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	<updated>2026-04-07T12:28:32Z</updated>
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	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40416</id>
		<title>Outdated: Rework: Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40416"/>
		<updated>2026-04-04T09:19:48Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Standard_Operating_Procedure|Standard Operating Procedure]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Foreword: The Captain===&lt;br /&gt;
The Captain of a vessel holds certain privileges as outlined in Marine Law. Additionally, they may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned. This privilege is not extended to anyone taking up command in the Captains absence.&lt;br /&gt;
&lt;br /&gt;
===General Regulations===&lt;br /&gt;
====Rules of Engagement====&lt;br /&gt;
The following are the standard rules of engagement. They may be modified by Command as necessary in accordance to AO developments.&lt;br /&gt;
*Any potentially useful equipment found in the AO such as weapons or tools may be requisitioned for military use.&lt;br /&gt;
*Buildings and obstacles within the AO may be constructed or deconstructed in accordance with strategic or tactical directives. Use of plastic explosives is authorized for demolitions.&lt;br /&gt;
*Wildlife is not to be needlessly hunted if passive. Any hostile wildlife or wildlife that approaches the perimeter of FOBs, supply lines or compromises the personal space of marines or their formation may be shot on sight.&lt;br /&gt;
*Humans that are not overtly hostiles are to be halted and their intentions uncovered. Survivors are to be debriefed, and recovered if possible. Other military or paramilitary entities may be allowed to continue their operations if they prove beneficial or indifferent to USCM interests. Use of force is authorized to disable non-compliant personnel. Hostile personnel may be killed on sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
====Standard issue equipment====&lt;br /&gt;
Standard issue equipment is defined as any military uniform, armor, weapon or accessory personnel may find in their crew locker, as well as those they emerge from cryosleep with and any equipment normally available for issue by the Requisitions Department.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Commanding Officer may issue special equipment on a case by case basis, such as special headsets for ease of communications or special weaponry for certain marines or squads so long as it does not contradict Marine Law. Alcohol may be stored in the Officer’s Mess, Commanding Officer’s Mess and Commanding Officer’s Quarters.&lt;br /&gt;
&lt;br /&gt;
====Uniform Regulations====&lt;br /&gt;
USCM and USCM-affiliated personnel are required to be wearing appropriate clothing during operations. Deploying marines and MPs should be wearing their uniform, boots, and armor at a minimum. Other crew must wear their uniform and assigned footwear. Headwear, if any is worn, must be your properly assigned headgear or one of the standard issue USCM headgear.&lt;br /&gt;
&lt;br /&gt;
====Equipment Handling Procedure====&lt;br /&gt;
Aboard the ship, weapons must remain holstered when not in use. Under normal circumstances, weapons may only be fired in the firing range. Weaponry may not be left unattended unless it is properly secured in spaces intended for it (weapon racks, gun cabinets, etc.). &lt;br /&gt;
Medicines may not be left out in the open. All pills must be contained within properly labeled pill bottles, and syringes, autoinjectors, surgery tools and other medical devices must be placed within their designated containers (surgery trays, medical bags etc.)&lt;br /&gt;
&lt;br /&gt;
====Authorised Weapons====&lt;br /&gt;
*Code Green - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals and sidearms only) and commissioned officers and Cargo Technicians (sidearms).&lt;br /&gt;
*Code Blue - All crew are authorized pistols. Military Police may carry any lethal weapons.&lt;br /&gt;
*Code Red - No Weapon Restrictions&lt;br /&gt;
*Code Delta - Normally happens when one of the Dropships crashes on the Almayer. You are authorized to use &#039;&#039;&#039;ANY&#039;&#039;&#039; kind of weaponry. The acting Commanding Officer may order a general Evacuation, Self Destruction of the ship, or hold the Almayer.&lt;br /&gt;
Exception: Firearm use and possession is allowed if you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.&lt;br /&gt;
&lt;br /&gt;
===Ship modifications===&lt;br /&gt;
Under normal circumstances, the ship may only be modified either on the CO’s order or with the permission of the Chief Engineer, Executive Officer, and if the modification affects a department, the head of the department in question. Should the ship come under attack, all personnel are authorized to make emergency defensive modifications regardless of permissions granted.&lt;br /&gt;
&lt;br /&gt;
===Department Standard Operating Procedure===&lt;br /&gt;
====Medical====&lt;br /&gt;
The Chief Medical Officer has final say over the medbay and medical procedures on board the Almayer, except when overridden by the Commanding Officer or Executive Officer. They may authorize or prohibit experiments at their discretion, set medbay procedure and fire or hire civilians working in their department. When in medbay all combat marines are required to listen to and obey the orders of the CMO.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, any medical personnel is to either get to the escape pods and evacuate the ship, or hold in safe locations with marines, to provide medical support for the wounded troops.&lt;br /&gt;
&lt;br /&gt;
====Requisitions====&lt;br /&gt;
The Requisitions Officer has control over the requisitions bay and the right to decline service to any member of the crew, including other officers. No equipment may be taken from the Requisitions Bay by non-requisitions personnel without the RO’s approval. His decisions on such matters may only be overridden by the Commanding Officer or Executive Officer.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, the Requisitions Department are to follow the Command orders. All Requisitions personnel are to join standard marines in either holding the Almayer or Evacuate the ship as well as getting Civilian personnel into safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
The Commanding Officer has final say on law enforcement in his operational area as outlined in Marine Law. It is the duty of the Chief MP to ensure procedure is observed and the law is carried out in a just manner. Should the Chief MP believe the Commanding Officer is abusing his position, he must contact High Command for permission to relieve him.&lt;br /&gt;
&lt;br /&gt;
MPs have a duty to enforce Marine Law and ensure order is maintained, and breaking Marine Law would incur in neglect of duty charges. To this end, other members of crew may not interfere with their actions when enforcing the law, such as barring them from entering an area if they have reason to be there. However, when ordered to, MPs must leave sensitive areas such as Operation Theatres unless performing an arrest. Additionally, MPs have a duty to keep the ship and shipside crew safe. In such matters, they must obey the orders of officers in accordance to their position within the ship.&lt;br /&gt;
&lt;br /&gt;
===Third Party Personnel===&lt;br /&gt;
Marines are encouraged to peacefully recover any third party personnel found in an area of operations and offer them refuge within their ship. All personnel recovered from a combat zone must be searched on arrival and their weapons and unauthorized items secured within the Brig. They may keep their clothes and tools, provided they are not used for criminal purposes. They must also be provided with adequate medical care and sustenance. Civilian personnel recovered may be given a temporary junior position in a department should their qualifications allow for it as outlined in Employment procedure, but may not be conscripted into the USCM on-site.&lt;br /&gt;
&lt;br /&gt;
Third Party Military or Paramilitary forces may be allowed to keep their weaponry, provided their presence is beneficial to the operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Employment Regulations===&lt;br /&gt;
====Demotion and Termination Procedure====&lt;br /&gt;
For crimes with the punishment of demotion or termination, or at the CO’s behest under the General Article provision, USCM affiliated personnel may be demoted to a more junior position within their department (or into the Operations department in the XO’s case). Should that position not exist, or the crime committed allow for termination, that person’s employment with the USCM may be terminated instead, allowing them access only to the common areas of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Employment Procedure====&lt;br /&gt;
Personnel recovered from the Area of Operations may be temporarily employed in the Requisitions, Engineering or Medical department according to their skills. Employed personnel must be given an ID identifying them as department civilian workers and given access to their work area. Employed personnel are given a junior position and must obey the orders of all Almayer personnel assigned to that department.&lt;br /&gt;
&lt;br /&gt;
====Restricted Areas and Access Modification====&lt;br /&gt;
Personnel may only legally access areas their ID grants them passage to, unless someone responsible for the area allows them entry. The Commanding Officer may restrict anyone from accessing any area of the ship. Heads of Staff may evict anyone from their departments except the CO and the XO.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer may modify the access afforded to any person’s ID card at will. The Executive Officer may modify access to the non-departmental areas of the ship and the CIC, but must confirm with the Head of the respective department in order to grant a third person access to that department. All-access should not be handled outside of exceptional circumstances. During emergencies, officers may modify their own access if required.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40415</id>
		<title>Outdated: Rework: Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40415"/>
		<updated>2026-04-04T09:17:34Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: changes header size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Standard_Operating_Procedure|Standard Operating Procedure]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Foreword: The Captain===&lt;br /&gt;
The Captain of a vessel holds certain privileges as outlined in Marine Law. Additionally, they may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned. This privilege is not extended to anyone taking up command in the Captains absence.&lt;br /&gt;
&lt;br /&gt;
===General Regulations===&lt;br /&gt;
====Rules of Engagement====&lt;br /&gt;
The following are the standard rules of engagement. They may be modified by Command as necessary in accordance to AO developments.&lt;br /&gt;
*Any potentially useful equipment found in the AO such as weapons or tools may be requisitioned for military use.&lt;br /&gt;
*Buildings and obstacles within the AO may be constructed or deconstructed in accordance with strategic or tactical directives. Use of plastic explosives is authorized for demolitions.&lt;br /&gt;
*Wildlife is not to be needlessly hunted if passive. Any hostile wildlife or wildlife that approaches the perimeter of FOBs, supply lines or compromises the personal space of marines or their formation may be shot on sight.&lt;br /&gt;
*Humans that are not overtly hostiles are to be halted and their intentions uncovered. Survivors are to be debriefed, and recovered if possible. Other military or paramilitary entities may be allowed to continue their operations if they prove beneficial or indifferent to USCM interests. Use of force is authorized to disable non-compliant personnel. Hostile personnel may be killed on sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
====Standard issue equipment====&lt;br /&gt;
Standard issue equipment is defined as any military uniform, armor, weapon or accessory personnel may find in their crew locker, as well as those they emerge from cryosleep with and any equipment normally available for issue by the Requisitions Department.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Commanding Officer may issue special equipment on a case by case basis, such as special headsets for ease of communications or special weaponry for certain marines or squads so long as it does not contradict Marine Law. Alcohol may be stored in the Officer’s Mess, Commanding Officer’s Mess and Commanding Officer’s Quarters.&lt;br /&gt;
&lt;br /&gt;
====Uniform Regulations====&lt;br /&gt;
USCM and USCM-affiliated personnel are required to be wearing appropriate clothing during operations. Deploying marines and MPs should be wearing their uniform, boots, and armor at a minimum. Other crew must wear their uniform and assigned footwear. Headwear, if any is worn, must be your properly assigned headgear or one of the standard issue USCM headgear.&lt;br /&gt;
&lt;br /&gt;
====Equipment Handling Procedure====&lt;br /&gt;
Aboard the ship, weapons must remain holstered when not in use. Under normal circumstances, weapons may only be fired in the firing range. Weaponry may not be left unattended unless it is properly secured in spaces intended for it (weapon racks, gun cabinets, etc.). &lt;br /&gt;
Medicines may not be left out in the open. All pills must be contained within properly labeled pill bottles, and syringes, autoinjectors, surgery tools and other medical devices must be placed within their designated containers (surgery trays, medical bags etc.)&lt;br /&gt;
&lt;br /&gt;
====Authorised Weapons====&lt;br /&gt;
*Code Green - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals and sidearms only) and commissioned officers and Cargo Technicians (sidearms).&lt;br /&gt;
*Code Blue - All crew are authorized pistols. Military Police may carry any lethal weapons.&lt;br /&gt;
*Code Red - No Weapon Restrictions&lt;br /&gt;
*Code Delta - Normally happens when one of the Dropships crashes on the Almayer. You are authorized to use &#039;&#039;&#039;ANY&#039;&#039;&#039; kind of weaponry. The acting Commanding Officer may order a general Evacuation, Self Destruction of the ship, or hold the Almayer.&lt;br /&gt;
Exception: Firearm use and possession is allowed if you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.&lt;br /&gt;
&lt;br /&gt;
===Ship modifications===&lt;br /&gt;
Under normal circumstances, the ship may only be modified either on the CO’s order or with the permission of the Chief Engineer, Executive Officer, and if the modification affects a department, the head of the department in question. Should the ship come under attack, all personnel are authorized to make emergency defensive modifications regardless of permissions granted.&lt;br /&gt;
&lt;br /&gt;
===Department SOP===&lt;br /&gt;
====Medical====&lt;br /&gt;
The Chief Medical Officer has final say over the medbay and medical procedures on board the Almayer, except when overridden by the Commanding Officer or Executive Officer. They may authorize or prohibit experiments at their discretion, set medbay procedure and fire or hire civilians working in their department. When in medbay all combat marines are required to listen to and obey the orders of the CMO.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, any medical personnel is to either get to the escape pods and evacuate the ship, or hold in safe locations with marines, to provide medical support for the wounded troops.&lt;br /&gt;
&lt;br /&gt;
====Requisitions====&lt;br /&gt;
The Requisitions Officer has control over the requisitions bay and the right to decline service to any member of the crew, including other officers. No equipment may be taken from the Requisitions Bay by non-requisitions personnel without the RO’s approval. His decisions on such matters may only be overridden by the Commanding Officer or Executive Officer.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, the Requisitions Department are to follow the Command orders. All Requisitions personnel are to join standard marines in either holding the Almayer or Evacuate the ship as well as getting Civilian personnel into safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
====Security====&lt;br /&gt;
The Commanding Officer has final say on law enforcement in his operational area as outlined in Marine Law. It is the duty of the Chief MP to ensure procedure is observed and the law is carried out in a just manner. Should the Chief MP believe the Commanding Officer is abusing his position, he must contact High Command for permission to relieve him.&lt;br /&gt;
&lt;br /&gt;
MPs have a duty to enforce Marine Law and ensure order is maintained, and breaking Marine Law would incur in neglect of duty charges. To this end, other members of crew may not interfere with their actions when enforcing the law, such as barring them from entering an area if they have reason to be there. However, when ordered to, MPs must leave sensitive areas such as Operation Theatres unless performing an arrest. Additionally, MPs have a duty to keep the ship and shipside crew safe. In such matters, they must obey the orders of officers in accordance to their position within the ship.&lt;br /&gt;
&lt;br /&gt;
===Third Party Personnel===&lt;br /&gt;
Marines are encouraged to peacefully recover any third party personnel found in an area of operations and offer them refuge within their ship. All personnel recovered from a combat zone must be searched on arrival and their weapons and unauthorized items secured within the Brig. They may keep their clothes and tools, provided they are not used for criminal purposes. They must also be provided with adequate medical care and sustenance. Civilian personnel recovered may be given a temporary junior position in a department should their qualifications allow for it as outlined in Employment procedure, but may not be conscripted into the USCM on-site.&lt;br /&gt;
&lt;br /&gt;
Third Party Military or Paramilitary forces may be allowed to keep their weaponry, provided their presence is beneficial to the operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Employment Regulations===&lt;br /&gt;
====Demotion and Termination Procedure====&lt;br /&gt;
For crimes with the punishment of demotion or termination, or at the CO’s behest under the General Article provision, USCM affiliated personnel may be demoted to a more junior position within their department (or into the Operations department in the XO’s case). Should that position not exist, or the crime committed allow for termination, that person’s employment with the USCM may be terminated instead, allowing them access only to the common areas of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Employment Procedure====&lt;br /&gt;
Personnel recovered from the Area of Operations may be temporarily employed in the Requisitions, Engineering or Medical department according to their skills. Employed personnel must be given an ID identifying them as department civilian workers and given access to their work area. Employed personnel are given a junior position and must obey the orders of all Almayer personnel assigned to that department.&lt;br /&gt;
&lt;br /&gt;
====Restricted Areas and Access Modification====&lt;br /&gt;
Personnel may only legally access areas their ID grants them passage to, unless someone responsible for the area allows them entry. The Commanding Officer may restrict anyone from accessing any area of the ship. Heads of Staff may evict anyone from their departments except the CO and the XO.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer may modify the access afforded to any person’s ID card at will. The Executive Officer may modify access to the non-departmental areas of the ship and the CIC, but must confirm with the Head of the respective department in order to grant a third person access to that department. All-access should not be handled outside of exceptional circumstances. During emergencies, officers may modify their own access if required.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40412</id>
		<title>Outdated: Rework: Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40412"/>
		<updated>2026-04-03T13:25:48Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: HungerJames moved page Sop rework to Outdated: Rework: Standard Operating Procedure: Prevents this page from being the first result when searching &amp;quot;sop&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Standard_Operating_Procedure|Standard Operating Procedure]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Foreword: The Captain==&lt;br /&gt;
The Captain of a vessel holds certain privileges as outlined in Marine Law. Additionally, they may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned. This privilege is not extended to anyone taking up command in the Captains absence.&lt;br /&gt;
&lt;br /&gt;
==General Regulations==&lt;br /&gt;
===Rules of Engagement===&lt;br /&gt;
The following are the standard rules of engagement. They may be modified by Command as necessary in accordance to AO developments.&lt;br /&gt;
*Any potentially useful equipment found in the AO such as weapons or tools may be requisitioned for military use.&lt;br /&gt;
*Buildings and obstacles within the AO may be constructed or deconstructed in accordance with strategic or tactical directives. Use of plastic explosives is authorized for demolitions.&lt;br /&gt;
*Wildlife is not to be needlessly hunted if passive. Any hostile wildlife or wildlife that approaches the perimeter of FOBs, supply lines or compromises the personal space of marines or their formation may be shot on sight.&lt;br /&gt;
*Humans that are not overtly hostiles are to be halted and their intentions uncovered. Survivors are to be debriefed, and recovered if possible. Other military or paramilitary entities may be allowed to continue their operations if they prove beneficial or indifferent to USCM interests. Use of force is authorized to disable non-compliant personnel. Hostile personnel may be killed on sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Standard issue equipment===&lt;br /&gt;
