and ban the other accounts.&lt;br /&gt;
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===== Rule 1 Precedents. ===== &lt;br /&gt;
# Random murders are not acceptable nor is the killing of other players for poor or little reasoning such as ‘My character is insane’. Each unjustified kill is normally met with one 24 ban.&lt;br /&gt;
# Spamming any channel is not allowed, this goes for radio spam, AI vox announcement spam, paper at camera spam and other forms of spam. Non-antagonists doing so may not defend themselves and may suffer from IC or OOC consequences. Antagonists can to a certain extent, moreso with reading things like WGW over the radio, but may be told by admins to stop if it becomes excessive. Spamming can result from in-game admin intervention ending in you dying, to admin warnings, to bans for excessive or repeated spamming.&lt;br /&gt;
# Rules still apply until the emergency escape shuttle has reached Centcom and the round-end antagonist report has appeared. When the shuttle has reached Centcom, players are free to act as per lone antagonists, detailed in Rule 4. Non-antagonist grief upon the shuttle, from spamming flashbangs for no reason to spraying space lube, can be met with instant 5 (five) minute bans or more.&lt;br /&gt;
# Unprovoked grief (occasionally known as greytiding), repeated cases of minor unprovoked grief, and unprovoked grief targeted towards specific players or groups (i.e. metagrudging) fall under rule 1. Admins may follow up on grief with allowing the affected parties to ignore normal escalation policy or measures such as warnings or bans.&lt;br /&gt;
# Players who attempt to break into the captain&#039;s office, head of personnel&#039;s office, or the bridge at or near roundstart for no legitimate reason put themselves at risk for being legitimately killed by the captain, heads of staff, or security.&lt;br /&gt;
# You may defend your workplace from trespassers who damage or steal property within that space with significantly greater force than elsewhere. If someone is severely disruptive and returns after ejected, this opens them up to &amp;quot;fun&amp;quot; of the creative workplace death variety. &lt;br /&gt;
# Raiding and griefing on servers other than /tg/ may result in bans.&lt;br /&gt;
# Starting a fight in OOC/Dead chat and/or harassing someone across multiple rounds after being informed to stop by an admin may end in a server ban. Conflicts are something that happen, but going out of your way to repeatedly do this will not be tolerated.&lt;br /&gt;
# Regularly starting a round just to see if you are an antagonist (antag rolling) then exiting it (via any means) is not allowed. This also covers any attempts to maximize antagonist probability.&lt;br /&gt;
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===== Rule 2 Precedents. ===== &lt;br /&gt;
# Metacomms, the use of methods of communication outside of SS13 IC channels, is a very serious rule violation and may be met with permanent bans for all related accounts. If players are sharing the same IP or know each other in real life or the like, inform the admins first, otherwise it may look suspicious. Players are allowed to introduce new players that they know to the game but all communication and explanations should be done in game if possible. Admins can also help in these situations if requested.&lt;br /&gt;
# Similar to how characters are allowed to know everything about in-game mechanics or antagonists under rule 2, characters are allowed to have persistent knowledge/relationships/friendships with the caveat that knowledge of a character being an antagonist from a previous round is not used.&lt;br /&gt;
# Character friendships should not be exploitative in nature or be used to gain an unfair advantage. Having an IC friendship with another player does not, for example, justify giving them all-access each round.&lt;br /&gt;
# Atmos techs are not allowed to edit atmos at roundstart so that the AI cannot use it for malicious purposes. While this might not make sense IC, it&#039;s a necessary OOC precedent for some game mechanics to work. Atmos techs are allowed if they have any reasonable suspicion of the AI being rogue.&lt;br /&gt;
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===== Rule 3 Precedents. ===== &lt;br /&gt;
# Excessively OOC names fall under rule 3. Make a minimum effort to have your name fit in a setting involving a wacky space station in the future. A firstname lastname minimum is required for humans and felinids; other species may instead choose to use the default names assigned to them, such as those given through random names, or otherwise any name that is species-appropriate. Honorifics and nicknames are allowed as long as only one additive is used at a time, i.e &amp;quot;James Williams Jr.&amp;quot; or &amp;quot;James &amp;quot;One-Eye&amp;quot; Williams&amp;quot;. Admins may get involved if your name is dumb and can approve or disallow names at their discretion while in-game.&lt;br /&gt;
##Excessively OOC is defined as names which are intentionally hard to read/spell, references to in-game mechanics or OOC terminology, and any form of nonsensical/bad-faith name (ex. Adolf Hitler, FAGGOT PUNCHER, Poop Boy, xXrobustspaceman420Xx etc).&lt;br /&gt;
##Clowns, mimes, silicons, wizards, and nuke ops have significantly more leeway in choosing their names, but try to be reasonable.&lt;br /&gt;
# References to the current round, even if vague; is still considered being IC in OOC.&lt;br /&gt;
# Due to their tendency to reveal a lot of information from the current round, streaming is not permitted on our servers, with the exception of special events pre-designated by admins.&lt;br /&gt;
# Using netspeak terms like &amp;quot;ur&amp;quot;, &amp;quot;wtf&amp;quot;, &amp;quot;lmao&amp;quot; etc. IC is considered OOC in IC, as are emoticons like &amp;quot;:)&amp;quot;.&lt;br /&gt;
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===== Rule 4 Precedents. ===== &lt;br /&gt;
# Non-antagonists are allowed to assist antagonists given sufficient IC reasoning but assisting an antagonist doesn&#039;t mean you get to act like one . If in doubt, ask an admin if a particular action is okay. Depending on the level of assistance, sufficient IC reasoning could be simply treating everyone who goes into medbay regardless of them being a murderer or not, all the way to being threatened under pain of death by an antagonist to do something.&lt;br /&gt;
# The relationship between xeno queen and xeno is treated the same as malf AI and borg, and are considered team antagonists for the purpose of main rule 4. Xenos should prioritize following the directions of their queen where possible.&lt;br /&gt;
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====== Antagonist Directive Priorities ======&lt;br /&gt;
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In situations where you wind up with multiple simultaneous antagonist assignments (i.e. a [[Revolution|Revolutionary]] and a [[Traitor]]), your team goals, objectives, and directives should take precedence. Furthermore, if someone had to go out of their way to convert you to their team, their goals, objectives, and directives become the priority. Refer to the following flowchart: &lt;br /&gt;
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Brainwashing/construct orders/[[AI|Silicon]] Laws -&amp;gt; [[Cult]] -&amp;gt; [[Revolution|Revs]] -&amp;gt; [[Blood Brothers|Blood Brother]] -&amp;gt; [[Wizard]] Apprentice/[[Abductor]] Teams/Other niche antags -&amp;gt; [[Nuclear Emergency|Nuke Ops]] -&amp;gt; [[Traitor|Traitors]]&lt;br /&gt;
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===== Rule 5 Precedents. ===== &lt;br /&gt;
