Химик

Материал из SS220 /tg/station13 (Space Station 13)
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MEDICAL
Chemist.png Chemist action.png
Химик
Руководители: Chief Medical Officer
Сложность: Средняя
Обязанности: Снабжайте научный отдел химикатами, делайте медикаменты и менее приятные субстанции в комфорте полностью армированного помещения
Руководства: Guide to chemistry, Chemical recipes, Guide to Ghetto Chemistry, Grenade, Guide to Plumbing
Доступ: Medbay, Chemistry Lab, Morgue, Mineral Storage
Дополнительный доступ: Genetics, Operating Theatre, Virology

Цитата: Просто для ясности, мне не следует давать клоуну смазку, верно?


Вы начинаете в Медицинском отделе. Вы возитесь со всеми видами химикатов. Именно. Некоторое время вы можете делать всё, что захотите... большую часть раунда, а также приготовить стафф, чтобы побегать от щиткурити или разобраться с синдисуками, постоянно врывающимися в вашу лабораторию. Убедись что ученые снабжены кислотой, и держи свой нос подальше от космических наркотиков!

Минимальные требования: Заполните холодильник полезными препаратами, прежде чем отправиться в свое собственное химическое приключение. Предоставляй ботаникам нестабильный мутаген (unstable mutagen) когда они этого попросят, и не давай клоуну смазку!

Medbay
The chemical research lab is located in Medbay. It provides enough work space for two people


Достижение результата

Химики по своей природе подозрительные личности. У них огромное количество инструментов, чтобы вламываться туда, куда они пожелают, и/или убивать людей всевозможными ужасающими и бесчеловечными способами. Простой способ рассеять это подозрение — планируете ли вы сделать что-то подозрительное или нет — сделайте себя полезным для станции в начале смены. В любом несчастном случае, скорее всего, обвинят вашего коллегу, если он у вас есть.

Ваши инструменты

Dispenser.png Chem Dispenser превращает электрическую энергию в различные основные химические вещества, с помощью магии науки. Сохраняйте его ценой своей жизни. Если в нем закончилась энергия, вы можете разобрать раздатчик с использованием отвертки и лома и пересобрать его путем кладя туда электронную схему и потом все остальные штуки обратно, но используя полную батарейкуPower cell.png вместо старой. После закрутите отверткой чтобы закончить (или попросите Исследовательский отдел улучшить его). Также вы можете зарядить его посредством inducer Inducer.png.
Nduct n w.png На некоторых картах хим. раздатчик может быть заменён благодаря системе которую называют промышленная синтезациия.
Chemmaster.gif ChemMaster 3000 может волшебным образом разделять химические вещества, а также имеет возможность производить неограниченное количество таблеток по 50 единиц, пластырей по 40 единиц и бутылочек по 30 единиц.
Blender.png Reagent Grinder идентичный тому что находиться у повара. Его можно использовать для извлечения химических реагентов из продуктов которые получили шахтеры, повары и ботаники.
Chemheater.png Chemical Heater важен для приготовления многих рецептов, требующих смешивания при высоких температурах.
Pillsbox.png Внутри шкафчика химика вы найдете коробки с упаковками для таблоеток на некоторых картах. Они могут быть заполнены таблетками для экономии места в инвентаре. Pillbottle.png
Writingbox.png На некоторых картах также есть медицинские спреи в том же шкафчике. Они могут быть заполнены химикатами с помощью ChemMaster. Они работают как пластыри и обеспечивают оптимальный способ применения лекарства.Medicalspray.png
Handlabeller.png Это на столе ручной этикетировщик. Его можно использовать для маркировки пробирок, бутылочек с таблетками, гранат и многого другого. Таблетки и пластыри вместо этого помечены ChemMaster.

Being helpful

These are some suggested things you can make. Just remember you can't be certain that these things will actually be used, so if you wish you can choose hold off on most things until you receive requests. Also, if you are using a map with the plumbing system instead of a chem dispenser you may want to focus on mass producing a select few things instead of a bit of everything.

Roundstart

If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them. These suggestions were written with an available chem dispenser in mind.

  • For yourself:
    • Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
    • Bring a few plastic sheets to the medical techfab, and you should be able to print a few 120u XL-beakers.
    • Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either a fridge, a pile somewhere (click-drag bag to floor) or to just carry them around. It's your choice.
    • Optionally, grab a syringe gun, vend a couple of syringes from a NanoMed Plus Vendmed.gif and make a chemical for self-defense to fill them with, such as Chloral Hydrate. You do not have to do this. Also see Arming thyself.
  • Suggested basic chems (in order of urgency):
  • Suggested intermediate chems:
    • 40u synthflesh patches. Heals both brute and burn even on corpses, but deals toxin damage. If you want to mass produce something, this is a good choice.
    • 10u neurine pills. This heals basic traumas.
    • 5u oculine pills. Heals eyes.
    • 5u Inacusiate pills. Heals ears.
    • 0.5u mutadone pills. Instantly removes mutations.
    • 60u libital medical gel (there's empty gel cans in the chemistry locker.) Heals brute.
    • 60u aiuri medical gel. Heals burn.
    • 20u syriniver + 80u anything else in Intravenous Medicine Bags. Heals toxins.