Standard issue equipment is defined as any military uniform, armor, weapon or accessory personnel may find in their crew locker, as well as those they emerge from cryosleep with and any equipment normally available for issue by the Requisitions Department.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Commanding Officer may issue special equipment on a case by case basis, such as special headsets for ease of communications or special weaponry for certain marines or squads so long as it does not contradict Marine Law. Alcohol may be stored in the Officer’s Mess, Commanding Officer’s Mess and Commanding Officer’s Quarters.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
USCM and USCM-affiliated personnel are required to be wearing appropriate clothing during operations. Deploying marines and MPs should be wearing their uniform, boots, and armor at a minimum. Other crew must wear their uniform and assigned footwear. Headwear, if any is worn, must be your properly assigned headgear or one of the standard issue USCM headgear.&lt;br /&gt;
&lt;br /&gt;
===Equipment Handling Procedure===&lt;br /&gt;
Aboard the ship, weapons must remain holstered when not in use. Under normal circumstances, weapons may only be fired in the firing range. Weaponry may not be left unattended unless it is properly secured in spaces intended for it (weapon racks, gun cabinets, etc.). &lt;br /&gt;
Medicines may not be left out in the open. All pills must be contained within properly labeled pill bottles, and syringes, autoinjectors, surgery tools and other medical devices must be placed within their designated containers (surgery trays, medical bags etc.)&lt;br /&gt;
&lt;br /&gt;
===Authorised Weapons===&lt;br /&gt;
*Code Green - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals and sidearms only) and commissioned officers and Cargo Technicians (sidearms).&lt;br /&gt;
*Code Blue - All crew are authorized pistols. Military Police may carry any lethal weapons.&lt;br /&gt;
*Code Red - No Weapon Restrictions&lt;br /&gt;
*Code Delta - Normally happens when one of the Dropships crashes on the Almayer. You are authorized to use &#039;&#039;&#039;ANY&#039;&#039;&#039; kind of weaponry. The acting Commanding Officer may order a general Evacuation, Self Destruction of the ship, or hold the Almayer.&lt;br /&gt;
Exception: Firearm use and possession is allowed if you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.&lt;br /&gt;
&lt;br /&gt;
==Ship modifications==&lt;br /&gt;
Under normal circumstances, the ship may only be modified either on the CO’s order or with the permission of the Chief Engineer, Executive Officer, and if the modification affects a department, the head of the department in question. Should the ship come under attack, all personnel are authorized to make emergency defensive modifications regardless of permissions granted.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===Medical===&lt;br /&gt;
The Chief Medical Officer has final say over the medbay and medical procedures on board the Almayer, except when overridden by the Commanding Officer or Executive Officer. They may authorize or prohibit experiments at their discretion, set medbay procedure and fire or hire civilians working in their department. When in medbay all combat marines are required to listen to and obey the orders of the CMO.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, any medical personnel is to either get to the escape pods and evacuate the ship, or hold in safe locations with marines, to provide medical support for the wounded troops.&lt;br /&gt;
&lt;br /&gt;
===Requisitions===&lt;br /&gt;
The Requisitions Officer has control over the requisitions bay and the right to decline service to any member of the crew, including other officers. No equipment may be taken from the Requisitions Bay by non-requisitions personnel without the RO’s approval. His decisions on such matters may only be overridden by the Commanding Officer or Executive Officer.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, the Requisitions Department are to follow the Command orders. All Requisitions personnel are to join standard marines in either holding the Almayer or Evacuate the ship as well as getting Civilian personnel into safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Commanding Officer has final say on law enforcement in his operational area as outlined in Marine Law. It is the duty of the Chief MP to ensure procedure is observed and the law is carried out in a just manner. Should the Chief MP believe the Commanding Officer is abusing his position, he must contact High Command for permission to relieve him.&lt;br /&gt;
&lt;br /&gt;
MPs have a duty to enforce Marine Law and ensure order is maintained, and breaking Marine Law would incur in neglect of duty charges. To this end, other members of crew may not interfere with their actions when enforcing the law, such as barring them from entering an area if they have reason to be there. However, when ordered to, MPs must leave sensitive areas such as Operation Theatres unless performing an arrest. Additionally, MPs have a duty to keep the ship and shipside crew safe. In such matters, they must obey the orders of officers in accordance to their position within the ship.&lt;br /&gt;
&lt;br /&gt;
==Third Party Personnel==&lt;br /&gt;
Marines are encouraged to peacefully recover any third party personnel found in an area of operations and offer them refuge within their ship. All personnel recovered from a combat zone must be searched on arrival and their weapons and unauthorized items secured within the Brig. They may keep their clothes and tools, provided they are not used for criminal purposes. They must also be provided with adequate medical care and sustenance. Civilian personnel recovered may be given a temporary junior position in a department should their qualifications allow for it as outlined in Employment procedure, but may not be conscripted into the USCM on-site.&lt;br /&gt;
&lt;br /&gt;
Third Party Military or Paramilitary forces may be allowed to keep their weaponry, provided their presence is beneficial to the operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Employment Regulations==&lt;br /&gt;
===Demotion and Termination Procedure===&lt;br /&gt;
For crimes with the punishment of demotion or termination, or at the CO’s behest under the General Article provision, USCM affiliated personnel may be demoted to a more junior position within their department (or into the Operations department in the XO’s case). Should that position not exist, or the crime committed allow for termination, that person’s employment with the USCM may be terminated instead, allowing them access only to the common areas of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Employment Procedure===&lt;br /&gt;
Personnel recovered from the Area of Operations may be temporarily employed in the Requisitions, Engineering or Medical department according to their skills. Employed personnel must be given an ID identifying them as department civilian workers and given access to their work area. Employed personnel are given a junior position and must obey the orders of all Almayer personnel assigned to that department.&lt;br /&gt;
&lt;br /&gt;
===Restricted Areas and Access Modification===&lt;br /&gt;
Personnel may only legally access areas their ID grants them passage to, unless someone responsible for the area allows them entry. The Commanding Officer may restrict anyone from accessing any area of the ship. Heads of Staff may evict anyone from their departments except the CO and the XO.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer may modify the access afforded to any person’s ID card at will. The Executive Officer may modify access to the non-departmental areas of the ship and the CIC, but must confirm with the Head of the respective department in order to grant a third person access to that department. All-access should not be handled outside of exceptional circumstances. During emergencies, officers may modify their own access if required.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40411</id>
		<title>Outdated: Rework: Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Rework:_Standard_Operating_Procedure&amp;diff=40411"/>
		<updated>2026-04-03T13:24:40Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds an &amp;quot;outdated&amp;quot; warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Header&lt;br /&gt;
 |PrimaryColor = #ad8407&lt;br /&gt;
 |SecondaryColor = #ffffff00&lt;br /&gt;
 |HeaderContent = &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Outdated&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Image = Tech nuke.png&lt;br /&gt;
 |SubContent = This page/file has been designated as outdated. Refer to [[Standard_Operating_Procedure|Standard Operating Procedure]] for deconfliction, as this page is no longer maintained. To locate any other outdated pages/files head [[:Category:Outdated | here]].&lt;br /&gt;
 |Category1 = Outdated&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Foreword: The Captain==&lt;br /&gt;
The Captain of a vessel holds certain privileges as outlined in Marine Law. Additionally, they may reasonably alter General Regulations within Standard Operating Procedure so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any officer or MP may contact High Command to inquire about the legitimacy of such changes and request they be overturned. This privilege is not extended to anyone taking up command in the Captains absence.&lt;br /&gt;
&lt;br /&gt;
==General Regulations==&lt;br /&gt;
===Rules of Engagement===&lt;br /&gt;
The following are the standard rules of engagement. They may be modified by Command as necessary in accordance to AO developments.&lt;br /&gt;
*Any potentially useful equipment found in the AO such as weapons or tools may be requisitioned for military use.&lt;br /&gt;
*Buildings and obstacles within the AO may be constructed or deconstructed in accordance with strategic or tactical directives. Use of plastic explosives is authorized for demolitions.&lt;br /&gt;
*Wildlife is not to be needlessly hunted if passive. Any hostile wildlife or wildlife that approaches the perimeter of FOBs, supply lines or compromises the personal space of marines or their formation may be shot on sight.&lt;br /&gt;
*Humans that are not overtly hostiles are to be halted and their intentions uncovered. Survivors are to be debriefed, and recovered if possible. Other military or paramilitary entities may be allowed to continue their operations if they prove beneficial or indifferent to USCM interests. Use of force is authorized to disable non-compliant personnel. Hostile personnel may be killed on sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
===Standard issue equipment===&lt;br /&gt;
Standard issue equipment is defined as any military uniform, armor, weapon or accessory personnel may find in their crew locker, as well as those they emerge from cryosleep with and any equipment normally available for issue by the Requisitions Department.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Commanding Officer may issue special equipment on a case by case basis, such as special headsets for ease of communications or special weaponry for certain marines or squads so long as it does not contradict Marine Law. Alcohol may be stored in the Officer’s Mess, Commanding Officer’s Mess and Commanding Officer’s Quarters.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulations===&lt;br /&gt;
USCM and USCM-affiliated personnel are required to be wearing appropriate clothing during operations. Deploying marines and MPs should be wearing their uniform, boots, and armor at a minimum. Other crew must wear their uniform and assigned footwear. Headwear, if any is worn, must be your properly assigned headgear or one of the standard issue USCM headgear.&lt;br /&gt;
&lt;br /&gt;
===Equipment Handling Procedure===&lt;br /&gt;
Aboard the ship, weapons must remain holstered when not in use. Under normal circumstances, weapons may only be fired in the firing range. Weaponry may not be left unattended unless it is properly secured in spaces intended for it (weapon racks, gun cabinets, etc.). &lt;br /&gt;
Medicines may not be left out in the open. All pills must be contained within properly labeled pill bottles, and syringes, autoinjectors, surgery tools and other medical devices must be placed within their designated containers (surgery trays, medical bags etc.)&lt;br /&gt;
&lt;br /&gt;
===Authorised Weapons===&lt;br /&gt;
*Code Green - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions), security (non-lethals and sidearms only) and commissioned officers and Cargo Technicians (sidearms).&lt;br /&gt;
*Code Blue - All crew are authorized pistols. Military Police may carry any lethal weapons.&lt;br /&gt;
*Code Red - No Weapon Restrictions&lt;br /&gt;
*Code Delta - Normally happens when one of the Dropships crashes on the Almayer. You are authorized to use &#039;&#039;&#039;ANY&#039;&#039;&#039; kind of weaponry. The acting Commanding Officer may order a general Evacuation, Self Destruction of the ship, or hold the Almayer.&lt;br /&gt;
Exception: Firearm use and possession is allowed if you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.&lt;br /&gt;
&lt;br /&gt;
==Ship modifications==&lt;br /&gt;
Under normal circumstances, the ship may only be modified either on the CO’s order or with the permission of the Chief Engineer, Executive Officer, and if the modification affects a department, the head of the department in question. Should the ship come under attack, all personnel are authorized to make emergency defensive modifications regardless of permissions granted.&lt;br /&gt;
&lt;br /&gt;
==Department SOP==&lt;br /&gt;
===Medical===&lt;br /&gt;
The Chief Medical Officer has final say over the medbay and medical procedures on board the Almayer, except when overridden by the Commanding Officer or Executive Officer. They may authorize or prohibit experiments at their discretion, set medbay procedure and fire or hire civilians working in their department. When in medbay all combat marines are required to listen to and obey the orders of the CMO.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, any medical personnel is to either get to the escape pods and evacuate the ship, or hold in safe locations with marines, to provide medical support for the wounded troops.&lt;br /&gt;
&lt;br /&gt;
===Requisitions===&lt;br /&gt;
The Requisitions Officer has control over the requisitions bay and the right to decline service to any member of the crew, including other officers. No equipment may be taken from the Requisitions Bay by non-requisitions personnel without the RO’s approval. His decisions on such matters may only be overridden by the Commanding Officer or Executive Officer.&lt;br /&gt;
&lt;br /&gt;
During &#039;&#039;&#039;Delta Emergency Alerts&#039;&#039;&#039;, the Requisitions Department are to follow the Command orders. All Requisitions personnel are to join standard marines in either holding the Almayer or Evacuate the ship as well as getting Civilian personnel into safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Commanding Officer has final say on law enforcement in his operational area as outlined in Marine Law. It is the duty of the Chief MP to ensure procedure is observed and the law is carried out in a just manner. Should the Chief MP believe the Commanding Officer is abusing his position, he must contact High Command for permission to relieve him.&lt;br /&gt;
&lt;br /&gt;
MPs have a duty to enforce Marine Law and ensure order is maintained, and breaking Marine Law would incur in neglect of duty charges. To this end, other members of crew may not interfere with their actions when enforcing the law, such as barring them from entering an area if they have reason to be there. However, when ordered to, MPs must leave sensitive areas such as Operation Theatres unless performing an arrest. Additionally, MPs have a duty to keep the ship and shipside crew safe. In such matters, they must obey the orders of officers in accordance to their position within the ship.&lt;br /&gt;
&lt;br /&gt;
==Third Party Personnel==&lt;br /&gt;
Marines are encouraged to peacefully recover any third party personnel found in an area of operations and offer them refuge within their ship. All personnel recovered from a combat zone must be searched on arrival and their weapons and unauthorized items secured within the Brig. They may keep their clothes and tools, provided they are not used for criminal purposes. They must also be provided with adequate medical care and sustenance. Civilian personnel recovered may be given a temporary junior position in a department should their qualifications allow for it as outlined in Employment procedure, but may not be conscripted into the USCM on-site.&lt;br /&gt;
&lt;br /&gt;
Third Party Military or Paramilitary forces may be allowed to keep their weaponry, provided their presence is beneficial to the operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Employment Regulations==&lt;br /&gt;
===Demotion and Termination Procedure===&lt;br /&gt;
For crimes with the punishment of demotion or termination, or at the CO’s behest under the General Article provision, USCM affiliated personnel may be demoted to a more junior position within their department (or into the Operations department in the XO’s case). Should that position not exist, or the crime committed allow for termination, that person’s employment with the USCM may be terminated instead, allowing them access only to the common areas of the ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Employment Procedure===&lt;br /&gt;
Personnel recovered from the Area of Operations may be temporarily employed in the Requisitions, Engineering or Medical department according to their skills. Employed personnel must be given an ID identifying them as department civilian workers and given access to their work area. Employed personnel are given a junior position and must obey the orders of all Almayer personnel assigned to that department.&lt;br /&gt;
&lt;br /&gt;
===Restricted Areas and Access Modification===&lt;br /&gt;
Personnel may only legally access areas their ID grants them passage to, unless someone responsible for the area allows them entry. The Commanding Officer may restrict anyone from accessing any area of the ship. Heads of Staff may evict anyone from their departments except the CO and the XO.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer may modify the access afforded to any person’s ID card at will. The Executive Officer may modify access to the non-departmental areas of the ship and the CIC, but must confirm with the Head of the respective department in order to grant a third person access to that department. All-access should not be handled outside of exceptional circumstances. During emergencies, officers may modify their own access if required.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Abomination&amp;diff=40406</id>
		<title>Abomination</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Abomination&amp;diff=40406"/>
		<updated>2026-03-31T02:37:01Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Updates the predalien page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 4&lt;br /&gt;
|imagebgcolor = &lt;br /&gt;
|img = Predalien.png&lt;br /&gt;
|castetitle = Predalien&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Predalien Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = You are the ultimate hunter, listen to the queen and exterminate the headhunters and talls from your rightful hunting grounds.&lt;br /&gt;
|guides = No External Guides. &lt;br /&gt;
}}&lt;br /&gt;
==Overview==&lt;br /&gt;
You are the Predalien, considered the ultimate lifeform composed of the Yautja DNA with the Aliens DNA, creating a strong beast. Kill talls and headhunters to increase your total strength. Headhunters will do their best to terminate you, seeing you as an abomination of a creature, not worthy of life, show them they&#039;re wrong.&lt;br /&gt;
&lt;br /&gt;
You are the fruition of the hive&#039;s great work to both impregnate a headhunter, and manage to restrain it, this means you are something the hive will want to keep around, after all, if you die, all the work your hive did to make you will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/XenoStats|name=Predalien|health=650|armor= 30|plasma= N/A|plasma_regeneration= N/A|minimum_slash_damage=35|maximum_slash_damage=40|claw_strength=3|evasion=0|speed=1.8|explosion_resistance=0}}&lt;br /&gt;
== Playing a Predalien ==&lt;br /&gt;
*Uniquely your abilities &#039;&#039;&#039;do not&#039;&#039;&#039; cost plasma, in fact you have none.&lt;br /&gt;
*You are still a member of the alien hive, work together with them and listen to your queen.&lt;br /&gt;
*Predaliens start off rather flimsy, you are not immune to flames or heavy explosions and have low health. Rely on the tankier members of the hive to soak up damage while you secure kills and grow in strength. Remember, you deal increased damage to Yautja, and your abilities have increased effects on them. &lt;br /&gt;
*Your roar can be used to both bring Yautja out of their cloak as they fire at you as well as giving you and your allies a damage and speed boost, allowing you and other xenos to close in and cause severe damage and finish them off.&lt;br /&gt;
*Remember, with each kill you gain your damage will also increase, capping off at 10 kills. This means you start off weak, but as you gain kills you will become stronger. &lt;br /&gt;
*Feral Rush gives you increased speed for 3 seconds and armor for 6. This can be used to charge at marine with your 3 seconds speed, then start the windup for your AoE Feral Frenzy, finally retreat back to safety as your armor wears off.&lt;br /&gt;
*Single Target Feral Frenzy&#039;s root will prevent any target from fleeing from you. This can be used to secure a kill or a capture.&lt;br /&gt;
*You have the potential to deal massive damage, but until you rack up your kill counter, it is best to play it safe. You being alive is always better than risking your life for one extra kill.&lt;br /&gt;
*Roar is great to counter any headhunters that attack you, but it is also a strong buff to assist the hive in a push. It pairs very well with the Queen&#039;s screech.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!Abomination&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: You deal increased damage to [[hunters|headhunters]].&lt;br /&gt;
|-&lt;br /&gt;