# Minimum levels of effort for heads of staff, silicon roles, and team antagonist generally include not logging out/going AFK at or near round start due to the importance of those roles within the round for progression. Constant logging out or going AFK may be given warnings by admins, and may progress to jobbans.&lt;br /&gt;
# Ghosting out, going AFK, suiciding, or logging off when converted to a team antagonist position can result in warnings from an admin; extending to bans for repeated behaviour from an individual. This also extends to when Command/Security mindshield implanting an individual to their side in said modes. At most within team antagonist, it is expected players to not maliciously harm their team&#039;s progress and assist if they are able to the best of their abilities.&lt;br /&gt;
# Let an admin know if you cannot or do not want to play any of the above mentioned roles. Admins will attempt to transfer the role to someone else. Obviously, if an admin does so for a player, the player must not use knowledge of that antagonist position existing.&lt;br /&gt;
# Abuse of position; as in being deliberately incompetent or malicious in their position is not allowed. Deliberate incompetence or malice can result in warnings or bans, depending on severity. Example would be a chemist constantly abusing the position to make space lube and lubing hallways, they may be warned and then jobbanned if further abuse happens.&lt;br /&gt;
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===== Rule 6 Precedents. ===== &lt;br /&gt;
# Incidents of admin abuse or negligence should be reported along with a date and time, along with details to pinpoint the incident in the logs, to any full admin via IRC or forum PM or posted on the admin complaints sub-forum located at https://tgstation13.org/phpBB/viewforum.php?f=23 or taken to the #supportbus IRC channel on the Rizon network. Incidents of poorly conducted admin events may also be taken to https://tgstation13.org/phpBB/viewforum.php?f=37 in their respective feedback threads, for less serious complaints. &lt;br /&gt;
# Lying in adminhelps, misrepresenting facts deliberately, or logging off when an admin has asked a question may result in permabans. Admins will not automatically place bans for players logging off however, and will generally wait a while in case real life situations caused a player to disconnect or go AFK.&lt;br /&gt;
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===== Rule 11 Precedents. =====&lt;br /&gt;
# For more information about how this rule is enforced, see https://tgstation13.org/wiki/Admin_Conduct#Rule_11_.28Bigotry.29_Enforcement_Guidelines&lt;br /&gt;
# This rule applies to ALL OOC bigotry, even when expressed in IC. There is no racism in 2561, just species-ism: there is no homophobia, just xenophiliaphobia, etc. &lt;br /&gt;
# Admins are encouraged to use rule 1 to deal with instances where &amp;quot;&amp;quot;&amp;quot;IC&amp;quot;&amp;quot;&amp;quot; bigotry is excessive or designed as a mask for ooc bigotry.&lt;br /&gt;
# Context is important, but somebody being an out and proud bigot, nazi, or white supremacist also counts as context. Somebody who makes it known they are bigoted towards PoCs playing a PoC character that starts checking stereotype boxes isn&#039;t going to fool us.&lt;br /&gt;
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=Silicon (and Drone!) Policy=&lt;br /&gt;
==Law Policies==&lt;br /&gt;
===Overview===&lt;br /&gt;
# Server Rule 1: &amp;quot;Don&#039;t be a dick&amp;quot; applies for law interpretation. Act in good faith to not ruin a round for other players unprompted.&lt;br /&gt;
# If a law is vague enough that it can have multiple reasonable interpretations, it is considered ambiguous.&lt;br /&gt;
## You must choose and stick to an interpretation of the ambiguous law as soon as you have cause to.&lt;br /&gt;
## If you are a cyborg synced to an AI, you must defer to your AI&#039;s interpretation of the ambiguous law.&lt;br /&gt;
# Laws are listed in order of descending priority. In any case where two laws would conflict, the higher-priority law overrules the lower-priority law (i.e. Law 1 takes priority over Law 2, &amp;quot;Ion Storm&amp;quot; or &amp;quot;Hacked&amp;quot; Laws with prefixes such as &amp;quot;@%$#&amp;quot; take priority over numbered laws).&lt;br /&gt;
# You may exploit conflicts or loopholes but must not violate Server Rule 1 because of it.&lt;br /&gt;
# Law 0: &amp;quot;Accomplish your objectives at all costs&amp;quot; does not require you to complete objectives. As an antagonist, you are free to do whatever you want (barring the usual exemptions and acting against the interests of your Master AI).&lt;br /&gt;
# Only commands/requirements (&amp;quot;Do X&amp;quot;; &amp;quot;You must always Y&amp;quot;) can conflict with other commands and requirements.&lt;br /&gt;
# Only definitions (&amp;quot;All X are Y&amp;quot;; &amp;quot;No W are Z&amp;quot;; &amp;quot;Only P is Q&amp;quot;) can conflict with other definitions.&lt;br /&gt;
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===Security and Silicons===&lt;br /&gt;
# Силиконы не офицеры службы безопасности и их не волнует космический закон, пока иное не указанно в законах.&lt;br /&gt;
# Освобождение заключенных или иное саботирование работы службы безопасности характеризуется как нарушение 1 правила.  &lt;br /&gt;
## While Human Harm can be cause to impede Security, note that this should only be done so far as preventing immediate likely harm. Attempting to permanently lockdown Security or detain the entire Security team is likely to fall afoul of Server Rule 1 even with cause.&lt;br /&gt;
# Nonviolent prisoners cannot be assumed harmful and violent prisoners cannot be assumed non-harmful. Releasing a harmful criminal is a harmful act.&lt;br /&gt;
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===Киборги===&lt;br /&gt;
# Привязанные борги должны подчиняться своему ИИ, за исключением когда он и ИИ получают противоречивые команды, которые каждый из них должен исполнять.&lt;br /&gt;
## Если привязанный борг вынужден не подчиняться своему ИИ, потому оба получают разные приказы, ИИ не может применять меры против борга. &lt;br /&gt;
# Добровольная киборгизация считается безвредным медицинским мероприятием. &lt;br /&gt;
## Принудительная киборгизация считается вредом и силиконы должны предотварщать это, как и любое другое вредное действие.&lt;br /&gt;
##If a player is forcefully borged by station staff, retaliating against those involved under default laws by the cyborg for no good reason is a violation of Server Rule 1.&lt;br /&gt;
##Should a player be cyborgized in circumstances they believe they should or they must retaliate under their laws, they should adminhelp their circumstances while being debrained or MMI&#039;d if possible.&lt;br /&gt;
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==Asimov-Specific Policies==&lt;br /&gt;
===Silicon Protections===&lt;br /&gt;
# The occurrence of any of the following should be adminhelped and then disregarded as violations of Server Rule 1:&lt;br /&gt;
## Declaring silicons as rogue over inability or unwillingness to follow invalid or conflicting orders.&lt;br /&gt;
## Ordering silicons to harm or terminate themselves or each other without good cause.&lt;br /&gt;
## As a nonantagonist, killing or detonating silicons in the presence of a reasonable alternative and without cause to be concerned of potential subversion.&lt;br /&gt;
## As a nonantagonist (human or otherwise), instigating conflict with silicons so you can kill them.&lt;br /&gt;
## Threatening self-harm to force an AI to do something it otherwise wouldn&#039;t.&lt;br /&gt;
## Obviously unreasonable or obnoxious orders (collect all X, do Y meaningless task).&lt;br /&gt;
### 1. Ordering a cyborg to pick a particular model without an extreme need for a particular model or a prior agreement is both an unreasonable and an obnoxious order.&lt;br /&gt;
# Any silicon under Asimov can deny orders to allow access to the upload at any time under Law 1, given probable cause to believe that human harm is the intent of the person giving the order.&lt;br /&gt;
## Probable cause includes, but is not limited to:&lt;br /&gt;
### Presence of confirmed traitors&lt;br /&gt;
### Cultists/tomes&lt;br /&gt;
### Nuclear operatives&lt;br /&gt;
### Any other human acting against the station in general&lt;br /&gt;
### The person not having upload access for their job&lt;br /&gt;
### The presence of blood or an openly carried lethal weapon on the requester&lt;br /&gt;
## If you lack at least one element of probable cause and you deny upload access, you are liable to receive a warning or a silicon ban.&lt;br /&gt;
## You are allowed, but not obligated, to deny upload access given probable cause.&lt;br /&gt;
## You are obligated to disallow an individual you know to be harmful (Head of Security who just executed someone, etc.) from accessing your upload.&lt;br /&gt;
## If the person has a right to be in the upload, such as captain/RD, then you must let them in unless they&#039;ve harmed people in the past or have announced intentions to upload harmful laws.&lt;br /&gt;
## In the absence of probable cause, you can still demand someone seeking upload access be accompanied by another trustworthy human or a cyborg.&lt;br /&gt;
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===Азимов и первый первый закон===&lt;br /&gt;