Other things you may want to do

  • During a disease outbreak, if the cure is something you can produce then make pills of it. Curing can take a random time so aim for pills at least 5u big. If the virologist comes in with a vaccine, then make 0.1u vaccine pills instead. Read more about common cures under here. You can also make the vaccine yourself at the holodeck Emergency Medical program, if you have time.
  • You can go over to cargo and use the public console to receive a bounty to make.
  • Botany can use saltpetre to quickly optimize plant stats, diethylamine/ammonia as fertilizers and a dropper for precise mutations.
  • Xenobiology can use radium to make various mutation toxins.
  • The Virologist sometimes want more synaptizine to make new and exciting diseases.
  • Geneticists can benefit from a supply of potassium iodide or to treat radiation levels in themselves and their subjects.
  • The Janitor might want you to refill his space cleaner bottle.
  • You can help the Chef replenish the supply of sugar.
  • The Bartender might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
  • The Warden might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
  • Grind up snacks to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
  • In the event of a rogue Hulk from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
  • In the case of a rogue AI, various people will want thermite in order to break through reinforced walls.
  • Rogue AIs in particular go down with a combination of thermite and EMP grenades.
  • Enable the reagent scanner on your PDA and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
  • You aren't far from the medbay lobby or the cryogenics, so if there are no Medical Doctors around, feel free to grab a health analyzer and start treating patients.
  • The Clown will often request space lube. When this happens you have choice. The recommended choice is to NOT give lube to the clown. Barbers Aid can be used as a prankworthy substitute.

Arming thyself

  • Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with Chloral Hydrate or worse.
  • Later in the round, if you've been nice to R&D, and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the medical techfab. This can hold six syringes at once.
  • A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.
  • You have all the tools you need to make grenades.

Grenades

As a chemist you have the tools you need to craft chemical grenades. See the grenade guide to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either smoke or foam containing other chemicals. To learn the differences between smoke and foam, see Smoke vs foam vs others.

Pills and Patches

Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under Reagent Delivery.

Tips

  • If there are no chemistry bags available, you can use wirecutters Wirecutters.png on two bedsheets, activate the resulting cloth in your hand and craft one.
  • The effects of chloral hydrate don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out.
  • The effects of different chemicals stack, as they are all processed individually at the same time.
  • Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a synthflesh smoke grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric acid smoke grenade to make everyone's stuff start melting and deal absolutely decent amounts of damage.
  • Grenades are great for everything. Experiment!
  • If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
  • Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
  • You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.
  • Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is magically cleaned and the janitor infuriated.

Tips for Antagonizing

  • Some chemicals deal absolutely amazing damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
  • You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
  • Sulfonal is chloral hydrate, but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and cyanide into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
  • If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are absolutely fucking insane nice, they'll give you a tool which can hold 300 units of any chemical. You can start cackling now.
  • Make a foam grenade with fluorosulfuric, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
  • Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will mess up anyone hit with it.
  • If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
  • If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
  • If researched, you can print piercing syringes from the medical techfab. These can hold 10u and will penetrate hardsuits.
  • Later you can print bluespace syringes from the medical techfab, which can hold 60u. These cannot be put into syringe guns, however.
  • Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
  • "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
  • You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
  • Traitors can buy a poison kit. This box contains ten bottles of horrible poisons that are also very effective in killing people.
  • Sleepy pens can be refilled with 45u of any chemicals and inject instantly with only a small notification. You can do a LOT with this.

Chemical-X

Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a traitor chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "hellfoam" and "hellsmoke" mixes.

If you want to make something grand and spectacular though, consider crafting and learning how to use a chemical payload.

Должности на SS220 /tg/station

Jobstemp.png

Командование Капитан, Глава персонала, Глава службы безопасности, Главный инженер, Директор исследований, Главный врач
Служба Безопасности Офицер службы безопасности, Смотритель, Детектив
Инженерный отдел Станционный инженер, Атмосферный техник
Научный отдел Генетик, Ученый, Робототехник
Медицинский отдел Врач, Парамедик, Химик, Вирусолог
Сервис Уборщик, Бармен, Повар, Ботаник, Клоун, Мим, Священник, Куратор, Ассистент, Адвокат, Психолог, Заключённый
Снабжение Квартирмейстер, Грузчик, Шахтер
Синтетики ИИ, Киборг, Позитронный мозг, Дрон, Персональный ИИ, Конструкт, Воображаемый друг, Раздвоение личности, Призрак
Антагонисты Предатель, Сбойный ИИ, Генокрад, Ядерный оперативник, Кровавый культист, Еретик, Революционер, Маг, Семья, Блоб, Абдуктор, Голопаразит, Ксеноморф, Пауки, Свармеры, Ревенант, Морф, Кошмар, Космический ниндзя, Демон резни, Пират, Разумная болезнь, Одержимый, Беглец, Охотники, Космический дракон, Элитные мобы, Разумная слизь, Крысиный король
Специальные Офицер центрального командования, Офицер отряда смерти, Офицер отряда быстрого реагирования, Хроно-легионер, Горец, Иан, Лаваленд Роли