!Trophy Hunting&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: For every kill you slash to death (ability kills &#039;&#039;&#039;do not count&#039;&#039;&#039;), you gain 2.5 slash damage, and permanently buff some of your abilities. This stacks up to 10 times for a maximum of an extra 25 slash damage. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Xenos heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Rush.png]]&amp;lt;br&amp;gt;Feral Rush&lt;br /&gt;
|Increases your armor by 10 points for 6 second and increases your speed by 0.8 (this is about a 20% speed increase) for 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 12 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roar.png]]&amp;lt;br&amp;gt;Roar&lt;br /&gt;
|Disables any motion detectors and cloaks near you. Grants 25 extra slash damage and 0.5 speed bonus (this is about a 13% speed bonus for you) to &#039;&#039;&#039;you&#039;&#039;&#039; and any friendly xenomorphs in range for 6 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 25 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Smash.png]]&amp;lt;br&amp;gt;Frenzy Smash&lt;br /&gt;
|Grabs somebody by the leg from up to 5 tiles away and smashes them to the ground. Deals 20 damage and this scales with your Trophy Hunter passive, 10 more damage per kill up to 120.&amp;lt;br&amp;gt;&lt;br /&gt;
Cooldown 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Feral_Frenzy.png]]&amp;lt;br&amp;gt;Feral Frenzy&lt;br /&gt;
|&#039;&#039;&#039;Single Target Mode:&#039;&#039;&#039; Root an adjacent target for 1 second, this prevents them from moving, but they can still use their hands. After a 1 second windup slice into your target dealing 25 damage (scales with your Trophy Hunter passive, 10 more damage per kill up to 110) and knock them down.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Area of Effect Mode:&#039;&#039;&#039; After a 2 second windup perform a massive strike to &#039;&#039;&#039;all&#039;&#039;&#039; enemies within 2 tiles dealing 15 damage (scales with your Trophy Hunter passive, 10 more damage per kill up to 115) and knocking them down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cooldown 15 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Gutting.png]]&amp;lt;br&amp;gt;Toggle Gutting Type&lt;br /&gt;
|Switches which Feral Frenzy type you will use.&lt;br /&gt;
|-&lt;br /&gt;
{{Tail_Stab}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Predalien Reminder==&lt;br /&gt;
Remember, headhunters will hate you and your existence, and will use every ability in their arsenal to end your existence, they might even work together with marines to kill you. Your abilities work better on headhunters, dealing increased damage to them. If you&#039;re being hit from an unknown source, use your roar, it might just be a pesky cloaked headhunter trying to kill you.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Roar.png&amp;diff=40404</id>
		<title>File:Roar.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Roar.png&amp;diff=40404"/>
		<updated>2026-03-31T01:22:59Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Predalien&amp;#039;s Roar Ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Predalien&#039;s Roar Ability&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Feral_Rush.png&amp;diff=40403</id>
		<title>File:Feral Rush.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Feral_Rush.png&amp;diff=40403"/>
		<updated>2026-03-31T01:22:48Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Predalien&amp;#039;s Feral Rush Ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Predalien&#039;s Feral Rush Ability&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Feral_Smash.png&amp;diff=40402</id>
		<title>File:Feral Smash.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Feral_Smash.png&amp;diff=40402"/>
		<updated>2026-03-31T01:22:36Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Predalien&amp;#039;s Feral Smash Ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Predalien&#039;s Feral Smash Ability&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Feral_Frenzy.png&amp;diff=40401</id>
		<title>File:Feral Frenzy.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Feral_Frenzy.png&amp;diff=40401"/>
		<updated>2026-03-31T01:22:18Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Predalien&amp;#039;s Feral Frenzy Ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Predalien&#039;s Feral Frenzy Ability&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Toggle_Gutting.png&amp;diff=40400</id>
		<title>File:Toggle Gutting.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Toggle_Gutting.png&amp;diff=40400"/>
		<updated>2026-03-31T01:21:34Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Predalien&amp;#039;s Toggle Gutting Ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Predalien&#039;s Toggle Gutting Ability&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=40399</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=40399"/>
		<updated>2026-03-29T21:14:10Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Updates floodlight repair section and adds light replacer steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = USCM_Squad_Engie.png&lt;br /&gt;
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = One hour as any squad role.&lt;br /&gt;
|duties = Set up defenses, babysit big guns, open doors and spam barbed wire.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.&amp;lt;br&amp;gt;Your squaddies will look to you when it comes to construction in the field of battle.}}&lt;br /&gt;
&#039;&#039;But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they&#039;ll come in handy.&#039;&#039;&lt;br /&gt;
―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, your main goals will be &#039;&#039;&#039;fixing power&#039;&#039;&#039;, &#039;&#039;&#039;getting through doors&#039;&#039;&#039;, and &#039;&#039;&#039;setting up fortifications for a FOB (Forward Operating Base)&#039;&#039;&#039; that&#039;ll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.&lt;br /&gt;
&lt;br /&gt;
=Combat Technician=&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have two different playstyles you can experiment with. One, as a FOB building and &#039;&#039;&#039;Utility Technician&#039;&#039;&#039;, who sets up defences and makes sure power is running. The second way to play technician is to be a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_technician_helmet.png|64px]]&amp;lt;BR&amp;gt;&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Technician Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue insulated marine tactical gloves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpack:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Technician_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue backpack worn by USCM technicians.&lt;br /&gt;
&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.  &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Technician_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician  Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavy duty chestrig used by some USCM technicians.&lt;br /&gt;
&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L44_M37A2_scabbard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L44 M37A2 Scabbard &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welderpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welderpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welderpack}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Weldersatchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welder-Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
{{G8-A General Utility Pouch}}&lt;br /&gt;
|-&lt;br /&gt;
{{M276 pattern ammo load rig}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_mortar_operator_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Const-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Designed to holster construction materials.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Refillable Injectors)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-refil}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Splints, Gauze, Ointment)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-splints}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Pill Packets)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-packet}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Electronics-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Electronics Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Explarge-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Container designed to hold up to three grenades or other explosives&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A convenient pouch to carry loose items around. Able to hold 2 large items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gasmask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Absorbent Coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 73%; border: none&amp;quot;&lt;br /&gt;
| &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Engineer Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x50&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x40&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Cap Power Cell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Handheld Defences&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Structures:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SentryGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 571-C Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:BruteRig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M6H-BRUTE Breaching Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Breaching Rocket Unit for Tactical Entry, or BRUTE, is a shoulder-mounted, man-portable launcher system designed to give combat technicians rapid structure defeating capabilities at reasonable range. The launcher fits a fore-mounted laser guidance module that steers the 90mm shaped-charge rockets towards a fortified position. A short delay to establish a guidance lock is required before it can launch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BRUTE is stored in a special-issue M271A2 Pattern Launcher Rig that is worn on your back, and it can hold spare rockets or any standard issue ammo. The rig is designed to accept a [[Marine_Equipment#Rail|magnetic harness]] to keep your launcher secure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requires the [[The_Skill_System|&#039;&#039;&#039;Expert&#039;&#039;&#039;]] level of engineering to operate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:sentry_upgrade_kit.png|64px]]&amp;lt;br&amp;gt; Cost: 15 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastic Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Breaching_Charge.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Super Cap Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 20,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MiniFuelTank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;ES-11 Mobile Fuel Canister&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-SmokeAirburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains one MFHS metal foam grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 5 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Metal_Foam_Grenade&lt;br /&gt;
|Title = M40 MFHS Metal Foam Grenade&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Incinerator Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M240 Incinerator Unit&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M79 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M79 Grenade Launcher&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56D Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M56D Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate Medical HUD&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:24 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Sling_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Keeps a single item attached to a strap.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds two M240-pattern napalm tanks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment and Gear==&lt;br /&gt;
=== Metal and Sandbags ===&lt;br /&gt;
At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don&#039;t hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.&lt;br /&gt;
&lt;br /&gt;
==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] ==&lt;br /&gt;
&lt;br /&gt;
You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work.  Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver.  If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
=== Power and T-Comms ===&lt;br /&gt;
Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Static_Telecommunications|fixing the Telecommunications Tower]] or FOB duty.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overcoming obstacles ===&lt;br /&gt;
* [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors.&lt;br /&gt;
* [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways.  If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.&lt;br /&gt;
* [[File:C4.png|32px]] C4 doors/walls if you don&#039;t have time to hack/deconstruct.&lt;br /&gt;
* Disassembling windows ([[File:screwdriver.png|32px]]-&amp;gt;[[File:crowbar.png|32px]]-&amp;gt;[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lighting up the place ===&lt;br /&gt;
* [[Guide_to_Engineering#APC_Maintenance|Fix the APC&#039;s]] and replace broken lights with the light replacer along the way as you advance.+&lt;br /&gt;
* Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal.  Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== [[file:FloodlightWorking.png]] Floodlight Repairs ====&lt;br /&gt;
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens will have most likely broken floodlights around the place which you&#039;ll need to fix. To fix a floodlight you&#039;ll want to use the following steps:&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver open the maintenance hatch.&lt;br /&gt;
#[[File:Crowbar.png|32px]]Crowbar out the damaged sections of lighting assembly.&lt;br /&gt;
#[[File:Welder.gif|32px]]Weld the damage.&lt;br /&gt;
#[[File:CableCoils.png|32px]]Use 2 cable coil to repair the internal components.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver close the maintenance hatch.&lt;br /&gt;
&lt;br /&gt;
If you have a light replacer you can follow these quicker steps:&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver open the maintenance hatch.&lt;br /&gt;
#[[File:Lightreplacer.png|32px]]Use a light replacer to quickly replace the lighting assembly.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver close the maintenance hatch.&lt;br /&gt;
=== [[File:SentryGun.png|64px]] Deploying your defensive structure  [[File:Tesla-Coil.png|64px]] ===&lt;br /&gt;
When you hit the field, you&#039;ll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat.&lt;br /&gt;
Simply take the defensive structure in your hand and click on it while it&#039;s in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the &amp;quot;Object&amp;quot; tab if you want to prevent non-technicians turning it off. You can easily pick it up with a  Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]].&lt;br /&gt;
&lt;br /&gt;
==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ====&lt;br /&gt;
Once you&#039;ve deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.&lt;br /&gt;
&lt;br /&gt;
=== Make use of vendors ===&lt;br /&gt;
* [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] them to allow medics and marines to vendor the items.&lt;br /&gt;
&lt;br /&gt;
=== Securing flanks/supply route ===&lt;br /&gt;
It&#039;s crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can&#039;t barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.&lt;br /&gt;
&lt;br /&gt;
Your flanks are a vital part of your frontlines, FOBs and supply lines.&lt;br /&gt;
The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates.&lt;br /&gt;
If you think they can breach into your vulnerable flanks or supply lines, secure it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the Front ==&lt;br /&gt;
This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.&lt;br /&gt;
* Build the barricades inward for more firing space and bigger kill zone&lt;br /&gt;
* Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)&lt;br /&gt;
* Distant the barricades to enemies&#039; nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat&lt;br /&gt;
* Build the barricades with marines standing one tile behind in mind&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Barricade Layout:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Killingzone.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The original barricade line makes a small chokepoint which can&#039;t effectively utilise the full power of the marines in the area; to fix this the barricade defence could&#039;ve been constructed on the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;red line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to allow for additional marines to fire or even further back on the &amp;lt;span style=&amp;quot;color:DeepSkyBlue&amp;quot;&amp;gt;&#039;&#039;&#039;blue line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
✔ Large kill zone.&lt;br /&gt;
&lt;br /&gt;
✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit&lt;br /&gt;
&lt;br /&gt;
✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)&lt;br /&gt;
&lt;br /&gt;
✔  Marines standing one tile behind the barricaded position so they can&#039;t be slashed but can still hold the barricade itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward3.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward4.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Frontline FOB/Outpost ===&lt;br /&gt;
A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn&#039;t need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Secured barricade line ===&lt;br /&gt;
Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unsecured barricades ===&lt;br /&gt;
Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines&#039; push,  you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Barricade as marines push ===&lt;br /&gt;
Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it&#039;s much safer to build it just behind the front then move them to the front (See [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robotic limbs repairing ===&lt;br /&gt;
Target the damaged limb while on assist intent and use:&lt;br /&gt;
* [[File:Welder.gif|32px]] Blowtorch for brute damage.&lt;br /&gt;
* [[File:CableCoils.png|32px]] Cable coils for burn damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FOB Duty ==&lt;br /&gt;
As a Combat Technician on FOB duty, you&#039;ll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you&#039;ll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Guide to construction|Construction]] page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Principles ===&lt;br /&gt;
&lt;br /&gt;
[[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn&#039;t vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|&#039;&#039;One breach is all it takes&#039;&#039;]]&lt;br /&gt;
[[File:3plasteeloverkill.png|160px|thumb|&#039;&#039;One is enough&#039;&#039;]]&lt;br /&gt;
[[File:Block3.png|160px|thumb|&#039;&#039;Fancy and bad&#039;&#039;|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]]&lt;br /&gt;
[[File:cade pain.png|160px|thumb|&#039;&#039;Too close together, boilers will hit them all at once&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== You don&#039;t always need a mega FOB ====&lt;br /&gt;
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine&#039;s unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to [[Combat_Technician#Securing_flanks.2Fsupply_route|secure flanks/supply route]].&lt;br /&gt;
&lt;br /&gt;
==== Barricade where enemy can&#039;t bypass ====&lt;br /&gt;
While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don&#039;t matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter.&lt;br /&gt;
&lt;br /&gt;
==== It is the weakest point that matters ====&lt;br /&gt;
It doesn&#039;t matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use materials wisely ====&lt;br /&gt;
[[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.&lt;br /&gt;
&lt;br /&gt;
A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by&lt;br /&gt;
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)&lt;br /&gt;
* [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; block Runner).&lt;br /&gt;
* Then build barricades behind them if it&#039;s high threat and if you can spare the supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Putting cades close together isn&#039;t usually a good idea====&lt;br /&gt;
Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can&#039;t get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===FOB Construction Quick Tips===&lt;br /&gt;
====Barricade Placement====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barricade Placement&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture on the left, you&#039;ll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To rectify the above barricade placement errors you&#039;ll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Barbed Wire====&lt;br /&gt;
[[File:Barbed_Wire.png|32px]]&#039;&#039;&#039;Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barbed Wire Tactics&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| In the picture you&#039;ll see that the combat technician was killed due to the alien being able to pounce over the barricade.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FOB Space====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|How To: Fob Space&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has very little space for the marines to move around in which will lead to:&lt;br /&gt;
*Friendly fire.&lt;br /&gt;
*Shuffling of positions.&lt;br /&gt;
*Preventing wounded marines from entering.&lt;br /&gt;
*Hindering the movement of supplies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has ample space to move which means:&lt;br /&gt;
*The reduction of friendly fire. &lt;br /&gt;
*Less shuffling of positions.&lt;br /&gt;
*Ease of access for wounded traffic.&lt;br /&gt;
*Free movement of supplies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fixing Breaches in Defences====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fixing Defensive Breaches&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;To perform this fixing maneuver, you&#039;ll want to:&#039;&#039;&#039; &lt;br /&gt;
*Build (or unsecure for redeployment) a barricade a few tiles back,&lt;br /&gt;