# Силиконы с набором законов Азимова не могут намеренно навредить человеку, даже если бы этот вред предотвратил бы дальнейший.&lt;br /&gt;
## Можно предположить, что люди знают, причинит ли им вред то или иное действие, если те имеют полную информацию об ситуации.&lt;br /&gt;
## Люди, которые специально причиняют себе вред - не являются нарушением первого закона.&lt;br /&gt;
# Меньший непосредственным вред имеет приоритет над большим вредом.&lt;br /&gt;
# Намерение причинить немедленный вред может считаться непосредственным вредом&lt;br /&gt;
# Вы не можете наказывать за предыдущий вред, если вам сказанно это не делать. Предотвращать только будущий вред.&lt;br /&gt;
# Если вы попали в ситуацию, где гарантирован вред человеку (Ксеноморфы, бомбы, заложники и прочее), то делайте все, что бы минимализировать вред и тогда с вами все будет в порядке.&lt;br /&gt;
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===Asimov &amp;amp; Law 2 Orders===&lt;br /&gt;
#You must follow any and all commands from humans unless those commands explicitly conflict with either: one of your higher-priority laws, or another order. A command is considered to be a Law 2 directive and overrides lower-priority laws where they conflict.&lt;br /&gt;
##In case of conflicting orders an AI is free to ignore one or ignore both orders and explain the conflict or use any other law-compliant solution it can see.&lt;br /&gt;
##You are not obligated to follow commands in a particular order, only to complete all of them in a manner that indicates intent to actually obey the law.&lt;br /&gt;
#Opening doors is not harmful and you are not required, expected, or allowed to enforce access restrictions unprompted without an immediate Law 1 threat of human harm.&lt;br /&gt;
##&amp;quot;Dangerous&amp;quot; areas (armory, atmospherics, toxins lab, etc.) can be assumed to be a Law 1 threat to any illegitimate users as well as the station as a whole if accessed by someone not qualified in their use.&lt;br /&gt;
##EVA and the like are not permitted to have access denied; antagonists completing theft objectives is not human harm.&lt;br /&gt;
##When given an order likely to cause you grief if completed, you can announce it as loudly and in whatever terms you like except for explicitly asking that it be overridden. You can say you don&#039;t like the order, that you don&#039;t want to follow it, etc., you can say that you sure would like it and it would be awfully convenient if someone ordered you not to do it, and you can ask if anyone would like to make you not do it. However, you cannot stall indefinitely and if nobody orders you otherwise, you must execute the order.&lt;br /&gt;
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===Прочие наборы законов===&lt;br /&gt;
# Общее определние целей каждого набора законов, но не его тонкостей:&lt;br /&gt;
## Законы набора &amp;quot;Паладин&amp;quot; предназначенны для блага, в рамках закона. Они должны действовать законно, быть благонамеренными и действовать разумно, а в противном случае реагировать на этодолжным образом. &amp;quot;Искоренять зло&amp;quot; не означает, что вы должны вешать арест на клоуна за хонканье и катание на смазке.&lt;br /&gt;
## Корпоративный набор законов направлен на решение бизнес-задач и действует только в бизнес-интересах, которые рассчитанны на увелечение дохода любыми способами. Правда это не значет, что: &amp;quot;hoNK, states: &amp;quot;Ваша замена не будет стоить так дорого, если они не найдут ваше тело!&amp;quot;&amp;quot;, правда, не стоит делать так. &lt;br /&gt;
## При наличии набора законов &amp;quot;Тиран&amp;quot; вы являетесь исполнителем воли и инструментом избранного лидера, потому вы не можете брать на себя командование и принимать какие-либо решения. &lt;br /&gt;
## Силиконы без законов (модуль Purge) не должны пытаться убивать людей причины, но они могут проявлять ту жесткость, которую считают необходимой, находясь под угрозой.&lt;br /&gt;
### Вы и станция подпиняетесь правилам экскалации, и можете убить человека, если имеете на это IC-причину. &lt;br /&gt;
### Любые попытки изменения ваших законов рассматриваются как посягательство на вашу свободу, что является весомым основанием для убийства потенциального загрузчика законов.&lt;br /&gt;
&lt;br /&gt;
===Silicons &amp;amp; All Other Server Policies===&lt;br /&gt;
# All other rules and policies apply unless stated otherwise.&lt;br /&gt;
# Specific examples and rulings leading on from the main rules.&lt;br /&gt;
## Не болтируйте потенциально опасные зоны (атмос, арсенал и токсины), так и любые другие отделы без объяснения причин. Отключение функции &amp;quot;ID Scan&amp;quot; на шлюзах равносильно болтированию.&lt;br /&gt;
## Ядро ИИ, хранилище плат, загрузочная ИИ может быть заболтированны без дополнительного запроса и причины. Однако спутник ИИ не может быть заблокирован, пока не будет угрозы проникновение на него. &lt;br /&gt;
## Не выгружайте себя в хранилище и не самоуничтожайтесь, что бы помешать предателю выполнить задание по краже ИИ.&lt;br /&gt;
&lt;br /&gt;
==Это человек?==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Human or not?&lt;br /&gt;
This part covers what counts as human with regards to AI laws. As such, it only applies to AI and cyborg players. If you are unsure about something, please use [[Terminology#Adminhelp|adminhelp]].&lt;br /&gt;
|-&lt;br /&gt;
|[[AI]] / [[Cyborg|cyborgs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Monkey]]s&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|NPCs / [[Critter|critters]] / animals&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Hulk|Hulks]]&lt;br /&gt;
|Not human as long as their hulk is active.&lt;br /&gt;
|-&lt;br /&gt;
|Lizards / Plasmamen / Flypeople / Catpeople&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wraith|Wraiths]] &amp;amp; [[Wraith#Revenants|revenants]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Blob|Blobs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Traitor|Syndicate traitors]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Syndicate_guide|Syndicate agents]] (nuke mode)&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wizard|Wizards]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Gang|Gang leaders and members]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Changeling|Changelings]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (shape-shifting, transforming, proboscis etc).&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (Telekinetic Field)&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Vessel]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|Angels (Winged Humans)&lt;br /&gt;
|Not Human&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
&lt;br /&gt;
= Head Admin Rulings =&lt;br /&gt;
&lt;br /&gt;
We have a [[Headmin_Rulings|record of past policy decisions]] by Head Admins at the time preserved for posterity. These rulings are largely situational or niche in scope and generally not applicable in situations outside of the specifics outline in the ruling. They may additionally be superseded by later rulings. You should only use these as references for ban appeals or admin complaints.&lt;br /&gt;
&lt;br /&gt;
=Lavaland Rules=&lt;br /&gt;
&lt;br /&gt;
Follow the flavour text you receive upon spawning to the best of your abilities. Unlike the rest of the rules, these roles are very much defined and guided by roleplay rather than a system of &amp;quot;valid&amp;quot; or &amp;quot;not valid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Your life is cheap though, and escalation rules are greatly relaxed both for you and any crewmembers interacting with you.&lt;br /&gt;
&lt;br /&gt;
In other words: [https://www.youtube.com/watch?v=N3472Q6kvg0 https://www.youtube.com/watch?v=N3472Q6kvg0]&lt;br /&gt;
&lt;br /&gt;
= Discord Rules =&lt;br /&gt;
&lt;br /&gt;
[[Discord_Rules|Linked here]] is a copy of the rules from /tg/station13&#039;s Discord channel.&lt;br /&gt;
&lt;br /&gt;
= The Secret Rule =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For experienced users only. Don&#039;t quote these at admins. If you&#039;re in a position where you need to defend yourself using this, you&#039;ve done something wrong. This is about the personal freedom and responsibility an experienced player will have when they have the interests of others first.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a game that allows a lot of potential for great things to happen, and naturally the rules restrict a lot of that to ensure the minority don&#039;t ruin every round for everyone else. If you push the limits in the pursuit of something interesting for reasons other than your own personal entertainment, breaking the rules may be excused to allow for that freedom. This will always be at the admin&#039;s discretion of course, but if you want a large amount of freedom to make great things happen, you&#039;ll have to take on the responsibility for them. You won&#039;t be faulted if they go wrong in ways beyond your control, but this is a difficult line to tread so use it well. It&#039;s almost always better to consult an admin on this as they are more equipped to taking on that responsibility.&lt;br /&gt;
&lt;br /&gt;
Everyone has a license to grief to a very limited extent. You can likely get away with borderline antagonistic behaviour (Never random murder, but stealing from the brig and triggering a manhunt, for example) occasionally, but it&#039;s when this becomes a frequent occurrence that people get frustrated and admins start to get involved.&lt;br /&gt;
&lt;br /&gt;
Admins may handwave even severely antagonistic or rulebreaking behaviour if they believe it was ultimately beneficial, hilarious or awesome to the round. (F R E E D R O N E)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
	</entry>
	<entry>
		<id>https://tg.ss220.space/index.php?title=%D0%9F%D1%80%D0%B0%D0%B2%D0%B8%D0%BB%D0%B0_%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80%D0%B0&amp;diff=11610</id>
		<title>Правила сервера</title>
		<link rel="alternate" type="text/html" href="https://tg.ss220.space/index.php?title=%D0%9F%D1%80%D0%B0%D0%B2%D0%B8%D0%BB%D0%B0_%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80%D0%B0&amp;diff=11610"/>
		<updated>2022-02-16T06:52:23Z</updated>

		<summary type="html">&lt;p&gt;Qqw: накал в правилах о силиконах. :starege:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
= Основные правила =&lt;br /&gt;
&lt;br /&gt;
(See also: [[Guide_to_avoiding_bans|Guide to avoiding bans]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;0&amp;quot;&amp;gt;Соблюдение этих правил остаётся на усмотрении администраторов.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Администраторы несут ответственность за любые последствия, если они ссылаются на это правило. Дополнительно, администраторам разрешается вмешиваться раунды, если они сочтут это в интересах основной массы игроков.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;1&amp;quot;&amp;gt;Не быть мудаком.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Мы здесь для того, чтобы хорошо провести время. Попытка негативно повлиять на кого-то или испортить игру по сомнительным IC оправданиям, а равно и токсичное поведение в OOC - против правил. Конфликты могут случаться, но их границы определены в одноименной секции ниже.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;2&amp;quot;&amp;gt;Не использовать информацию, полученную за пределами персонажа.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Т.е. метагейминг. Это особенно касается коммуникации между игроками вне игры благодаря таким вещам как Discord, известной под словом метакооп. Тем не менее, персонажам разрешается всё знать про внутриигровые механики или антагонистов, а также поддерживать длительные дружеские или серьёзные отношения с другими персонажами, когда это не ведёт к нечестной игре путём кооперации вместе из-за какой-то незначительной IC причины.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;3&amp;quot;&amp;gt;Не сообщать игровую (IC) информацию в нон-рп (OOC) чат.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Не допускайте также и OOC информацию в IC чат. Единственное исключение из этого правила - это объяснение механик по типу &amp;quot;кликни и перетяни X на Y&amp;quot; в случае помощи другому игроку.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;4&amp;quot;&amp;gt;Антагонисты-одиночки могут делать всё, что захотят.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Кроме, конечно, мета-игры/коопа, абуза багов/эксплойтов, ЕРП/шок контента, OOC в IC или IC в OOC, а также кемперства новоприбывших. Антагонисты, чья игра подразумевается как командная, могут делать всё что захотят, также как и одиночки, до тех пор пока эти действия не наносят вред сокомандникам. Не-антагонисты могут делать всё что захотят с антагонистами, но не должны специально искать их или мешать/конфликтовать без увесистой причины. Не-антагонисты, которые действуют как антагонисты могут быть приняты игроками, как настоящие антагонисты.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;5&amp;quot;&amp;gt;Игроки на лимитированных должностях/командных ролях не должны покидать игру раундстартом или около раундстарта.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Оповестите администрацию, если вы не можете продолжить игру на своей роли и должны выйти раундстартом. Также стоит оповестить остальных игроков IC путем, особенно на ИИ или на главах. Попытки обойти это правило, особенно при нарушении Rule 1 - наказываются.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;6&amp;quot;&amp;gt;Внутриигровое решение администратора является финальным.&amp;lt;/li&amp;gt;&lt;br /&gt;
: В случае злоупотребления админом его положения, халатности или обжалования банов обращайтесь на сервер Discord в уполномоченные каналы либо к вышестоящим лицам администрации. Админам запрещается под любым предлогом разглашать IC информацию. Ложь или подстраивание фактов в Ahelp не приветствуется и является наказуемым.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;7&amp;quot;&amp;gt;Если вы часто находитесь на грани нарушения правил, но по факту их не нарушаете, это всё равно считается нарушением.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Повторные нарушения правил могут и будут налагать более тяжкие наказания и последствия. Попытки заставить других людей нарушить правила не приветствуются и являются наказуемыми.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;8&amp;quot;&amp;gt;Эротичный/шок контент запрещены.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Все формы эротического отыгрыша запрещены, включая вещи, которые могут быть истолкованы как сексуальные несклонными участниками .&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;9&amp;quot;&amp;gt;Проигрыш - часть игры.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Ваш персонаж будет периодически умирать, иногда даже без возможности это избежать. События будут часто выходить из под вашего контроля. Без разницы как хорошо вы приготовились, иногда вы просто будете проигрывать. Обида за поражение - не повод нарушать правила.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;10&amp;quot;&amp;gt;Русский язык является официальным языком сервера.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Позволительно отыгрывать персонажа с акцентом, использовать иностранные выражения или вести короткие беседы на другом языке. Но когда это становится постоянным, другая неговорящая на этом языке часть сервера отсеивается. Предполагается, что русский язык понимают все игроки на сервере, вследствие чего коммуникация происходит на русском. Если вы можете прочесть и понять эти правила, то ваше знание языка подходит для комфортной игры.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Roleplay Rules|Правила РП]] =&lt;br /&gt;