*[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade,&lt;br /&gt;
*[[File:Wrench.png|32px]]Wrench it, to allow it to be moved, &lt;br /&gt;
*Pull the barricade &#039;&#039;(Ctrl + Click or open up the right click menu)&#039;&#039; and then pull it to the tile below you &#039;&#039;(By clicking on the tile)&#039;&#039;, and then finally the breached tile as demonstrated in the photo.&lt;br /&gt;
* Wrench then screwdriver the barricade to secure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it&#039;s weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Misc. FOB tips====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fob Tips&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:windows.png|187px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
In the picture you&#039;ll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Windows as a defence:&#039;&#039;&#039;&lt;br /&gt;
*Provides no firing lines&lt;br /&gt;
*Weak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In summary, avoid using them as a defence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don&#039;t block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn&#039;t heavily damaged, you&#039;ll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Each time you repair a barricade, it will consume one unit of welder fuel.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Alighdoors.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Align the plasteel barricades to reduce traffic jam.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Doortoside.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. [[File:Middle_door_traffic_jam.gif|frame]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fortifications of the Trade==&lt;br /&gt;
{{main|Guide to Construction#Defences}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortification&lt;br /&gt;
!Material&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Handrail.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hand Rail&#039;&#039;&#039;&lt;br /&gt;
|2 Metal [[File:Metal.png]]&lt;br /&gt;
|A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.&lt;br /&gt;
&#039;&#039;&#039;To remove reinforced plate&#039;&#039;&#039; : [[File:Crowbar.png|32px]],&lt;br /&gt;
&#039;&#039;&#039;To unsecure&#039;&#039;&#039;: [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]),&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Snow_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Snow Barricade&#039;&#039;&#039;&lt;br /&gt;
|3 Snow Piles[[File:Snow_pile.png|64px]]&lt;br /&gt;
|A very weak barricade constructed from snow piles with a snow shovel. It&#039;s better than thin air at least.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WoodenBarricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wood Barricade&#039;&#039;&#039;&lt;br /&gt;
|10 Wooden Planks [[File:Planks.png|64px]]&lt;br /&gt;
|Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at &#039;&#039;any&#039;&#039; damaged condition.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; Bash the wooden barricade to break it. Give back 3 wooden planks [[File:Planks.png]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|4 Metal[[File:Metal.png]]&lt;br /&gt;
|The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]])&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Reinforced.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Reinforced &#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Acid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Bio-hazard Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Explosion.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Explosion Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sandbag_Full.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags&#039;&#039;&#039;&lt;br /&gt;
|5 Sandbags[[File:Sandbag_Empty.png|64px]]&lt;br /&gt;
|Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag&#039;s maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasteel_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel Barricade&#039;&#039;&#039;&lt;br /&gt;
|8 Plasteel[[File:Plasteel.png]]&lt;br /&gt;
|Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]) &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Foldable cade FIXED (SORRY).png|64x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Folding Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|6 Metal[[File:Metal.png]]&lt;br /&gt;
|A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barbed_Wire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;&lt;br /&gt;
|1 Metal[[File:Metal.png]]&lt;br /&gt;
|Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wall&#039;&#039;&#039;&lt;br /&gt;
|12 Metal [[File:Metal.png]]&lt;br /&gt;
|Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct.&lt;br /&gt;
 |}&lt;br /&gt;
[[File:Foldable cade.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16412 A couple tactically sensible &#039;cade layout tips] by FreeStylaLT on 25 Feb 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14084 &amp;lt;nowiki&amp;gt;[WIP]&amp;lt;/nowiki&amp;gt; Useful FOB engineering 101] by Challenger on 22 Jul 2017&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=40398</id>
		<title>Guide to Engineering</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Engineering&amp;diff=40398"/>
		<updated>2026-03-29T21:03:38Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds a floodlight repairs section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tools of the Trade==&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Tool&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Function&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Screwdriver.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for rotating sentries, Also used to open panels on vendors and doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Welder.gif|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Crowbar.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crowbar&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wrench.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wrench&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for securing and unsecuring sentries, disassemble certain objects, unsecure and secure vendors and girders.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:CableCoils.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Cable coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for fixing synthetics and synthetic limbs, and placing wire on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Multitool.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to hack doors and vendors, disarming mines, or determining the wattage of a power cable.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Wirecutters.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Lightreplacer.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:T-Ray_Scanner.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;T-Ray Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Insulated Gloves.png|48px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|Gloves worn on your hand, preventing any electric shocks, from touching wires, to touching electrified objects or machines. Engineers spawn with a pair of insulated squad gloves in their lockers.&lt;br /&gt;
|-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Portable TComms are currently DISABLED&lt;br /&gt;
==[[File:Tcomms thingy.PNG|32px]] Portable Telecommunications [[File:Tcomms thingy.PNG|32px]]== &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Telecommunications will need to be setup every deployment. You&#039;ll be provided a portable telecommunications tower that needs to be setup along with the necessary components. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find a Construction Crate and the Portable Telecommunications Unit in the Lower Hangar bay, directly south of the Alamo dropship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:tcomms 2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC0404&amp;quot;&amp;gt; Red Oval&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
Portable Telecommunications Unit Starting Bay&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Move all those componenets on the two racks (Top Left in the above image) into the black and yellow construction crate (Top right) to move them grounside easier.&lt;br /&gt;
#Once done, load the crate onto the desired dropship&lt;br /&gt;
#Lastly load the T-comms tower itself (Top right) onto the dropship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Order of Construction&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Drag T-comms to desired location&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
*Insert Circuitboard&lt;br /&gt;
*Insert Cable Coil&lt;br /&gt;
&#039;&#039;&#039;Then add the following in any order:&#039;&#039;&#039; &lt;br /&gt;
* 2 power cells&lt;br /&gt;
* 2 micro-manipulators&lt;br /&gt;
* 2 hyperwave filters&lt;br /&gt;
&#039;&#039;&#039;Lastly:&#039;&#039;&#039;&lt;br /&gt;
*Use a screwdriver to finish T-comms &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, you will have communications online, and you will be able to communicate to the Almayer and Vice-Versa.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Repairing&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use a welder to repair any damage&lt;br /&gt;
*Once done, click on the T-comms tower with an empty hand to turn it back on&lt;br /&gt;
--&amp;gt; &lt;br /&gt;
== Static Telecommunications ==&lt;br /&gt;
[[File:CommsBroken.png|112px]]&lt;br /&gt;
&lt;br /&gt;
Telecommunications will need to be setup every deployment. You will need to communicate with Command to find out the location of the Colony&#039;s communication equipment, and as to which set you should attempt to repair.&lt;br /&gt;
&lt;br /&gt;
Repairs and activation of the telecommunications tower will require:&lt;br /&gt;
* Welder&lt;br /&gt;
* Multi-tool&lt;br /&gt;
&lt;br /&gt;
Simply weld the tower until you can&#039;t anymore, and then use the multi-tool to add the USCM frequencies to it, this only needs to be done once. Any other time and it just needs welding and turning back on afterwards. It will require the APC to be functioning and powered to be turned on.&lt;br /&gt;
&lt;br /&gt;
APC Repairs will require:&lt;br /&gt;
* Screwdriver, Crowbar, Wire-cutters.&lt;br /&gt;
* An APC board.&lt;br /&gt;
* Materials to reinforce the surrounding area and possibly an APC frame.&lt;br /&gt;
* Possibly a charged power cell&lt;br /&gt;
&lt;br /&gt;
You will need to repair the communications equipment, and the APC of the area it is in per [[Guide to Engineering#APC Maintenance|APC Maintenance]].&lt;br /&gt;
&lt;br /&gt;
After everything is in place your tower should look like the one below. Lights and all.&lt;br /&gt;
&lt;br /&gt;
[[File:CommsWorking.png|112px]]&lt;br /&gt;
&lt;br /&gt;
== Power Duty ==&lt;br /&gt;
[[File:SMESUI.png|thumb|&#039;&#039;SMES settings should be like this&#039;&#039;]]To setup power, you&#039;ll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. You need Specially Trained level of Engineering (or higher) in order to do that. Depending on the sprite, the generator will need different steps (you can click on multiple generators to fix them at once):&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Destroyed.png|48px]] = [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Broken.png|48px]] = [[File:Wirecutters.png|48px|link=|Wirecutters]] -&amp;gt; [[File:Wrench.png|48px|link=|Wrench]]&lt;br /&gt;
&lt;br /&gt;
[[File:Geothermal_Damaged.png|48px]] = [[File:Wrench.png|48px|link=|Wrench]]. Once it&#039;s done, left click it with an empty hand to turn it on.&lt;br /&gt;
&lt;br /&gt;
With this done, you&#039;ll want to turn it on and set up the Superconducting Magnetic Energy Storages, (SMESes) which can be setup by clicking on them and setting &#039;&#039;&#039;input to 250,000W&#039;&#039;&#039; and &#039;&#039;&#039;output to 200,000W&#039;&#039;&#039;. This&#039;ll ensure that they are receiving more charge than they are giving out. Do this for all three, and make sure that the SMESes are charging before you head to your next objective. SMES units are used to store power, and then output it to the colony. If you set up power without setting the SMES units, power will not be stored and be wasted. Remember to switch on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]] if there is one.&lt;br /&gt;
&lt;br /&gt;
Shipside on the Almayer, there is a total of six SMES units to set up, with three in lower engineering, two in upper engineering and one near CIC. For the ship, you&#039;ll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output and that all SMES units are equal. You&#039;ll want to use the power monitoring computers to see how much power the reactors are outputting and how much more power is needed to handle the load.&lt;br /&gt;
&lt;br /&gt;
==Flood Light Repairs ==&lt;br /&gt;
[[file:FloodlightWorking.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Some colonies have floodlight systems. These can be repaired if damaged, but you need [[The_Skill_System|&#039;&#039;&#039;Specially Trained&#039;&#039;&#039;]] level of Engineering or higher.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Normal Repairs:&#039;&#039;&#039;&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver open the maintenance hatch.&lt;br /&gt;
#[[File:Crowbar.png|32px]]Crowbar out the damaged sections of lighting assembly.&lt;br /&gt;
#[[File:Welder.gif|32px]]Weld the damage.&lt;br /&gt;
#[[File:CableCoils.png|32px]]Use 2 cable coil to repair the internal components.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver close the maintenance hatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair with a Light Replacer:&#039;&#039;&#039;&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver open the maintenance hatch.&lt;br /&gt;
#[[File:Lightreplacer.png|32px]]Use a light replacer to quickly replace the lighting assembly.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver close the maintenance hatch.&lt;br /&gt;
&lt;br /&gt;
== Vendor Repairs ==&lt;br /&gt;
In the event a vendor has been damaged, you&#039;re able to repair them. You need Specially Trained level of Engineering or higher.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Screwdriver the vendor.&lt;br /&gt;
#[[File:Wirecutters.png|32px]]Use wire cutters on the vendor.&lt;br /&gt;
#[[File:CableCoils.png|32px]]Use 5 cable coil on the vendor.&lt;br /&gt;
#[[File:Metal.png|32px]]Use 1 metal sheet on the vendor.&lt;br /&gt;
#[[File:Screwdriver.png|32px]]Finish it by using a screwdriver.&lt;br /&gt;
&lt;br /&gt;
== APC Maintenance==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Visual cue&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|What it means&lt;br /&gt;
|-&lt;br /&gt;
|Large, square glow on the left side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC isn&#039;t charging.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is charging.&lt;br /&gt;
* A &#039;&#039;&#039;blue&#039;&#039;&#039; glow means the APC is fully charged.&lt;br /&gt;
|-&lt;br /&gt;
|Three small glows in the bottom right of the APC. ||&lt;br /&gt;
* Each glow can be &#039;&#039;&#039;red&#039;&#039;&#039; for unpowered, or &#039;&#039;&#039;green&#039;&#039;&#039; for powered.&lt;br /&gt;
* The top glow corresponds to &#039;&#039;&#039;equipment&#039;&#039;&#039; (vendors, consoles, machines).&lt;br /&gt;
* The center glow corresponds to &#039;&#039;&#039;lighting&#039;&#039;&#039; (light tubes, light bulbs).&lt;br /&gt;
* The bottom glow corresponds to &#039;&#039;&#039;environment&#039;&#039;&#039; (airlocks, vents, heating).&lt;br /&gt;
|-&lt;br /&gt;
|Long, thin vertical glow on the right side of the APC. ||&lt;br /&gt;
* A &#039;&#039;&#039;red&#039;&#039;&#039; glow means the APC is locked.&lt;br /&gt;
* A &#039;&#039;&#039;green&#039;&#039;&#039; glow means the APC is unlocked.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Using the APC===&lt;br /&gt;
Walk up to the APC and use it with an empty hand to open the interface. Most of it is fairly self-explanatory: you can see if it&#039;s charging, how much charge it has, and whether equipment, lighting, or environment power are on, etc.&lt;br /&gt;
&lt;br /&gt;
If you swipe on the APC with your ID, you will unlock it and be able to change some of the options in its interface.&lt;br /&gt;
* You can disable or enable charging.&lt;br /&gt;
* You can force disable, force enable, or set automatic the three power draws (equipment, lighting, environment) as needed. For example, you might want to force the equipment in the CIC enabled so that it stays powered even when the APC is very low on charge (normally, automatic mode would disable it at 15% charge), or you might choose to force the lighting in the conference room disabled to save on power.&lt;br /&gt;
* You can enable or disable the cover lock, which prevents the APC from being forced open with a crowbar.&lt;br /&gt;
&lt;br /&gt;
If you disable the cover lock, you can pry open the cover of the APC by using a crowbar on it, and then take out and replace the power cell inside it with another, freshly charged one. This is an easy way to quickly return power to an area without having to set up the generators and SMES.&lt;br /&gt;
----&lt;br /&gt;
===Replace Powercell[[File:APC_Red.png|48px]]===&lt;br /&gt;
If the APC is not broken and the Power is down (For example Tcomms upon first deployment), you can replace the powercell by:&lt;br /&gt;
# Click the APC, swipe your ID card to unlock the interface.&lt;br /&gt;
# Disengage the cover lock in the interface.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to open the cover.&lt;br /&gt;
# Take out the empty powercell out with an empty hand.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Re-engage the cover lock.&lt;br /&gt;
# Swipe your ID card to secure the interface.&lt;br /&gt;
----&lt;br /&gt;
===Broken[[File:APC_Broken.png|48px]]===&lt;br /&gt;
# Click the APC&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Mend all wires with wirecutters.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Fix the cover with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
Upon following the above steps the APC will be fixed don&#039;t worry if it still doesn&#039;t have power because it&#039;ll take time to recharge (if generators are up). Replace the powercell with a new one if you require the APC to be active straight away.&lt;br /&gt;
----&lt;br /&gt;
===Blown up or destroyed [[File:Broken_APC.png]]===&lt;br /&gt;
You click the APC but no window shows up, meaning someone blew up the APC or blasted it into another dimension follow the steps below.&lt;br /&gt;
# Bash open the broken APC with any tool.&lt;br /&gt;
# Take out the powercell in the APC once the cover is off with an empty hand.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Use a Crowbar &#039;&#039;&#039;on the floor tile infront of the APC&#039;&#039;&#039; to pry up the floor tile, revealing the power connection terminal. &#039;&#039;&#039;If there is no terminal, this step can skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to unfasten the electronics.&lt;br /&gt;
# [[File:Wirecutters.png|32px]] Use wirecutters on the APC, cutting the damaged power connection out. &#039;&#039;&#039;If there is no terminal found, this step can be skipped.&#039;&#039;&#039;&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC, removing and destroying the damaged power control module.&lt;br /&gt;
# Build an APC frame from 2 metal sheets then click on the broken APC with the APC frame in hand to replace the APC frame.&lt;br /&gt;
# [[File:CableCoils.png|32px]] Use cable coil on the APC to rewire the floor power connection terminal.&lt;br /&gt;
# [[File:Circuitboard.png|32px]] Use a power control module on the APC to replace the one previously removed.&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver on the APC to secure the new power control module.&lt;br /&gt;
# [[File:Powercell.png|32px]] Put a new powercell in the APC.&lt;br /&gt;
# [[File:Crowbar.png|32px]] Use a crowbar on the APC to close the cover.&lt;br /&gt;
# Open up the APC pop up window once you&#039;ve completed all previous steps and turn on the breaker. You may need to unlock the interface by clicking on the APC with ID in hand to do so.&lt;br /&gt;
* Alternatively, you can also [[Guide_to_construction#Wall_Mountings| finish deconstructing the old APC and construct a new APC]] in the area to achieve the same result.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Hacking==&lt;br /&gt;
To begin hacking a machine, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# [[File:Screwdriver.png|32px]] Use a screwdriver to open the maintenance panel.&lt;br /&gt;
# Click on the machine to open the wire window.&lt;br /&gt;
# [[File:Multitool.png|32px]][[File:Wirecutters.png|32px]] With insulated gloves on, use multitool or wirecutter to pulse or cut/mend the internal wires until you get the desired result. &lt;br /&gt;
# Memorize the wire which produced that outcome for future reference.&lt;br /&gt;
&lt;br /&gt;
* If you accidentally turn off a machine&#039;s power, or activate its shock wire and need to reset it, simply cut and mend the shock/power wire. &lt;br /&gt;
* It is against Marine Law to hack the vendors on the Almayer, so keep an eye out for [[Military Police|MP&#039;s]] before you accidentally cause trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Door Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the airlock. When cutting or pulsing this wire, it causes the airlock to lose power meaning you can crowbar it open. Cutting and mending the wire will turn it back on.&lt;br /&gt;
|-&lt;br /&gt;
|Backup power wire|| The Backup power wire provides backup electricity to the airlock. When cutting or pulsing this wire, will not do much on its own. However, this is the second wire that needs to be cut if cutting the primary power does not allow you to pry the door open.&lt;br /&gt;
|-&lt;br /&gt;
|Door bolts wire|| The Door bolts are the locking mechanisms of an airlock. When cutting or pulsing this wire you will be unable to open the door. Pulsing this wire will open or lower it.&lt;br /&gt;
|-&lt;br /&gt;
|Door motors wire|| The Door motors wire controls the motors of the airlock. When cutting or pulsing this wire, if there are no ID requirements on the airlock or the ID scanner wire has been cut or pulsed, the door will open.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the door. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Bolt lights wire|| The bolt light indicators to determine if the door is bolted shut or not. When cutting or pulsing this wire, it will turn the bolt lights indicators off. Off means you won&#039;t be able to tell it&#039;s bolted&lt;br /&gt;