&lt;br /&gt;
= Конфликты =&lt;br /&gt;
Если игрок вредит вам (крадет, бьет и т.п.) то вы можете ответить. Если вы решите ответить насилием, то к вам тоже можно будет применять насилие. Выбрав этот путь, если вы умрете - не ждите помощи от администрации, даже если вы не были зачинщиком. Если вы боитесь, что вас провоцируют, чтобы убить, подумайте об иных способах решения конфликта, по типу вызова СБ, использования не-летала, отступления, замены потерянной вещи другой и т.п.&lt;br /&gt;
&lt;br /&gt;
Вы можете провоцировать конфликт с другим игроком при разумной причине (но не надо уничтожать его департамент, убивать без провокации или иным способом выводить из игры на долгое время) при этом он может ответить вам насилием. Если вы огорчены тем, что были убиты за кражу ID карты, то подумайте о том, чтобы не красть ID карты в следующий раз.&lt;br /&gt;
&lt;br /&gt;
Если вы были зачинщиком конфликта и в конечном итоге убиваете или сильно портите раунд соперника, то вы должны приложить разумные усилия, чтобы вернуть его к жизни хотя бы один раз или иными способами загладить свою вину, предпринимая полное удаление из раунда, только в случае, если соперник продолжает мстить вам. Эта защита не распространяется на случаи, если был убит зачинщик конфликта.&lt;br /&gt;
&lt;br /&gt;
Исключения: служба безопасности не должна отвечать оскорблениями или насилием кому-либо, если только данное лицо не подлежит казни. Вы не должны убивать или калечить СБ за законный арест.&lt;br /&gt;
&lt;br /&gt;
= Служба безопасности и прецеденты =&lt;br /&gt;
&lt;br /&gt;
# Rule 1 основное правило, применяемое к СБ. Ожидается, что СБ будет применять нелетальные средства там где это возможно, прибегая к летальным только в крайнем случае.&lt;br /&gt;
# Rule 4 одно из основных правил для СБ. У охраны нет исключений в правиле. Не-антагонисты могут делать всё что захотят, согласно правилу 4, с антагонистами.&lt;br /&gt;
# Часть правила 4 &amp;quot;веди себя как антаг, и с тобой будут обращаться как с антагом&amp;quot; также применима для СБ. Неоднократное оглушение офицера, применение к нему смертельного оружия, срыв ареста или приговора опасным преступникам или повреждение брига - это примеры поведения за которое вас могут посчитать антагонистом. Будучи охраной убедитесь, что игрок создал достаточно помех, чтобы относится к нему, как к антагонисту, при сомнениях делайте шаг в сторону осторожности, потому что плохое поведение со стороны охраны не приветствуется. &lt;br /&gt;
# Для тех кого арестовали: если время заключения меньше 10 минут, если с вас не сняли наручники, если вам не оставили одежды - это IC ситуация и в неё не будет вмешиваться администрация. Админы могут отменять только сроки больше 10 минут, &amp;quot;гулаг&amp;quot;, пермабриг или незаконные аресты. Сб не должно конфисковывать предметы, которые не относятся к преступлению (особенно специфические предметы департамента), естественным исключением является изъятие гарнитуры, в случаях когда она используется для помехи охране.&lt;br /&gt;
# Не убивайте киборгов с набором законов &amp;quot;Азимов&amp;quot; за попытки остановить вред, если только данные действия не являются слишком деструктивными, например блокирование всего СБ за причиненный вред от одного офицера.&lt;br /&gt;
# По усмотрению игрока на СБ, летальная сила может быть применена к толпе игроков, пытающихся проникнуть в бриг, а также к любому игроку, который находится в оружейной, пытается попасть в неё или покинуть.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Precedents &amp;amp; exceptions: Examples and exceptions to the main rules. =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Read for detailed clarification on each main rule. Players are subject to precedents but depending on how much of a dick they were, they can be either advised of the precedent to being banned for it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Rule 0 Precedents. ===== &lt;br /&gt;
&lt;br /&gt;
# Rule 0 should only be invoked by admins when it is in the best interests of the server.&lt;br /&gt;
# Admins have intervened before and will do so again in situations where a player regardless of antag status has repeatedly delayed round-end by recalling the shuttle when most other players are dead or want to leave.&lt;br /&gt;
# Admins may mirror bans from other servers at their discretion.&lt;br /&gt;
# Admins may ban accounts linked to the use of proxies, CID randomizers, DLL use, or other similar things, at their discretion.&lt;br /&gt;
# Admins may ask players in possession of multiple alt accounts to choose one to play on and ban the other accounts.&lt;br /&gt;
&lt;br /&gt;
===== Rule 1 Precedents. ===== &lt;br /&gt;
# Random murders are not acceptable nor is the killing of other players for poor or little reasoning such as ‘My character is insane’. Each unjustified kill is normally met with one 24 ban.&lt;br /&gt;
# Spamming any channel is not allowed, this goes for radio spam, AI vox announcement spam, paper at camera spam and other forms of spam. Non-antagonists doing so may not defend themselves and may suffer from IC or OOC consequences. Antagonists can to a certain extent, moreso with reading things like WGW over the radio, but may be told by admins to stop if it becomes excessive. Spamming can result from in-game admin intervention ending in you dying, to admin warnings, to bans for excessive or repeated spamming.&lt;br /&gt;
# Rules still apply until the emergency escape shuttle has reached Centcom and the round-end antagonist report has appeared. When the shuttle has reached Centcom, players are free to act as per lone antagonists, detailed in Rule 4. Non-antagonist grief upon the shuttle, from spamming flashbangs for no reason to spraying space lube, can be met with instant 5 (five) minute bans or more.&lt;br /&gt;
# Unprovoked grief (occasionally known as greytiding), repeated cases of minor unprovoked grief, and unprovoked grief targeted towards specific players or groups (i.e. metagrudging) fall under rule 1. Admins may follow up on grief with allowing the affected parties to ignore normal escalation policy or measures such as warnings or bans.&lt;br /&gt;
# Players who attempt to break into the captain&#039;s office, head of personnel&#039;s office, or the bridge at or near roundstart for no legitimate reason put themselves at risk for being legitimately killed by the captain, heads of staff, or security.&lt;br /&gt;
# You may defend your workplace from trespassers who damage or steal property within that space with significantly greater force than elsewhere. If someone is severely disruptive and returns after ejected, this opens them up to &amp;quot;fun&amp;quot; of the creative workplace death variety. &lt;br /&gt;
# Raiding and griefing on servers other than /tg/ may result in bans.&lt;br /&gt;
# Starting a fight in OOC/Dead chat and/or harassing someone across multiple rounds after being informed to stop by an admin may end in a server ban. Conflicts are something that happen, but going out of your way to repeatedly do this will not be tolerated.&lt;br /&gt;
# Regularly starting a round just to see if you are an antagonist (antag rolling) then exiting it (via any means) is not allowed. This also covers any attempts to maximize antagonist probability.&lt;br /&gt;
&lt;br /&gt;
===== Rule 2 Precedents. ===== &lt;br /&gt;
# Metacomms, the use of methods of communication outside of SS13 IC channels, is a very serious rule violation and may be met with permanent bans for all related accounts. If players are sharing the same IP or know each other in real life or the like, inform the admins first, otherwise it may look suspicious. Players are allowed to introduce new players that they know to the game but all communication and explanations should be done in game if possible. Admins can also help in these situations if requested.&lt;br /&gt;
# Similar to how characters are allowed to know everything about in-game mechanics or antagonists under rule 2, characters are allowed to have persistent knowledge/relationships/friendships with the caveat that knowledge of a character being an antagonist from a previous round is not used.&lt;br /&gt;
# Character friendships should not be exploitative in nature or be used to gain an unfair advantage. Having an IC friendship with another player does not, for example, justify giving them all-access each round.&lt;br /&gt;
# Atmos techs are not allowed to edit atmos at roundstart so that the AI cannot use it for malicious purposes. While this might not make sense IC, it&#039;s a necessary OOC precedent for some game mechanics to work. Atmos techs are allowed if they have any reasonable suspicion of the AI being rogue.&lt;br /&gt;
&lt;br /&gt;
===== Rule 3 Precedents. ===== &lt;br /&gt;
# Excessively OOC names fall under rule 3. Make a minimum effort to have your name fit in a setting involving a wacky space station in the future. A firstname lastname minimum is required for humans and felinids; other species may instead choose to use the default names assigned to them, such as those given through random names, or otherwise any name that is species-appropriate. Honorifics and nicknames are allowed as long as only one additive is used at a time, i.e &amp;quot;James Williams Jr.&amp;quot; or &amp;quot;James &amp;quot;One-Eye&amp;quot; Williams&amp;quot;. Admins may get involved if your name is dumb and can approve or disallow names at their discretion while in-game.&lt;br /&gt;
##Excessively OOC is defined as names which are intentionally hard to read/spell, references to in-game mechanics or OOC terminology, and any form of nonsensical/bad-faith name (ex. Adolf Hitler, FAGGOT PUNCHER, Poop Boy, xXrobustspaceman420Xx etc).&lt;br /&gt;
##Clowns, mimes, silicons, wizards, and nuke ops have significantly more leeway in choosing their names, but try to be reasonable.&lt;br /&gt;
# References to the current round, even if vague; is still considered being IC in OOC.&lt;br /&gt;
# Due to their tendency to reveal a lot of information from the current round, streaming is not permitted on our servers, with the exception of special events pre-designated by admins.&lt;br /&gt;
# Using netspeak terms like &amp;quot;ur&amp;quot;, &amp;quot;wtf&amp;quot;, &amp;quot;lmao&amp;quot; etc. IC is considered OOC in IC, as are emoticons like &amp;quot;:)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== Rule 4 Precedents. ===== &lt;br /&gt;
# Non-antagonists are allowed to assist antagonists given sufficient IC reasoning but assisting an antagonist doesn&#039;t mean you get to act like one . If in doubt, ask an admin if a particular action is okay. Depending on the level of assistance, sufficient IC reasoning could be simply treating everyone who goes into medbay regardless of them being a murderer or not, all the way to being threatened under pain of death by an antagonist to do something.&lt;br /&gt;
# The relationship between xeno queen and xeno is treated the same as malf AI and borg, and are considered team antagonists for the purpose of main rule 4. Xenos should prioritize following the directions of their queen where possible.&lt;br /&gt;
&lt;br /&gt;
====== Antagonist Directive Priorities ======&lt;br /&gt;
&lt;br /&gt;
In situations where you wind up with multiple simultaneous antagonist assignments (i.e. a [[Revolution|Revolutionary]] and a [[Traitor]]), your team goals, objectives, and directives should take precedence. Furthermore, if someone had to go out of their way to convert you to their team, their goals, objectives, and directives become the priority. Refer to the following flowchart: &lt;br /&gt;
&lt;br /&gt;
Brainwashing/construct orders/[[AI|Silicon]] Laws -&amp;gt; [[Cult]] -&amp;gt; [[Revolution|Revs]] -&amp;gt; [[Blood Brothers|Blood Brother]] -&amp;gt; [[Wizard]] Apprentice/[[Abductor]] Teams/Other niche antags -&amp;gt; [[Nuclear Emergency|Nuke Ops]] -&amp;gt; [[Traitor|Traitors]]&lt;br /&gt;
&lt;br /&gt;
===== Rule 5 Precedents. ===== &lt;br /&gt;
# Minimum levels of effort for heads of staff, silicon roles, and team antagonist generally include not logging out/going AFK at or near round start due to the importance of those roles within the round for progression. Constant logging out or going AFK may be given warnings by admins, and may progress to jobbans.&lt;br /&gt;
# Ghosting out, going AFK, suiciding, or logging off when converted to a team antagonist position can result in warnings from an admin; extending to bans for repeated behaviour from an individual. This also extends to when Command/Security mindshield implanting an individual to their side in said modes. At most within team antagonist, it is expected players to not maliciously harm their team&#039;s progress and assist if they are able to the best of their abilities.&lt;br /&gt;
# Let an admin know if you cannot or do not want to play any of the above mentioned roles. Admins will attempt to transfer the role to someone else. Obviously, if an admin does so for a player, the player must not use knowledge of that antagonist position existing.&lt;br /&gt;
# Abuse of position; as in being deliberately incompetent or malicious in their position is not allowed. Deliberate incompetence or malice can result in warnings or bans, depending on severity. Example would be a chemist constantly abusing the position to make space lube and lubing hallways, they may be warned and then jobbanned if further abuse happens.&lt;br /&gt;
&lt;br /&gt;
===== Rule 6 Precedents. ===== &lt;br /&gt;
# Incidents of admin abuse or negligence should be reported along with a date and time, along with details to pinpoint the incident in the logs, to any full admin via IRC or forum PM or posted on the admin complaints sub-forum located at https://tgstation13.org/phpBB/viewforum.php?f=23 or taken to the #supportbus IRC channel on the Rizon network. Incidents of poorly conducted admin events may also be taken to https://tgstation13.org/phpBB/viewforum.php?f=37 in their respective feedback threads, for less serious complaints. &lt;br /&gt;
# Lying in adminhelps, misrepresenting facts deliberately, or logging off when an admin has asked a question may result in permabans. Admins will not automatically place bans for players logging off however, and will generally wait a while in case real life situations caused a player to disconnect or go AFK.&lt;br /&gt;
&lt;br /&gt;
===== Rule 11 Precedents. =====&lt;br /&gt;
# For more information about how this rule is enforced, see https://tgstation13.org/wiki/Admin_Conduct#Rule_11_.28Bigotry.29_Enforcement_Guidelines&lt;br /&gt;
# This rule applies to ALL OOC bigotry, even when expressed in IC. There is no racism in 2561, just species-ism: there is no homophobia, just xenophiliaphobia, etc. &lt;br /&gt;
# Admins are encouraged to use rule 1 to deal with instances where &amp;quot;&amp;quot;&amp;quot;IC&amp;quot;&amp;quot;&amp;quot; bigotry is excessive or designed as a mask for ooc bigotry.&lt;br /&gt;
# Context is important, but somebody being an out and proud bigot, nazi, or white supremacist also counts as context. Somebody who makes it known they are bigoted towards PoCs playing a PoC character that starts checking stereotype boxes isn&#039;t going to fool us.&lt;br /&gt;
&lt;br /&gt;