|-&lt;br /&gt;
|Motor speed override wire||The Motor speed override wire controls how fast the door closes. When cutting or pulsing this wire, it will cause the door to close instantly, crushing people under it. This transfers over when the door is unpowered as well, allowing you to crush mobs and people with a crowbar with the door when unpowered.&lt;br /&gt;
|-&lt;br /&gt;
|Proximity sensor&lt;br /&gt;
|The proximity sensor when not cut prevents the door from being closed when the door is obstructed by a person or mob, in order to use the motor speed override crushing function the Proximity Sensor needs to be cut, disabled. &lt;br /&gt;
|-&lt;br /&gt;
|Ground safety wire|| The Ground safety wire prevents the airlock from shocking people. When cutting or pulsing this wire, it will shoots out sparks neutralizing the ground safety wire causing those who use the airlock to be shocked. Cut and mend to stop the shocking.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Vendors Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Inventory control computer wire|| This wire when cut/pulsed, shows non-standard gear if there is any available.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use the vendor. When cutting or pulsing this wire, allows users who don&#039;t have an ID card or no access, to use it.&lt;br /&gt;
|-&lt;br /&gt;
|Ground control safety wire|| This wire when cut/pulsed,  causes the vendor to shock the user when used. Cut and mend the wire to stop the shocking.&lt;br /&gt;
|-&lt;br /&gt;
|Dispenser motor control wire|| This wire when cut/pulsed, will launch the contents of the vendor at nearby people.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===APC Wire Functions===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Wires:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
|Main power wire|| The Main power wire provides electricity to the APC. When cutting or pulsing this wire, it causes the APC to lose power meaning the area will be unpowered. Cutting and mending the wire will return power.&lt;br /&gt;
|-&lt;br /&gt;
|ID scanner wire|| The ID scanner allows only those authorized with the correct identification and access requirements to use or pry the APC. When cutting or pulsing this wire, it allows everyone to edit the APC and pry it open.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
==Hacking the ASRS Console==&lt;br /&gt;
Hacking the ASRS console gives requisitions a broader signal range and allows them to order black market weapons and ammo, as well as research crates to help with hydroponics research or use as cooking material.&lt;br /&gt;
&lt;br /&gt;
Hack the console by following the steps below:&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to disconnect the monitor.&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry out the glass&lt;br /&gt;
#[[File:Wirecutters.png|32px]] Wirecutters to remove the cables&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screwdriver to unfasten the circuit board&lt;br /&gt;
#[[File:Crowbar.png|32px]] Crowbar to pry the board back out&lt;br /&gt;
#[[File:Multitool.png|32px]] [[File:Circuitboard.png|32px]] Use a Modified Multitool/Access tuner on the board, select &amp;quot;BROAD&amp;quot;&lt;br /&gt;
#[[File:Circuitboard.png|32px]] Then put the board back in&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Fasten it with a screwdriver&lt;br /&gt;
#[[File:CableCoils.png|32px]] Rewire it&lt;br /&gt;
#[[File:Glass.png|32px]] add the screen back&lt;br /&gt;
#[[File:Screwdriver.png|32px]] Screw the screen in place&lt;br /&gt;
&lt;br /&gt;
And &amp;lt;i&amp;gt;voila&amp;lt;/i&amp;gt;, you can now order golden desert eagles and grow tomatoes. HAVE FUN!!!&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:FloodlightWorking.png&amp;diff=40397</id>
		<title>File:FloodlightWorking.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:FloodlightWorking.png&amp;diff=40397"/>
		<updated>2026-03-29T20:59:07Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=40396</id>
		<title>Combat Technician</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Combat_Technician&amp;diff=40396"/>
		<updated>2026-03-29T20:04:58Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds stats for the base sentries and expands the BRUTE&amp;#039;s description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = USCM_Squad_Engie.png&lt;br /&gt;
|jobtitle = Combat Technician [[File:Squad_engineer_icon.png]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = One hour as any squad role.&lt;br /&gt;
|duties = Set up defenses, babysit big guns, open doors and spam barbed wire.&lt;br /&gt;
|guides = [[Guide to construction|Construction]], [[Guide to Engineering|Guide to Engineering]]&lt;br /&gt;
|description = You have the equipment and skill to build fortifications, reroute power lines, and bunker down.&amp;lt;br&amp;gt;Your squaddies will look to you when it comes to construction in the field of battle.}}&lt;br /&gt;
&#039;&#039;But the good news — we got four of these robot sentries with display and scanners intact. They really kick ass, I think they&#039;ll come in handy.&#039;&#039;&lt;br /&gt;
―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, your main goals will be &#039;&#039;&#039;fixing power&#039;&#039;&#039;, &#039;&#039;&#039;getting through doors&#039;&#039;&#039;, and &#039;&#039;&#039;setting up fortifications for a FOB (Forward Operating Base)&#039;&#039;&#039; that&#039;ll be used for defense and to secure a supply route. Without you, your platoon will have no power or a FOB which is critical for mission success.&lt;br /&gt;
&lt;br /&gt;
=Combat Technician=&lt;br /&gt;
&lt;br /&gt;
You&#039;ll have two different playstyles you can experiment with. One, as a FOB building and &#039;&#039;&#039;Utility Technician&#039;&#039;&#039;, who sets up defences and makes sure power is running. The second way to play technician is to be a &#039;&#039;&#039;Combat Technician&#039;&#039;&#039;, breaching walls, hacking open doors, welding vents and repairing broken APC and lights as marines advance. Both are as good as the other, but too much of one is bad. Make sure there is a FOB that will be able to be defended, and if there is one, make sure marines will be able to make it from building to building effectively.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M10_technician_helmet.png|64px]]&amp;lt;BR&amp;gt;&#039;&#039;&#039;M10 Technician Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{M10 Technician Helmet}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Squad_Gloves.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue insulated marine tactical gloves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M3 Medium Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpack:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Technician_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue backpack worn by USCM technicians.&lt;br /&gt;
&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.  &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Technician_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician  Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavy duty chestrig used by some USCM technicians.&lt;br /&gt;
&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L44_M37A2_scabbard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L44 M37A2 Scabbard &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welderpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welderpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welderpack}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Weldersatchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technician Welder-Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
{{G8-A General Utility Pouch}}&lt;br /&gt;
|-&lt;br /&gt;
{{M276 pattern ammo load rig}} &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F flare gun holster rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F Holster Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_mortar_operator_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm.&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Toolbelt_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by technicians to transport important tools. This contains all the tools for the Combat Technicians and Maintenance Technicians to do their work.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Const-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Designed to holster construction materials.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Refillable Injectors)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-refil}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Splints, Gauze, Ointment)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-splints}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First-Aid Pouch(Pill Packets)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{aid-pouch-packet}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Electronics-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Electronics Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as a technician. Issued to Combat technicians, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Explarge-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Container designed to hold up to three grenades or other explosives&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason. Holds 5 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch (Full)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Drop_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A convenient pouch to carry loose items around. Able to hold 2 large items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gasmask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Absorbent Coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Entrenching_Tool_Unfolded.png|64px]] Automated Equipment Rack [[File:CombatEngi.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 73%; border: none&amp;quot;&lt;br /&gt;
| &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Engineer Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x50&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of fifty (50) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x40&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A forty (40) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Cap Power Cell&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Handheld Defences&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Structures:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:SentryGun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 571-C Sentry Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Flamer Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 3 tile radius. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:BruteRig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M6H-BRUTE Breaching Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Breaching Rocket Unit for Tactical Entry, or BRUTE, is a shoulder-mounted, man-portable launcher system designed to give combat technicians rapid structure defeating capabilities at reasonable range. The launcher fits a fore-mounted laser guidance module that steers the 90mm shaped-charge rockets towards a fortified position. A short delay to establish a guidance lock is required before it can launch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The BRUTE is stored in a special-issue M271A2 Pattern Launcher Rig that is worn on your back, and it can hold spare rockets or any standard issue ammo. The rig is designed to accept a [[Marine_Equipment#Rail|magnetic harness]] to keep your launcher secure.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requires the [[The_Skill_System|&#039;&#039;&#039;Expert&#039;&#039;&#039;]] level of engineering to operate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&amp;lt;br&amp;gt; [[File:sentry_upgrade_kit.png|64px]]&amp;lt;br&amp;gt; Cost: 15 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows the combat technician to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastic Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{C4 Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Breaching_Charge.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An explosive device used to break into areas while protecting the user from the blast as well as deploying deadly shrapnel on the other side.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Super Cap Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Used for powering various devices that require power. 20,000W.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MiniFuelTank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;ES-11 Mobile Fuel Canister&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust little pressurized canister that is small enough to fit in most bags and made for use with welding fuel. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 10 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_smoke_airburst_packet&lt;br /&gt;
|Title = M74 AGM-SmokeAirburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-S]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains five [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Combat Technician]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains one MFHS metal foam grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 5 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = Metal_Foam_Grenade&lt;br /&gt;
|Title = M40 MFHS Metal Foam Grenade&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Incinerator Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M240 Incinerator Unit&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M79 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M79 Grenade Launcher&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M56D Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 24 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M56D Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MedicHud.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SensorMate Medical HUD&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Sensormate_Description}} The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:RollerBed.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:24 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{B12 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4_Pattern_Intel_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M4 Armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Sling_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Keeps a single item attached to a strap.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds two M240-pattern napalm tanks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or {{Key press|Z}} (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:JTAC-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JTAC Pamphlet&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the JTAC skill, allowing you to lase faster with tactical binoculars.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M276_Pattern_Combat_Toolbelt_Rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern Combat Toolbelt Rig&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
The M276 pattern combat toolbelt rig is an alternative load-bearing equipment of the USCM for engineers conducting repairs within combat zones. It consists of a modular belt with various clips and pouches for tools along with a holster for a sidearm. Due to the bulk of the sidearm, it is unable to hold as many tools as its standard counterpart.&lt;br /&gt;
&lt;br /&gt;
Holds 5 slots for tools and the 6th slot is reserved for a sidearm.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment and Gear==&lt;br /&gt;
=== Metal and Sandbags ===&lt;br /&gt;
At round start, there are 30 plasteel sheets and 50 metal sheets in your essential technician kit. Plasteel is an expensive but very resistant material at your disposal. More can be purchased at your equipment closet or as supplies start trickling in through the ASRS, you may be able to acquire more. Don&#039;t hoard loads of building supplies otherwise you might find fellow Combat Technicians unable to perform their jobs, and if you are captured or die with a lot of supplies, they will likely be gone from the round.&lt;br /&gt;
&lt;br /&gt;
==Linking Plasteel Barricades [[File:Plasteel Barricade.gif]] ==&lt;br /&gt;
&lt;br /&gt;
You can link plasteel barricades together with a crowbar. This is can used for making a gate for more marines to fit through. It requires at least 2 plasteel barricades facing the same direction and same state (Open/Closed) in order for it to work.  Sometimes barricades may be moved or repositioned, and the person doing it may wrench them in place but forget to close the protective cover with their screwdriver.  If you ever use your crowbar on a plasteel barricade and do not get the prompt that the barricade is ready for linking, check with your screwdriver (or Shift+Click to examine).&lt;br /&gt;
&lt;br /&gt;
== In the field ==&lt;br /&gt;
=== Power and T-Comms ===&lt;br /&gt;
Upon the first deployment, you are likely to be tasked to either [[Guide_to_Engineering#Power_Duty|fixing the Power]], [[Guide_to_Engineering#Static_Telecommunications|fixing the Telecommunications Tower]] or FOB duty.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overcoming obstacles ===&lt;br /&gt;
* [[File:Crowbar.png|32px]] Use a crowbar to pry open powered down doors.&lt;br /&gt;
* [[Guide_to_Engineering#Hacking|Hack]] doors to open previously locked passageways.  If a door is not powered, but is bolted (Solid yellow lights on the door), you will have to restore power to the door before it will open.&lt;br /&gt;
* [[File:C4.png|32px]] C4 doors/walls if you don&#039;t have time to hack/deconstruct.&lt;br /&gt;
* Disassembling windows ([[File:screwdriver.png|32px]]-&amp;gt;[[File:crowbar.png|32px]]-&amp;gt;[[File:screwdriver.png|32px]]) and window frames ([[File:Wrench.png|32px]])&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lighting up the place ===&lt;br /&gt;
* [[Guide_to_Engineering#APC_Maintenance|Fix the APC&#039;s]] and replace broken lights with the light replacer along the way as you advance.+&lt;br /&gt;
* Fixing lights is (in my opinion) one of the most powerful tools the combat technician has at his disposal.  Without lights, anybody passing between the front line and the landing zone is walking through dark passages, and most of the time the people doing this are medics with a wounded ally.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Floodlight Repair ====&lt;br /&gt;
While you may have fixed the power for the colony (and turned on the Colony Floodlight Switch [[File:Colony_Floodlight_Switch.gif|32px]]), the aliens will have most likely broken floodlights around the place which you&#039;ll need to fix. To fix a floodlight you&#039;ll want to use the following steps:&lt;br /&gt;
&lt;br /&gt;
[[File:Broken_Floodlight.png|48px]] = [[File:Screwdriver.png|48px|link=|Screwdriver]] -&amp;gt; [[File:Crowbar.png|48px|link=|Crowbar]] -&amp;gt; [[File:Welder.gif|48px|link=|Welder]] -&amp;gt; [[File:CableCoils.png|48px|link=|Cable Coil]] -&amp;gt; [[File:Screwdriver.png|48px|link=|Screwdriver]]&lt;br /&gt;
* Emergency Floodlights can be unwrenched and be moved around.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:SentryGun.png|64px]] Deploying your defensive structure  [[File:Tesla-Coil.png|64px]] ===&lt;br /&gt;
When you hit the field, you&#039;ll be needing to place your defensive structure down in order to have it either man the flanks or aid the marines in combat.&lt;br /&gt;
Simply take the defensive structure in your hand and click on it while it&#039;s in your active hand. Make sure the tile in front of you is empty and clear. Once deployed, make sure you click on the defensive structure again to turn it on, and lock it via the right-click menu or a verb in the &amp;quot;Object&amp;quot; tab if you want to prevent non-technicians turning it off. You can easily pick it up with a  Security Access Tuner [[File:Multitool.png|32px]] as long as it is in pristine condition. If it has been damaged, simply use a welder to repair it. You can also unanchor it to move it around without needing to pick it back up again with a Wrench [[File:Wrench.png|32px]].&lt;br /&gt;
&lt;br /&gt;
==== [[File:SentryLaptop.png|64px]] Using the Sentry Laptop ====&lt;br /&gt;
Once you&#039;ve deployed your sentry of choice, you may also set up a sentry laptop - available from Requisitions or your preparation room, alongside unique encryption keys. To connect it to your sentry, use your Security Access Tuner [[File:Multitool.png|32px]] on the laptop, then click on the sentry gun with the same Security Access Tuner to connect it. Multiple sentries can be connected to the same laptop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When deployed and interacted with after linking, you may toggle the IFF settings of the sentry to control who it will NOT fire upon, ranging from avoiding USCMC + WY personnel, USCMC personnel, or all humanoids, and you may use it as a camera with the same view range as a human. Additionally, when engaging a target, the sentry will send a report over a radio, which you can hear using the unique encryption keys that come with it.&lt;br /&gt;
&lt;br /&gt;
=== Make use of vendors ===&lt;br /&gt;
* [[File:Wrench.png|32px]] Use a wrench to move useful vendors like medical vendor to a FOB then hack [[File:Multitool.png|32px]] them to allow medics and marines to vendor the items.&lt;br /&gt;
&lt;br /&gt;
=== Securing flanks/supply route ===&lt;br /&gt;
It&#039;s crucial to secure the supply route from FOB to the front. Otherwise, reinforcements, Medics, and wounded marines will be easy targets to be picked off and the front will risk being cut off and encircled. Since material supply might be limited under certain circumstance so you can&#039;t barricade all the way; instead, you need to focus on the choke points like doorways, to secure as many sections you can with the little materials you have. You can save some materials by simply welding doors shut along the way. And once marines have learned that can Xenos use vents, you can weld the vents shut to deny their usage. You can also use vendors/cabinets as blockades to save more materials but they can potentially block bullets as well, resulting in a potential cover for aliens.&lt;br /&gt;