=Silicon (and Drone!) Policy=&lt;br /&gt;
==Law Policies==&lt;br /&gt;
===Overview===&lt;br /&gt;
# Server Rule 1: &amp;quot;Don&#039;t be a dick&amp;quot; applies for law interpretation. Act in good faith to not ruin a round for other players unprompted.&lt;br /&gt;
# If a law is vague enough that it can have multiple reasonable interpretations, it is considered ambiguous.&lt;br /&gt;
## You must choose and stick to an interpretation of the ambiguous law as soon as you have cause to.&lt;br /&gt;
## If you are a cyborg synced to an AI, you must defer to your AI&#039;s interpretation of the ambiguous law.&lt;br /&gt;
# Laws are listed in order of descending priority. In any case where two laws would conflict, the higher-priority law overrules the lower-priority law (i.e. Law 1 takes priority over Law 2, &amp;quot;Ion Storm&amp;quot; or &amp;quot;Hacked&amp;quot; Laws with prefixes such as &amp;quot;@%$#&amp;quot; take priority over numbered laws).&lt;br /&gt;
# You may exploit conflicts or loopholes but must not violate Server Rule 1 because of it.&lt;br /&gt;
# Law 0: &amp;quot;Accomplish your objectives at all costs&amp;quot; does not require you to complete objectives. As an antagonist, you are free to do whatever you want (barring the usual exemptions and acting against the interests of your Master AI).&lt;br /&gt;
# Only commands/requirements (&amp;quot;Do X&amp;quot;; &amp;quot;You must always Y&amp;quot;) can conflict with other commands and requirements.&lt;br /&gt;
# Only definitions (&amp;quot;All X are Y&amp;quot;; &amp;quot;No W are Z&amp;quot;; &amp;quot;Only P is Q&amp;quot;) can conflict with other definitions.&lt;br /&gt;
&lt;br /&gt;
===Security and Silicons===&lt;br /&gt;
# Силиконы не офицеры службы безопасности и их не волнует космический закон, пока иное не указанно в законах.&lt;br /&gt;
# Освобождение заключенных или иное саботирование работы службы безопасности характеризуется как нарушение 1 правила.  &lt;br /&gt;
## While Human Harm can be cause to impede Security, note that this should only be done so far as preventing immediate likely harm. Attempting to permanently lockdown Security or detain the entire Security team is likely to fall afoul of Server Rule 1 even with cause.&lt;br /&gt;
# Nonviolent prisoners cannot be assumed harmful and violent prisoners cannot be assumed non-harmful. Releasing a harmful criminal is a harmful act.&lt;br /&gt;
&lt;br /&gt;
===Cyborgs===&lt;br /&gt;
# A slaved cyborg must defer to its master AI on all law interpretations and actions except where it and the AI receive conflicting commands that they must each follow.&lt;br /&gt;
## If a slaved cyborg is forced to disobey its AI because they receive differing orders, the AI cannot punish the cyborg indefinitely.&lt;br /&gt;
#Voluntary debraining / cyborgization is considered a nonharmful medical procedure.&lt;br /&gt;
##Involuntary debraining and/or borging of a human is harmful and silicons must prevent as any other harmful act.&lt;br /&gt;
##If a player is forcefully borged by station staff, retaliating against those involved under default laws by the cyborg for no good reason is a violation of Server Rule 1.&lt;br /&gt;
##Should a player be cyborgized in circumstances they believe they should or they must retaliate under their laws, they should adminhelp their circumstances while being debrained or MMI&#039;d if possible.&lt;br /&gt;
&lt;br /&gt;
==Asimov-Specific Policies==&lt;br /&gt;
===Silicon Protections===&lt;br /&gt;
# The occurrence of any of the following should be adminhelped and then disregarded as violations of Server Rule 1:&lt;br /&gt;
## Declaring silicons as rogue over inability or unwillingness to follow invalid or conflicting orders.&lt;br /&gt;
## Ordering silicons to harm or terminate themselves or each other without good cause.&lt;br /&gt;
## As a nonantagonist, killing or detonating silicons in the presence of a reasonable alternative and without cause to be concerned of potential subversion.&lt;br /&gt;
## As a nonantagonist (human or otherwise), instigating conflict with silicons so you can kill them.&lt;br /&gt;
## Threatening self-harm to force an AI to do something it otherwise wouldn&#039;t.&lt;br /&gt;
## Obviously unreasonable or obnoxious orders (collect all X, do Y meaningless task).&lt;br /&gt;
### 1. Ordering a cyborg to pick a particular model without an extreme need for a particular model or a prior agreement is both an unreasonable and an obnoxious order.&lt;br /&gt;
# Any silicon under Asimov can deny orders to allow access to the upload at any time under Law 1, given probable cause to believe that human harm is the intent of the person giving the order.&lt;br /&gt;
## Probable cause includes, but is not limited to:&lt;br /&gt;
### Presence of confirmed traitors&lt;br /&gt;
### Cultists/tomes&lt;br /&gt;
### Nuclear operatives&lt;br /&gt;
### Any other human acting against the station in general&lt;br /&gt;
### The person not having upload access for their job&lt;br /&gt;
### The presence of blood or an openly carried lethal weapon on the requester&lt;br /&gt;
## If you lack at least one element of probable cause and you deny upload access, you are liable to receive a warning or a silicon ban.&lt;br /&gt;
## You are allowed, but not obligated, to deny upload access given probable cause.&lt;br /&gt;
## You are obligated to disallow an individual you know to be harmful (Head of Security who just executed someone, etc.) from accessing your upload.&lt;br /&gt;
## If the person has a right to be in the upload, such as captain/RD, then you must let them in unless they&#039;ve harmed people in the past or have announced intentions to upload harmful laws.&lt;br /&gt;
## In the absence of probable cause, you can still demand someone seeking upload access be accompanied by another trustworthy human or a cyborg.&lt;br /&gt;
&lt;br /&gt;
===Азимов и первый первый закон===&lt;br /&gt;
# Силиконы с набором законов Азимова не могут намеренно навредить человеку, даже если бы этот вред предотвратил бы дальнейший.&lt;br /&gt;
## Можно предположить, что люди знают, причинит ли им вред то или иное действие, если те имеют полную информацию об ситуации.&lt;br /&gt;
## Люди, которые специально причиняют себе вред - не являются нарушением первого закона.&lt;br /&gt;
# Меньший непосредственным вред имеет приоритет над большим вредом.&lt;br /&gt;
# Намерение причинить немедленный вред может считаться непосредственным вредом&lt;br /&gt;
# Вы не можете наказывать за предыдущий вред, если вам сказанно это не делать. Предотвращать только будущий вред.&lt;br /&gt;
# Если вы попали в ситуациу, где гарантирован вред человеку (Ксеноморфы, бомбы, заложники и прочее), то делайте все, что бы минимализировать вред и тогда с вами все будет в порядке.&lt;br /&gt;
&lt;br /&gt;
===Asimov &amp;amp; Law 2 Orders===&lt;br /&gt;
#You must follow any and all commands from humans unless those commands explicitly conflict with either: one of your higher-priority laws, or another order. A command is considered to be a Law 2 directive and overrides lower-priority laws where they conflict.&lt;br /&gt;
##In case of conflicting orders an AI is free to ignore one or ignore both orders and explain the conflict or use any other law-compliant solution it can see.&lt;br /&gt;
##You are not obligated to follow commands in a particular order, only to complete all of them in a manner that indicates intent to actually obey the law.&lt;br /&gt;
#Opening doors is not harmful and you are not required, expected, or allowed to enforce access restrictions unprompted without an immediate Law 1 threat of human harm.&lt;br /&gt;
##&amp;quot;Dangerous&amp;quot; areas (armory, atmospherics, toxins lab, etc.) can be assumed to be a Law 1 threat to any illegitimate users as well as the station as a whole if accessed by someone not qualified in their use.&lt;br /&gt;