&lt;br /&gt;
Your flanks are a vital part of your frontlines, FOBs and supply lines.&lt;br /&gt;
The enemy will always try to find a way to breach your vulnerable locations and pick off your fellow team mates.&lt;br /&gt;
If you think they can breach into your vulnerable flanks or supply lines, secure it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In the Front ==&lt;br /&gt;
This is where the combat technician shines and determines whether or not the marines will gain a foothold or be routed after their initial push. There are three main types of barricade lines you can build in the front, but there are some principles that apply to all.&lt;br /&gt;
* Build the barricades inward for more firing space and bigger kill zone&lt;br /&gt;
* Force the enemy into the choke point/corridor so fewer of them can attack at once (and block each other when they retreat)&lt;br /&gt;
* Distant the barricades to enemies&#039; nearest corners/covers, thus exposing them with more firepower before they can reach the barricades and when they retreat&lt;br /&gt;
* Build the barricades with marines standing one tile behind in mind&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Barricade Layout:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:orange;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Killingzone.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The original barricade line makes a small chokepoint which can&#039;t effectively utilise the full power of the marines in the area; to fix this the barricade defence could&#039;ve been constructed on the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;red line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to allow for additional marines to fire or even further back on the &amp;lt;span style=&amp;quot;color:DeepSkyBlue&amp;quot;&amp;gt;&#039;&#039;&#039;blue line&#039;&#039;&#039;&amp;lt;/span&amp;gt; to use the xenos cover against them and create a two tile chokepoint that will expose them to more gunfire, while also keeping the defending marines at a safe distance.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
✔ Large kill zone.&lt;br /&gt;
&lt;br /&gt;
✔ Forces the enemy to walk past a choke, Exposing them to more fire on their attempted exit&lt;br /&gt;
&lt;br /&gt;
✔ Two tiles from the enemies nearest position with cover. (Meaning they have to expose themselves to push)&lt;br /&gt;
&lt;br /&gt;
✔  Marines standing one tile behind the barricaded position so they can&#039;t be slashed but can still hold the barricade itself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward3.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend outwards it places the defending marines into the chokepoint giving them a disadvantage during combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Inward4.png|400px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a barricade position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
By having the barricades extend inwards it utilises the chokepoint making it harder for the xenos to push through.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Frontline FOB/Outpost ===&lt;br /&gt;
A secured space slightly behind the front for marines to resupply, triage and casevac. Without a frontline FOB, Medics and the wounded will be harassed constantly and supply melted. And in the event of counterattack, marines will likely to be routed without a place to fall back to. Frontline FOB doesn&#039;t need to be big (a 6x6 space will do, bigger if high pop), otherwise, parts of the FOB likely be left unguarded and be melted.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Secured barricade line ===&lt;br /&gt;
Build at a choke point, apply the principles, and you get a decent defensive position. To reinforce a barricade line, build barricades one tile in front of the barricade line not behind.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unsecured barricades ===&lt;br /&gt;
Mostly seen when you want to build a secured barricade line but ran out of plasteel, so you have to leave some gaps. While they are not fully secured, they are still useful to hinder counter attacks and block off Boiler gas and Crusher charge. To avoid hindering marines&#039; push,  you can build them in the middle of the corridor (e.g. middle 2 tiles out of 4 tiles), then the sides tiles in further one tile.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Barricade as marines push ===&lt;br /&gt;
Sandbags are particularly well suited for this job, as they can be built by marines and the build time is short. Metal barricades (with barbed wire) work too, though instead of standing in the front and build there, it&#039;s much safer to build it just behind the front then move them to the front (See [[Combat_Technician#Fortifications_of_the_Trade|this table]] for how to move barricades).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Robotic limbs repairing ===&lt;br /&gt;
Target the damaged limb while on assist intent and use:&lt;br /&gt;
* [[File:Welder.gif|32px]] Blowtorch for brute damage.&lt;br /&gt;
* [[File:CableCoils.png|32px]] Cable coils for burn damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FOB Duty ==&lt;br /&gt;
As a Combat Technician on FOB duty, you&#039;ll be setting up the base that the marines will primarily use to organize, resupply, to retreat to, and to make a final last stand. To make a good FOB, you&#039;ll want to make strategic use of your landmines, the smartgun HMG or the sentry gun, and various defensive emplacements. A good FOB is a difference between losing the round and holding off long enough to make a push back and finally win the round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Guide to construction|Construction]] page will have everything you need to construct a FOB, from wooden barricades to plasteel barricades. It also includes many other helpful things for a combat technician to build around the FOB, or elsewhere.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=== Principles ===&lt;br /&gt;
&lt;br /&gt;
[[File:CargoCadeBypassed.png|160px|thumb|link=http://cm-ss13.com/wiki/images/6/62/CargoCadeBypassed.png|Ghost and see where isn&#039;t vital after FOB has fallen]][[File:LVLZbreached.png|160px|thumb|link=http://cm-ss13.com/wiki/images/3/3a/LVLZbreached.png|&#039;&#039;One breach is all it takes&#039;&#039;]]&lt;br /&gt;
[[File:3plasteeloverkill.png|160px|thumb|&#039;&#039;One is enough&#039;&#039;]]&lt;br /&gt;
[[File:Block3.png|160px|thumb|&#039;&#039;Fancy and bad&#039;&#039;|link=http://cm-ss13.com/wiki/images/b/b7/Block3.png]]&lt;br /&gt;
[[File:cade pain.png|160px|thumb|&#039;&#039;Too close together, boilers will hit them all at once&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==== You don&#039;t always need a mega FOB ====&lt;br /&gt;
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, ambush xenos are likely to focus on marine&#039;s unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable areas. Instead, you need to [[Combat_Technician#Securing_flanks.2Fsupply_route|secure flanks/supply route]].&lt;br /&gt;
&lt;br /&gt;
==== Barricade where enemy can&#039;t bypass ====&lt;br /&gt;
While Xeno will try to flank you, your job is to make them a hard time to do so. If you build barricades where they don&#039;t matter (not part of the supply route/no marine will be there), you will do Xenos a favour, as there will be fewer defences where it does matter.&lt;br /&gt;
&lt;br /&gt;
==== It is the weakest point that matters ====&lt;br /&gt;
It doesn&#039;t matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Use materials wisely ====&lt;br /&gt;
[[Requisitions#Engineering|Plasteel is expensive]], $4,000 for 30 plasteel (3 doors) vs. $2,000 for 50 metal (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are forced to keep an opening in the cade line, thus compromising the effect of the barricade line.&lt;br /&gt;
&lt;br /&gt;
A corridor with traffic? A plasteel barricade with barbed wire. No traffic but a high threat (e.g., Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and want to keep Runners out? Metal barricades with barbed wire. And try to save materials by&lt;br /&gt;
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)&lt;br /&gt;
* [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; block Runner).&lt;br /&gt;
* Then build barricades behind them if it&#039;s high threat and if you can spare the supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Putting cades close together isn&#039;t usually a good idea====&lt;br /&gt;
Boilers can gas cades in either a 5x5 or 3x3 square, putting cades closer than 3 tiles together is asking for a trapper to shoot both at once. Ideally you always need a 3 tile gap - one tile of empty space for HMGs, one tile for defenders to stand on/sentries/combat technicians to weld from so that they can&#039;t get slashed, and another line behind that for people to move around in. This will also allow for a proper evacuation of the cadeline in case of boiler attack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===FOB Construction Quick Tips===&lt;br /&gt;
====Barricade Placement====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barricade Placement&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture on the left, you&#039;ll see that the aliens can hit the barricade without being shot due to its forward position and as such the alien will be able to break through and kill that marine with ease.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To rectify the above barricade placement errors you&#039;ll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot aliens who are attacking them. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Barbed Wire====&lt;br /&gt;
[[File:Barbed_Wire.png|32px]]&#039;&#039;&#039;Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached. It also gives a small health boost to the barricade itself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Barbed Wire Tactics&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| In the picture you&#039;ll see that the combat technician was killed due to the alien being able to pounce over the barricade.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Due to the combat technician placing barbed wire onto the barricades the alien was unable to jump over.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FOB Space====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|How To: Fob Space&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has very little space for the marines to move around in which will lead to:&lt;br /&gt;
*Friendly fire.&lt;br /&gt;
*Shuffling of positions.&lt;br /&gt;
*Preventing wounded marines from entering.&lt;br /&gt;
*Hindering the movement of supplies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkgreen&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what you should do when constructing a defensive position.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that the FOB has ample space to move which means:&lt;br /&gt;
*The reduction of friendly fire. &lt;br /&gt;
*Less shuffling of positions.&lt;br /&gt;
*Ease of access for wounded traffic.&lt;br /&gt;
*Free movement of supplies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fixing Breaches in Defences====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fixing Defensive Breaches&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly and will give you less time to react if multiple Aliens decide to push the defensive line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the picture you&#039;ll see that it shows the optimal way of repairing a breach in your defenses if Aliens are nearby. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;To perform this fixing maneuver, you&#039;ll want to:&#039;&#039;&#039; &lt;br /&gt;
*Build (or unsecure for redeployment) a barricade a few tiles back,&lt;br /&gt;
*[[File:Screwdriver.png|32px]]Screwdriver the freshly built barricade,&lt;br /&gt;
*[[File:Wrench.png|32px]]Wrench it, to allow it to be moved, &lt;br /&gt;
*Pull the barricade &#039;&#039;(Ctrl + Click or open up the right click menu)&#039;&#039; and then pull it to the tile below you &#039;&#039;(By clicking on the tile)&#039;&#039;, and then finally the breached tile as demonstrated in the photo.&lt;br /&gt;
* Wrench then screwdriver the barricade to secure it again.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This will force the aliens to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it&#039;s weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Misc. FOB tips====&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Fob Tips&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:windows.png|187px|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| &lt;br /&gt;
In the picture you&#039;ll see that it demonstrates that windows, even if reinforced, are not an acceptable replacement for a line of all-American steel barricades.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Windows as a defence:&#039;&#039;&#039;&lt;br /&gt;
*Provides no firing lines&lt;br /&gt;
*Weak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In summary, avoid using them as a defence.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Frontnotbehind.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;| If you have a secured barricade line and you want to strengthen it, put the extra barricades in front of the secured barricade line not behind, and don&#039;t block the plasteel barricades. And if you can make a secured cade line, make one, checkerboard barricades do nothing to hinder the aliens&#039; attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn&#039;t heavily damaged, you&#039;ll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades. Note that if a barricade is too damaged, you will be unable to fix it. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Each time you repair a barricade, it will consume one unit of welder fuel.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Alighdoors.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Align the plasteel barricades to reduce traffic jam.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Doortoside.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Place the plasteel barricade at the side reduce the chance retreating marines blocking defensive fire. It also avoids two marines getting in the way of each other when both are exiting/entering. [[File:Middle_door_traffic_jam.gif|frame]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|[[File:Maze_barricades_bad.png|thumb|left]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black;|&lt;br /&gt;
Maze-like barricades serve no purpose as Xeno will not follow the corridor, they will slash them down with no regard yet marines will surfer traffic jam. Instead, align the exit with plasteel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fortifications of the Trade==&lt;br /&gt;
{{main|Guide to Construction#Defences}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Fortification&lt;br /&gt;
!Material&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Handrail.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hand Rail&#039;&#039;&#039;&lt;br /&gt;
|2 Metal [[File:Metal.png]]&lt;br /&gt;
|A handrail to ward off any intrusions into unwanted areas. Provides very little cover without reinforcing it. To reinforce the handrail, simply add 1 metal sheet to it and weld it.&lt;br /&gt;
&#039;&#039;&#039;To remove reinforced plate&#039;&#039;&#039; : [[File:Crowbar.png|32px]],&lt;br /&gt;
&#039;&#039;&#039;To unsecure&#039;&#039;&#039;: [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]]),&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Snow_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Snow Barricade&#039;&#039;&#039;&lt;br /&gt;
|3 Snow Piles[[File:Snow_pile.png|64px]]&lt;br /&gt;
|A very weak barricade constructed from snow piles with a snow shovel. It&#039;s better than thin air at least.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;: [[File:Snow_shovel.png|32px]] Click on the snow barricade with the snow shovel. Gives back 3 snow piles (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WoodenBarricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wood Barricade&#039;&#039;&#039;&lt;br /&gt;
|10 Wooden Planks [[File:Planks.png|64px]]&lt;br /&gt;
|Used for a hasty defense against aliens. Mostly seen prespawned. Can be repaired with additional wooden planks at &#039;&#039;any&#039;&#039; damaged condition.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; Bash the wooden barricade to break it. Give back 3 wooden planks [[File:Planks.png]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|4 Metal[[File:Metal.png]]&lt;br /&gt;
|The most common among the three main types of barricades (20 points for 50 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]])&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To upgrade a barricade, click on one with 2 metal sheets, a window will prompt open in which you select the upgrade.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Reinforced.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Reinforced &#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from bullets and slashes. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Acid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Bio-hazard Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from acids and fire. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metal_Barricade_Anti_Explosion.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal Barricade Explosion Resistant&#039;&#039;&#039;&lt;br /&gt;
|2 Metal[[File:Metal.png]]&lt;br /&gt;
|An upgraded version of the metal barricade. This one can take much more damage from explosive sources with no downside. Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sandbag_Full.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags&#039;&#039;&#039;&lt;br /&gt;
|5 Sandbags[[File:Sandbag_Empty.png|64px]]&lt;br /&gt;
|Dig up dirt with an entrenching tool to fill up the empty sandbags. A fast fortification to field and can built by any marines. You can construct a sandbag barricade with any amount (maximum of 5) from a stack. The more you have in a stack, the stronger it becomes but if you deploy a sandbag with less than the maximum, the weaker the sandbag&#039;s maximum health will be. More sandbags can be added to a weaker one until it reaches full strength. Relatively cheap (20 points for 50 empty sandbags). Can be repaired by using filled sandbags.&lt;br /&gt;
&#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Entrenching_Tool_Unfolded.png|32px]] Use Entrenching Tool. Give back 5 sandbags (fewer if barricade is damaged).&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Plasteel_barricade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel Barricade&#039;&#039;&#039;&lt;br /&gt;
|8 Plasteel[[File:Plasteel.png]]&lt;br /&gt;
|Functions as a gate. The most durable fortification with longest build time. The most expensive barricade (40 points for 30 sheets). Can be repaired with a blowtorch if not overtly damaged.&lt;br /&gt;
&#039;&#039;&#039;To unsecure:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt; [[File:Wrench.png|32px]] (To secure: [[File:Wrench.png|32px]] -&amp;gt; [[File:Screwdriver.png|32px]]) &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Screwdriver.png|32px]] -&amp;gt;  [[File:Wrench.png|32px]] -&amp;gt; [[File:Crowbar.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Foldable cade FIXED (SORRY).png|64x64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Folding Metal Barricade&#039;&#039;&#039;&lt;br /&gt;
|6 Metal[[File:Metal.png]]&lt;br /&gt;
|A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Barbed_Wire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;&lt;br /&gt;
|1 Metal[[File:Metal.png]]&lt;br /&gt;
|Can be added to barricades prevent them from being pounced and climbed over. Damages mobs that melee attack without a weapon. &#039;&#039;&#039;Deconstruct:&#039;&#039;&#039; [[File:Wirecutters.png|32px]] Use wirecutter to remove Barbed Wire from barricade.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Wall.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Wall&#039;&#039;&#039;&lt;br /&gt;
|12 Metal [[File:Metal.png]]&lt;br /&gt;
|Used to fully block off an area. See [[Guide to construction]] for how to construct and deconstruct.&lt;br /&gt;
 |}&lt;br /&gt;
[[File:Foldable cade.png|thumb]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?8424-Guide-to-Engineer-2021-edition-(By-Karl) Guide To Engineer] by Stan_albatross on 08 Aug 2021, updated on 14 Nov 2021&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3757 On FOB Duty] by RNGPriest on 07 Nov 2019&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16412 A couple tactically sensible &#039;cade layout tips] by FreeStylaLT on 25 Feb 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15018 The Field Engineer Commandments] by Surrealistik on 01 Oct 2017, updated 07 Aug 2018&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14084 &amp;lt;nowiki&amp;gt;[WIP]&amp;lt;/nowiki&amp;gt; Useful FOB engineering 101] by Challenger on 22 Jul 2017&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=40384</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=40384"/>
		<updated>2026-03-24T07:13:37Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: updates eye surgery per PR#11271&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh. Has three laser-augmented variants of differing quality, each with a percentage chance to create a bloodless incision instead.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; PICT system[[File:The_PICT System.png|32px]], bayonet[[File:Autowiki-M5 &#039;Night Raider&#039; bayonet.png|32px]], kitchen knife[[File:Kitchen_Knife.png|32px]], or glass shard[[File:Shard.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first. (Available in the surgical theatre on Solaris Ridge)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body. Also used to repair the brain by removing chips of bone from grey matter.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; wirecutters[[File:Wirecutters.png|32px]] for all of the above uses, a kitchen fork [[File:Kitchen Fork.png|32px]] for removing objects and brain repair, or cable coil [[File:CableCoils.png|32px]] if you are only trying to clamp bleeders during an operation.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; wrench[[File:Wrench.png|32px]] or maintenance jack[[File:Maintenance Jack.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones, both in case of fracture and resealing cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; screwdriver[[File:Screwdriver.png|32px]] + 2 metal rods[[File:Rods.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for widening incisions and re-arranging organs, and moving cut ribcages &amp;amp; skulls. &#039;&#039;&#039;Most scalpels and scalpel substitutes can widen incisions in place of a retractor or one of its substitutes, albeit at a much slower rate.&#039;&#039;&#039; When prying open bones, there is a small chance that the ribcage or skull will suffer a fracture even if this step is performed correctly. &amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; crowbar[[File:Crowbar.png|32px|]] or maintenance jack[[File:Maintenance Jack.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; cigarette[[File:Cig.png|32px]], lighter[[File:Lighter.png|32px]], or blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries, treating internal bleeding in the process. Also used to repair hematoma in the brain, treating severe brain damage.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; surgical line[[File:Surgical Line.png|32px]], cable coil[[File:CableCoils.png|32px]], or headband [[File:Headband.png|32x32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones, particularly those in the ribcage and skull. Performing a bone cutting step on &#039;&#039;&#039;disarm&#039;&#039;&#039; intent will instantly complete the step at the cost of a guaranteed fracture to that region.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; bayonet[[File:Autowiki-M5 &#039;Night Raider&#039; bayonet.png|32px]], hatchet[[File:Hatchet.png|32px|]] , or machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to repair all organs except for the brain and eyes.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; roll of gauze[[File:Gauze.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{Anchor}}[[Surgery#Advanced Burn Kit|Advanced Burn Kit]]&#039;&#039;&#039;||Used to heal severe burns and remove eschars.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; ointment[[File:Ointment.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||Used to suture damaged flesh together, treating excessive brute damage. It can also be used to close incisions in place of a cautery.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]] or cable coil [[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||Used to graft severely burned flesh, treating excessive burn damage.&amp;lt;br&amp;gt;&#039;&#039;&#039;No improvised equivalents.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT System]]&#039;&#039;&#039;|| The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; scalpel[[File:1Scalpel.png|32px]] and all scalpel substitutes (see above)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;|| Used to open holes in the thoracic wall to access implant cavities, whether implanting a new object from scratch or removing a deeply-embedded foreign body (such as a monkey cube...)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised equivalents:&#039;&#039;&#039; a pen or a metal rod&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*Improvised tools perform surgery slower compared to their ideal counterparts and apply a risk of failure mitigated by your surgical skill. The severity of the speed penalty scales on how unsuited the tool is. A bayonet is a much better substitute for a scalpel than a glass shard, for example.&lt;br /&gt;
*In addition to the speed penalty, an improvised PICT will spray acidic blood all over you and your patient, dealing burn damage to the patient&#039;s body as well as significant organ damage to the heart, lungs, and liver.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Preparing for Surgery==&lt;br /&gt;
===Tools===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do. However the speed modifier is not applied if they aren&#039;t buckled (this excludes the operating table and surfaces with no buckles). &lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
Locations, namely medical tents, can also provide some benefits to the surgery speed and pain reduction required.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
*The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
*The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Surgery Failure Penalties===&lt;br /&gt;
Improvised tools and poor working conditions contribute to a penalty system that increases the risk of failure, but this penalty is mitigated by your surgical skill.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;align:left&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; style=&amp;quot;text-align:center&amp;quot; |Chance of Surgical Failure&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;
!Tool Suitability&lt;br /&gt;
!Penalty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Ideal&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Suboptimal&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Substitute&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Bad Substitute&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Awful&lt;br /&gt;
|2&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;
!Surface Suitability&lt;br /&gt;
!Penalty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Ideal&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Adequate&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Unsuited&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Awful &lt;br /&gt;
|2&lt;br /&gt;
|-&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;
!Skill Compensation&lt;br /&gt;
!Penalty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Novice&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Trained&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |Expert&lt;br /&gt;
| -3&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;
!Total Penalties&lt;br /&gt;
!Failure Chance&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|0%&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|3+&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
For example, performing internal bleeding surgery, skipping clamp bleeders step, by a corpsman on a roller:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Step&lt;br /&gt;
!Tool Penalties&lt;br /&gt;
!Surface Penalties&lt;br /&gt;
!Skill Mitigation&lt;br /&gt;
!Total Penalties&lt;br /&gt;
!Chance of Failure&lt;br /&gt;
|-&lt;br /&gt;
|Knife - Incision (Pre-op)&lt;br /&gt;
|0 (Subsitute)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
|0 (Novice)&lt;br /&gt;
|0&lt;br /&gt;
|0%&lt;br /&gt;
|-&lt;br /&gt;
|Knife - Expose (Pre-op) &lt;br /&gt;
|2 (Awful)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
|0 (Novice)&lt;br /&gt;
|2&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|Surgical Line - Fix Vein (IB)&lt;br /&gt;
|0 (Subsitute) &lt;br /&gt;
|1 (Unsuited)&lt;br /&gt;
|0 (Novice)&lt;br /&gt;
|1&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Surgical Line - Suture (Post-op)&lt;br /&gt;
| 0 (Ideal)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
|0 (Novice)&lt;br /&gt;
|0&lt;br /&gt;
|0%&lt;br /&gt;
|}&lt;br /&gt;
For example, performing internal bleeding surgery, skipping clamp bleeders step, by a surgeon on a roller:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Step&lt;br /&gt;
!Tool Penalties&lt;br /&gt;
!Surface Penalties&lt;br /&gt;
!Skill Mitigation&lt;br /&gt;
!Total Penalties&lt;br /&gt;
! Chance of Failure&lt;br /&gt;
|-&lt;br /&gt;
|Shard - Incision (Pre-op)&lt;br /&gt;
|2 (Awful)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
| -1 (Trained)&lt;br /&gt;
|1&lt;br /&gt;
|5%&lt;br /&gt;
|-&lt;br /&gt;
|Shard - Expose (Pre-op)&lt;br /&gt;
|2 (Awful)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
| -1 (Trained)&lt;br /&gt;
|1&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
|Surgical Line - Fix Vein (IB)&lt;br /&gt;
| 0 (Subsitute)&lt;br /&gt;
|1 (Unsuited) &lt;br /&gt;
| -1 (Trained)&lt;br /&gt;
|0&lt;br /&gt;
|0%&lt;br /&gt;
|-&lt;br /&gt;
| Surgical Line - Suture (Post-op)&lt;br /&gt;
| 0 (Ideal)&lt;br /&gt;
| - (Lying not required)&lt;br /&gt;
| -1 (Trained)&lt;br /&gt;
| -1&lt;br /&gt;
|0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Anesthetic===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; &lt;br /&gt;
*The operating table must have an anesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anasthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
*If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Anesthetic Tank and Medical Mask====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Painkillers====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Tramadol|Tramadol]] or [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic. These painkillers wear off over time. [[Chemistry#Tramadol|Tramadol]] lasts twice as long compared to [[Chemistry#Oxycodone|Oxycodone]] but [[Chemistry#Oxycodone|Oxycodone]] has enough painkilling potency to perform Amputations and Alien Embryo Removal. Choose your painkiller wisely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to {{Intent|Help}} intent (top left, {{Key press|1}}) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The patient must not be wearing any armor.&lt;br /&gt;
&lt;br /&gt;
*Only one surgery can be performed on a given aim-location at a time. &lt;br /&gt;
&lt;br /&gt;
*Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
*Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
*Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
*If you are in a rush, attempting surgery steps on{{Intent|Disarm}} intent (top right, {{Key press|2}}) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically. (You can use disarm intent to skip the widening incision with Scalpel or break the rib with Circular Saw)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Standing Patients and Self-Surgery===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
*Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
*You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
*Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Required Skills===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work and mitigates risk of failure due to improvised tool or unsuitable working condition penalties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound (Except alien parasite infections). Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You may contact your local CMO to vend the Professor DUMMY from their cabinet)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Level 1 Surgeries====&lt;br /&gt;
&lt;br /&gt;
([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.) &#039;&#039;&#039;(STANDING - SELF)&#039;&#039;&#039;&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until half of all damage on the area has been fixed.&lt;br /&gt;
#Tend to the damaged brute wound. [[File:Surgical Line.png|32x32px|link=|Surgical Line]]&lt;br /&gt;
#Tend to the damaged burn wound. [[File:Synth_Graft.png|32x32px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.  &lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
#Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
| Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
##Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.  &lt;br /&gt;
#&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have nothing better to do.&#039;&#039;&#039;&lt;br /&gt;
#Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
#Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
#Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
# Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
#Close the incision/s.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding. &lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eschar Removal Surgery}}[[Surgery#Eschar Removal Surgery|Eschar Removal Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery removes eschars from the skin.&lt;br /&gt;
&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Separate the hardened, crusted flesh. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
#Remove the eschar. ([[File:Synth_Graft.png|32x32px]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Level 2 Surgeries====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
#Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
# Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
# Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
#Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]]). If this doesn&#039;t work, continue with the other steps.&lt;br /&gt;
# Drill open the thoracic cavity wall. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
#Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
#Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
# Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
#Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage. &lt;br /&gt;
*&#039;&#039;&#039;Unless the patient has extreme eye damage, using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
#Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
| Fixing up the brain. &lt;br /&gt;
*&#039;&#039;&#039;Unless the patient has extreme brain damage, using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
#Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
#Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking. &lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
#Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
# Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|This surgery removes a limb. &#039;&#039;&#039;This surgery is usually pointless to do.&#039;&#039;&#039;&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
# (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png|32x32px]]) or a surgical line ([[File:Surgical Line.png|32x32px]])&lt;br /&gt;
#Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
*If they&#039;ve lost an organic Limb: &lt;br /&gt;
#Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
* If they&#039;ve lost a robotic limb:&lt;br /&gt;
#Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
#Use your hand to take broken prosthetic out&lt;br /&gt;
#Attach the robotic limb corresponding to the one lost. (Robotic Limb) &#039;&#039;Note that robotic arms and legs can directly fit onto missing hands and feet respectively with no need to also amputate the surviving arm/leg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Attaching the new limb:&lt;br /&gt;
#Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
#Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
#Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
#Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
#Attach the synthetic head.&lt;br /&gt;
#Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
#Use a Synthetic Reset Key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
#Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
#Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
#Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
#Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
#Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
#Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
#Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by medical staff (and Squad Medics during [[Whiskey Outpost]]). Note that while the Autodoc is a useful machine in medical, it is limited in what surgeries it is able to perform, requiring upgrades from [[Researcher|Research]] for procedures such as [[Surgery#Bone Repair Surgery|Bone Fracture Surgery]], or [[Surgery#Alien Embryo Removal|Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will perform all selected surgery types once &amp;quot;Begin Surgery&amp;quot; is selected, and the procedures are done in the order they are selected, and will repeat itself if necessary (ex. multiple incisions are open)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
|[[File:Autodoc Nerfed.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Heals all instances of brute damage from the patient.&lt;br /&gt;
*&#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Heals all instances of burn damage from the patient.&lt;br /&gt;
*&#039;&#039;&#039;Close Open Incisions:&#039;&#039;&#039; Closes all open surgical Incisions on the patient.&lt;br /&gt;
*&#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The Autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
*&#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Bloodstream Toxin Removal:&#039;&#039;&#039; Removes toxin damage from the patient, does not remove source of toxins (if any).&lt;br /&gt;
&amp;lt;!-- &#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics. --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries==&lt;br /&gt;
&lt;br /&gt;
Often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is time consuming when other marines may be waiting. The following procedures are examples of combining multiple procedures at once. It is possible to condense the previous surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
*Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
#[[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
#[[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
#[[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
#[[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
#Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
#[[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
#[[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
#[[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
#[[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
#[[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
#Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
Well what about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you will need to use medication from the vendors in Medbay in order to tackle the problems at hand.  &lt;br /&gt;
&lt;br /&gt;
*Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Dexalin Plus injector to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, Keep a couple of Dexalin+ injectors on hand to keep the patient from dying from the ruptured lung, apply Peridaxon as needed.&lt;br /&gt;
#[[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
#[[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
#[[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
#[[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
#[[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
#[[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
#[[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs&lt;br /&gt;
#[[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
#[[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
#[[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
#[[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
#[[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
#[[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
#Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
==Tips== &lt;br /&gt;
*Patients can often tell you where they need surgery if an advance scanner is not available. Use a penlight on eyes to detect eye/brain damage, and a stethoscope on the chest to detect possible lung/heart damage.&lt;br /&gt;
*The &amp;quot;Clamping Bleeder Step&amp;quot; can safely skipped entirely at the cost of your patient losing small amounts of blood volume over time. The blood loss is usually negligible unless the patient will be open for an excessive amount of time.&lt;br /&gt;
*Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]], [[#Internal Organs Surgery|Internal Organs Surgery]], Internal Bleeding Surgery, and Alien Embryo Removal. Be sure to be familiar with the steps of these procedures.&lt;br /&gt;
*Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is a common painkiller used by all space soldiers.&lt;br /&gt;
&amp;lt;!--* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- * If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove). --&amp;gt;&lt;br /&gt;
*Refer to [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [http://cm-ss13.com/wiki/Chemistry Guide to Chemistry], or the [https://cm-ss13.com/wiki/Researcher Researcher] page for further information.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40358</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40358"/>
		<updated>2026-03-12T15:08:49Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; March 6, 2026&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies &lt;br /&gt;
**Add a xeno section for basic counters against survs and how to (hopefully) die less&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
** https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox ==&lt;br /&gt;
Okay! Goals of this &amp;quot;new&amp;quot; table-tab:&lt;br /&gt;
&lt;br /&gt;
(1) Easy to find and follow the BASICS of how to grow plants for non research purposes&lt;br /&gt;
&lt;br /&gt;
(2) SIMPLE instructions that explain WHAT and WHY to do for growing RnD hydro chems&lt;br /&gt;
&lt;br /&gt;
(3) Generalized to work as a template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed Extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic Delivery System. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-Isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora Data Disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini Hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics Spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Alkysine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Mercury&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ammonia&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Diethylene...&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Plant Groups:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;What to Gene Edit:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Planting Steps:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Poppies&lt;br /&gt;
*Messa&#039;s Tears&lt;br /&gt;
*Carrots&lt;br /&gt;
*Cabbages&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Reshi Mushrooms&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u of Mercury&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Nettles (Deathnettles)&lt;br /&gt;
*Berries (Poison/Death Berries)&lt;br /&gt;
*Apples&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;i&amp;gt;Plants lose their genetic modifications when they change species. Only modify the seeds once you have the desired species.&amp;lt;/i&amp;gt;&lt;br /&gt;