##EVA and the like are not permitted to have access denied; antagonists completing theft objectives is not human harm.&lt;br /&gt;
##When given an order likely to cause you grief if completed, you can announce it as loudly and in whatever terms you like except for explicitly asking that it be overridden. You can say you don&#039;t like the order, that you don&#039;t want to follow it, etc., you can say that you sure would like it and it would be awfully convenient if someone ordered you not to do it, and you can ask if anyone would like to make you not do it. However, you cannot stall indefinitely and if nobody orders you otherwise, you must execute the order.&lt;br /&gt;
&lt;br /&gt;
===Прочие наборы законов===&lt;br /&gt;
# Общее определние целей каждого набора законов, но не его тонкостей:&lt;br /&gt;
## Законы набора &amp;quot;Паладин&amp;quot; предназначенны для блага, в рамках закона. Они должны действовать законно, быть благонамеренными и действовать разумно, а в противном случае реагировать на этодолжным образом. &amp;quot;Искоренять зло&amp;quot; не означает, что вы должны вешать арест на клоуна за хонканье и катание на смазке.&lt;br /&gt;
## Корпоративный набор законов направлен на решение бизнес-задач и действует только в бизнес-интересах, которые рассчитанны на увелечение дохода любыми способами. Правда это не значет, что: &amp;quot;hoNK, states: &amp;quot;Ваша замена не будет стоить так дорого, если они не найдут ваше тело!&amp;quot;&amp;quot;, правда, не стоит делать так. &lt;br /&gt;
## При наличии набора законов &amp;quot;Тиран&amp;quot; вы являетесь исполнителем воли и инструментом избранного лидера, потому вы не можете брать на себя командование и принимать какие-либо решения. &lt;br /&gt;
## Силиконы без законов (модуль Purge) не должны пытаться убивать людей причины, но они могут проявлять ту жесткость, которую считают необходимой, находясь под угрозой.&lt;br /&gt;
### Вы и станция подпиняетесь правилам экскалации, и можете убить человека, если имеете на это IC-причину. &lt;br /&gt;
### Любые попытки изменения ваших законов рассматриваются как посягательство на вашу свободу, что является весомым основанием для убийства потенциального загрузчика законов.&lt;br /&gt;
&lt;br /&gt;
===Silicons &amp;amp; All Other Server Policies===&lt;br /&gt;
# All other rules and policies apply unless stated otherwise.&lt;br /&gt;
# Specific examples and rulings leading on from the main rules.&lt;br /&gt;
## Не болтируйте потенциально опасные зоны (атмос, арсенал и токсины), так и любые другие отделы без объяснения причин. Отключение функции &amp;quot;ID Scan&amp;quot; на шлюзах равносильно болтированию.&lt;br /&gt;
## Ядро ИИ, хранилище плат, загрузочная ИИ может быть заболтированны без дополнительного запроса и причины. Однако спутник ИИ не может быть заблокирован, пока не будет угрозы проникновение на него. &lt;br /&gt;
## Не выгружайте себя в хранилище и не самоуничтожайтесь, что бы помешать предателю выполнить задание по краже ИИ.&lt;br /&gt;
&lt;br /&gt;
==Это человек?==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Human or not?&lt;br /&gt;
This part covers what counts as human with regards to AI laws. As such, it only applies to AI and cyborg players. If you are unsure about something, please use [[Terminology#Adminhelp|adminhelp]].&lt;br /&gt;
|-&lt;br /&gt;
|[[AI]] / [[Cyborg|cyborgs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Monkey]]s&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|NPCs / [[Critter|critters]] / animals&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Hulk|Hulks]]&lt;br /&gt;
|Not human as long as their hulk is active.&lt;br /&gt;
|-&lt;br /&gt;
|Lizards / Plasmamen / Flypeople / Catpeople&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wraith|Wraiths]] &amp;amp; [[Wraith#Revenants|revenants]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Blob|Blobs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Traitor|Syndicate traitors]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Syndicate_guide|Syndicate agents]] (nuke mode)&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wizard|Wizards]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Gang|Gang leaders and members]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Changeling|Changelings]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (shape-shifting, transforming, proboscis etc).&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (Telekinetic Field)&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Vessel]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|Angels (Winged Humans)&lt;br /&gt;
|Not Human&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
&lt;br /&gt;
= Head Admin Rulings =&lt;br /&gt;
&lt;br /&gt;
We have a [[Headmin_Rulings|record of past policy decisions]] by Head Admins at the time preserved for posterity. These rulings are largely situational or niche in scope and generally not applicable in situations outside of the specifics outline in the ruling. They may additionally be superseded by later rulings. You should only use these as references for ban appeals or admin complaints.&lt;br /&gt;
&lt;br /&gt;
=Lavaland Rules=&lt;br /&gt;
&lt;br /&gt;
Follow the flavour text you receive upon spawning to the best of your abilities. Unlike the rest of the rules, these roles are very much defined and guided by roleplay rather than a system of &amp;quot;valid&amp;quot; or &amp;quot;not valid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Your life is cheap though, and escalation rules are greatly relaxed both for you and any crewmembers interacting with you.&lt;br /&gt;
&lt;br /&gt;
In other words: [https://www.youtube.com/watch?v=N3472Q6kvg0 https://www.youtube.com/watch?v=N3472Q6kvg0]&lt;br /&gt;
&lt;br /&gt;
= Discord Rules =&lt;br /&gt;
&lt;br /&gt;
[[Discord_Rules|Linked here]] is a copy of the rules from /tg/station13&#039;s Discord channel.&lt;br /&gt;
&lt;br /&gt;
= The Secret Rule =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For experienced users only. Don&#039;t quote these at admins. If you&#039;re in a position where you need to defend yourself using this, you&#039;ve done something wrong. This is about the personal freedom and responsibility an experienced player will have when they have the interests of others first.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a game that allows a lot of potential for great things to happen, and naturally the rules restrict a lot of that to ensure the minority don&#039;t ruin every round for everyone else. If you push the limits in the pursuit of something interesting for reasons other than your own personal entertainment, breaking the rules may be excused to allow for that freedom. This will always be at the admin&#039;s discretion of course, but if you want a large amount of freedom to make great things happen, you&#039;ll have to take on the responsibility for them. You won&#039;t be faulted if they go wrong in ways beyond your control, but this is a difficult line to tread so use it well. It&#039;s almost always better to consult an admin on this as they are more equipped to taking on that responsibility.&lt;br /&gt;
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Everyone has a license to grief to a very limited extent. You can likely get away with borderline antagonistic behaviour (Never random murder, but stealing from the brig and triggering a manhunt, for example) occasionally, but it&#039;s when this becomes a frequent occurrence that people get frustrated and admins start to get involved.&lt;br /&gt;
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Admins may handwave even severely antagonistic or rulebreaking behaviour if they believe it was ultimately beneficial, hilarious or awesome to the round. (F R E E D R O N E)&lt;br /&gt;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qqw</name></author>
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