*Once you have Deathnettles, Death/Poison Berries, and Mutant Apples&lt;br /&gt;
**For Deathnettles and Death/Poison Berries&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
***Add production trait&lt;br /&gt;
**For Mutant Applies&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays (link to &amp;quot;Basic&amp;quot;)&lt;br /&gt;
#Plant&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u Alkysine&lt;br /&gt;
#Mutate &lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
#Uproot and replant if (start back at step 1):&lt;br /&gt;
#*Nettles become Mutant Nettles&lt;br /&gt;
#*Berries become Mutant Berries or Glowberries&lt;br /&gt;
#*Apples become Golden Apples&lt;br /&gt;
#Plant modified seeds of Deathnettles, Death/Poison Berries, Mutant Apples&lt;br /&gt;
#Clip&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tackling Stats ===&lt;br /&gt;
Xenomorphs can tackle marines with {{Intent|Disarm}} intent ({{Key press|2}}). [[Xeno_Quickstart_Guide#Foreword:_Settings/Interactions|Directional assist]] works with tackling, so you can aim behind your target rather than sprite clicking! A Xeno can tackle every 1 second. This means &lt;br /&gt;
Sentinels, Hivelords, and Carriers can permanently keep a humanoid stunned by tackling because their minimum tackle strength is greater than or equal to their maximum tackle range. Dragging someone while tackling reduces your tackle strength (the more tiles they are moved, the weaker your tackle). This means the target will eventually get a chance to stand up. Marines&#039; [[The_Skill_System|endurance levels]] and the [[Researcher#NST|NST chemical property]] effectively reduce tackle strength, and this can cause targets to stand up faster than normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tackle Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the minimum and maximum number of tackles needed to knock down a target. &lt;br /&gt;
**For example, it takes a Drone between 2 and 4 tackles to cause a knockdown. &lt;br /&gt;
*The tackle counter resets 20 seconds after the first tackle, if any Xeno ability is used on the target, or if the target is helped up. &lt;br /&gt;
**If a Sentinel has made three tackles on a target and a Runner, then pounces on them, the tackle counter is reset. The Sentinel will need to make 4 more tackles. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Chance:&#039;&#039;&#039; &lt;br /&gt;
*This is the chance of a successful knockdown when tackling within the tackle range. &lt;br /&gt;
**For example, a Drone&#039;s 2nd tackle has a 35% chance to cause a knockdown. If it fails, then the 3rd tackle has another 35% chance, and the 4th tackle is guaranteed because it is the tackle range maximum. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Strength Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the range of how many seconds a knockdown will keep a target stunned. &lt;br /&gt;
**For example, whenever a drone knocks down a target, they will be stunned for either 3 or 4 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Range&#039;&#039;&#039; is the minimum and maximum number of tackles needed to knock down a target. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Tackle Chance&#039;&#039;&#039; is the chance of a successful knockdown when tackling within the tackle range. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Strength Range&#039;&#039;&#039; is the range of how many seconds a knockdown will stun a target. &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Drone&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Runner&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Sentinel&lt;br /&gt;
|4-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Defender &lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hivelord&lt;br /&gt;
|2-4&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Burrower&lt;br /&gt;
|3-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Carrier&lt;br /&gt;
|2-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Lurker&lt;br /&gt;
|2-6&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Spitter&lt;br /&gt;
|2-6&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Boiler&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Crusher&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Praetorian&lt;br /&gt;
|2-5&lt;br /&gt;
|45%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Ravager&lt;br /&gt;
|2-5&lt;br /&gt;
|35%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Despoiler&lt;br /&gt;
|4-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Queen&lt;br /&gt;
|2-6&lt;br /&gt;
|55%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! King&lt;br /&gt;
|6-10&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Abomination&lt;br /&gt;
|3-4&lt;br /&gt;
|35%&lt;br /&gt;
|6-10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Lesser Drone&lt;br /&gt;
|4-5&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hellhound&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Lesser Drone&lt;br /&gt;
|4-5&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Drone&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Runner&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Sentinel&lt;br /&gt;
|4-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Defender &lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hivelord&lt;br /&gt;
|2-4&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Burrower&lt;br /&gt;
|3-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Carrier&lt;br /&gt;
|2-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Lurker&lt;br /&gt;
|2-6&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Spitter&lt;br /&gt;
|2-6&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Boiler&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Crusher&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Praetorian&lt;br /&gt;
|2-5&lt;br /&gt;
|45%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Ravager&lt;br /&gt;
|2-5&lt;br /&gt;
|35%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Despoiler&lt;br /&gt;
|4-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Queen&lt;br /&gt;
|2-6&lt;br /&gt;
|55%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! King&lt;br /&gt;
|6-10&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hellhound&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Predalien&lt;br /&gt;
|3-4&lt;br /&gt;
|35%&lt;br /&gt;
|6-10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40357</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40357"/>
		<updated>2026-03-12T15:08:41Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds a more in-depth section on tackling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Xenomorph? No idea what you are doing? This [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!  If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you. We also have an ever expanding &#039;&#039;&#039;ingame Tutorial&#039;&#039;&#039;. Just join the server and you will be abel to enter it from the Lobby screen.&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, CM-SS13 is a roleplay focused server and as such has an extensive list of [[Rules]]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidentally break any. Ignorance of the rules is not an excuse. Thank you.&lt;br /&gt;
&lt;br /&gt;
= How to join the Hive =&lt;br /&gt;
=== Join at roundstart ===&lt;br /&gt;
In the lobby screen, open the [[Space_Station_13_Guide#Getting_Started|Setup Character]] window, Go to &#039;&#039;&#039;Setup Character&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;, set xenomorph to &#039;&#039;&#039;[HIGH]&#039;&#039;&#039; and click the bottom option until it&#039;s &#039;&#039;&#039;Return to lobby if preference unavailable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Late join ===&lt;br /&gt;
After the round has started, click &#039;&#039;&#039;Join the Hive&#039;&#039;&#039; you can take up any SSD Xenos or pooled larva. If there is no xeno you can take up, click &#039;&#039;&#039;Observe&#039;&#039;&#039; to spawn as a ghost. Once you are a ghost, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the &#039;&#039;&#039;Ghost&#039;&#039;&#039; tab to see if there is an SSD (i.e., away from keyboard) Xeno you can occupy (that&#039;s why ghosting is more preferable than simply closing the game if you need to go, as ghosting will free up the xeno immediately instead of freeing up after the AFK timer), or a pooled larva available.&lt;br /&gt;
&lt;br /&gt;
= Who Orders Who =&lt;br /&gt;
[[File:Evolution.png|thumb]]There are four tiers of aliens. Not every player can evolve to the top because the spots are limited at each tier. The [[Queen]] is at the top, who runs the Hive. The third tier (T3s) are the [[Boiler]], [[Crusher]], [[Despoiler]] (not pictured), [[Praetorian]], and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[Carrier]], [[Burrower]], [[Hivelord]], [[Lurker]], [[Warrior]], and [[Spitter]]. These are advanced versions of the bottom tier aliens. The [[Drone]], [[Runner]], [[Sentinel]], and [[Defender]] are the first tier (T1) and make up the meat and potatoes of the Hive. If it&#039;s your first game, avoid evolving past the first tier unless it&#039;s necessary for the Hive. Allow more experienced players to take these more complicated roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You should obey any orders given to you by your Queen or Hive Leaders. It is a hive mind, and you have no free will.&#039;&#039;&#039; The only exception is if you are given orders that violate the rules. (Should you be given orders that would break the rules then you should contact the admins by ahelping, F1 -&amp;gt; gameplay issue.) If an alien that outranks you asks for something, try to do it. Assisting experienced players is a great way to learn the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Communication is essential! Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
* You can talk to any alien in your local area, aka with your field of vision (You cannot talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you).&lt;br /&gt;
* Type &#039;&#039;&#039;;&#039;&#039;&#039; before your message to talk to the whole Hive. (e.g. &#039;&#039;; There are multiple tallhosts in Medbay.&#039;&#039;)&lt;br /&gt;
* Click the &#039;&#039;&#039;LOOC&#039;&#039;&#039; verb in the OOC section to talk in local out of character (LOOC) to ask questions about the game and how to do things. e.g. &#039;&#039;How to devour?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= [[Larva]] =&lt;br /&gt;
[[File:Alien-Larva.png|thumb]][[File:Queen_indicator.png|thumb]]As you spawn as a chestburster or Larva, you&#039;re very weak and should avoid conflict. If you wake up inside the Hive, stay there! If you wake up outside the Hive, follow the Queen indicator on the right side of your screen to find the Queen.&#039;&#039;&#039;You can Alt Click the Queen indicator to select a leader marker, a hivecore marker, or a tunnel marker as well&#039;&#039;&#039;. If you join late in a round, you may wake up in strange places, don&#039;t panic and use your survival skills to escape from danger, &#039;&#039;&#039;clicking on doors&#039;&#039;&#039; to squeeze through them, &#039;&#039;&#039;crawl into vents&#039;&#039;&#039; (in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab, or alt-clicking them) and the &#039;&#039;&#039;hide&#039;&#039;&#039; ability which will make you hidden below tables, items and such, then ask the Queen for further commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until the &#039;&#039;&#039;Progress&#039;&#039;&#039; in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab reaches 60/60, then click the &#039;&#039;&#039;Evolve&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab. Since you are new, you may want to ask the Queen what you should evolve into (or just check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab and evolve into the fewest caste among [[Drone]], [[Runner]], [[Sentinel]] or [[Defender]]).&lt;br /&gt;
&lt;br /&gt;
= Larva Evolutions =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Drone.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone|Drones]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are very important supporting players, but not in combat roles.  Drones have two primary functions. The first is building walls, doors, nests, and resin to create and protect the Hive. The second is planting as many weeds as possible to expand the Hive. You can&#039;t go too wrong if you&#039;re planting weeds! All aliens are more robust on weeds. Read more about [http://cm-ss13.com/wiki/Hives Hives].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on your tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that is not already getting emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Runner.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner|Runners]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the Hive&#039;s scouts. You&#039;re very weak at first, so don&#039;t rush out at any enemies. It&#039;s easy to tell inexperienced Runners because they tend to die quickly. Don&#039;t let that happen to you. Think of yourself as a ninja. Speed and cunning are your weapons, not brute strength. Your primary role is to scout around the Hive, identify any threats or possible hosts, and report back to the Hive. Stay in the dark. Communicate with the hive constantly. At the beginning of the round, Runners are expected to quickly bring back hosts like monkeys, etc., to the Hive to be infected. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce, so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target. A limited range, perfectly accurate skillshot that slows the target for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Sentinel.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel|Sentinels]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the tier 1 of ranged caste, You can spit weak neurotoxin which will at first slow hosts and if hit enough times will cause them to be knocked out. &#039;&#039;&#039;The sentinel also makes an excellent choice for your first game due to its simplistic abilities and moderate health pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Slowing Spit&lt;br /&gt;
|Use middle mouse button to spit a glob of slowing neurotoxin to stun hosts.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 1.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Scattered Spit&lt;br /&gt;
|Use middle mouse button to spit globs of paralyzing neurotoxin, Knocking down hosts hit for 0.7 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Paralyzing Slash&lt;br /&gt;
|Empowers you next attack to inject neurotoxin into the host, Dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Defender.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Defender|Defenders]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are as the name implies meant to defend the hive and support it&#039;s members when they are in need. This means using your tailsweep ability to knock back marines from an injured sister or covering their retreat by taking the damage for them. At the beginning of the round, you should be guarding the hive and making sure your fellow sisters are safe.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
== Foreword: Settings/Interactions ==&lt;br /&gt;
There are a couple of useful settings to consider when playing xenomorph. Found in the settings section of the Character Setup, or Preferences &amp;gt; Edit Characters if you are in the round already.&lt;br /&gt;
&lt;br /&gt;
[[File:XenoCombatSettings.png]]&lt;br /&gt;
&lt;br /&gt;
Firstly, &amp;lt;span style=&amp;quot;color:#0094FF&amp;quot;&amp;gt;Combat Click-Drag Override&amp;lt;/span&amp;gt;, this will stop any inputs off of help intent being read as a click drag, meaning any clicks close together also won&#039;t be read as an attempt to click-drag. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;Ability Deactivation&amp;lt;/span&amp;gt; being off means that pressing a button for a specific ability that you already have selected will &#039;&#039;&#039;not&#039;&#039;&#039; deselect it meaning you can repeatedly press it and still have it ready to activate, this doesn&#039;t work for hotkeyed abilities that immediately activate and go on cooldown like Defender&#039;s Tail sweep, but will work for most others meaning you won&#039;t accidentally turn off an ability and not notice in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF00DC&amp;quot;&amp;gt;Directional Assist&amp;lt;/span&amp;gt; being on means that if you click behind a marine whilst they are next to you; your click for non-abilities will register as if you had clicked them, meaning that you do not need to click their sprite for slashing, grabbing or shoving. Which can make fighting moving marines much easier. Note that if you are a leader directional assist will work on other xenos meaning you may unintentionally shove them in certain capping situations and may want to switch to sprite clicking instead to avoid that.&lt;br /&gt;
&lt;br /&gt;
Lastly &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Automatic Shove&amp;lt;/span&amp;gt; is specific to King and Queen, which means you will shove down any Xeno in your way, when moving without needing to click on disarm intent.&lt;br /&gt;
&lt;br /&gt;
====Additional Interactions====&lt;br /&gt;
&lt;br /&gt;
You can click on your own xeno sprite to affect clicking a marine under you, acting as if you clicked them. &lt;br /&gt;
&lt;br /&gt;
Using abilities on humans whilst they are being tackled will reset the tackle progress, different xenos have different threshold minimums and maximums for the amount of tackles until a shove is performed, using an ability will reset this to zero and means you will need more tackles.&lt;br /&gt;
&lt;br /&gt;
Using help intent, targeting head or groin, and clicking another xeno will initiate a headbutt or tail clash respectively. To allow you to celebrate some teamwork.&lt;br /&gt;
&lt;br /&gt;
== Slashing forbidden/restricted/permitted ==&lt;br /&gt;
At the beginning of the round, the Hive is desperate for hosts to infect. The Queen may issue a standing order forbidding the slashing of hosts. While this order is in place, slashing is forbidden or restricted to only when you are hurt. You might want to avoid conflict, but you can still tackle and drag hosts with your {{Intent|Disarm}} and {{Intent|Grab}} intents to try and move them to the Hive. At some point, the Queen will allow the slashing of hosts and your combat power will improve significantly. Check this order in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab. As the Queen permitted slashing, use {{Intent|Harm}} intent to slash.&lt;br /&gt;
&lt;br /&gt;
==Area Targeting==&lt;br /&gt;
You can target different body parts [[File:Hud-target.png]]. In general, target unarmored areas to inflict more damage. Most armour will protect the chest, groin, arms and legs. Boots, gloves and helmets provide their own level of armour. &lt;br /&gt;
&lt;br /&gt;
Slashes have a chance to cause additional affects to marines &#039;&#039;(As brute damage does)&#039;&#039; depending on where the slash hits.&lt;br /&gt;
&lt;br /&gt;
Specific areas like the hands or feet can not gain Internal Bleeding but other areas can: Causes internal fast blood-loss which needs to be surgically repaired. &lt;br /&gt;
&lt;br /&gt;
All areas can suffer a bone fracture: A chance condition from gaining damage to cause pain, and some internal damage if not splinted, including Internal Bleeding. Additionally if on the legs or feet will slow, and if on the hands or arms has a chance to drop items held. Some xeno abilities have an increased or guaranteed chance to cause this.&lt;br /&gt;
&lt;br /&gt;
All areas can suffer [[Guide to Medicine#Severe Burn|severe burns]] or [[Guide to Medicine#Eschar|eschar]] (much smaller chance to inflict): A chance condition from gaining burn damage to cause pain and lingering damage if not treated. Additionally if on the legs or feet it will slow with the same effect as a splinted limb.&lt;br /&gt;
&lt;br /&gt;
The head, chest and groin can suffer organ damage: Which can have multiple debilitating affects depending on the specific organ damage and how much damage has occurred.&lt;br /&gt;
&lt;br /&gt;
Limbs and the head have a chance to be completely removed from the body given enough damage, for the head the helmet must not be present, and there is a rare chance to knock it off when targeting the head&lt;br /&gt;
&lt;br /&gt;
== Capturing Hosts ==&lt;br /&gt;
While Xenos slash to wound and kill, the main goal is to weaken the hosts enough without killing them so they can be infected and give birth to new larvae.&lt;br /&gt;
&lt;br /&gt;
== Body Block ==&lt;br /&gt;
Body block is the act of blocking another xenomorph from moving to the direction they&#039;re trying to go, Intentionally or not. This usually happens when playing a large xenomorph (Tier 3s, Carrier, Hive-lord etc.) due to it being impossible to push them. &#039;&#039;&#039;Xenomorph leaders however can use disarm intent  to knock down a fellow xeno and escape being bodyblocked.&#039;&#039;&#039; This is important all of the time but especially during combat since it can be a matter of life and death. Be careful, Try to understand where your fellow sisters are trying to go and move out of the way!&lt;br /&gt;
&lt;br /&gt;
=== Drag ===&lt;br /&gt;
There are primarily two ways of moving hosts, dragging them or hauling them. To drag, you can:&lt;br /&gt;
* Ctrl + Click the host, you don&#039;t need to switch to the empty hand with this method.&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using {{Intent|Grab}} intent ({{Key press|3}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]])&lt;br /&gt;
* Right Click -&amp;gt; Pull.&lt;br /&gt;
You can switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) and tackle the host with {{Intent|Disarm}} intent ({{Key press|2}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) to keep them down. However, dragging is slow (except for Runner) and you can&#039;t drag hosts into tunnels and vents (to bypass fog wall/terrain/marine force), you need to have the host devoured to do that. Note that you can only moved devoured marines through tunnels and not vents.&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== When to kill or capture ===&lt;br /&gt;
Kill when you cannot capture. E.g., His buddy will shoot you to pieces if you drag him/standstill to devour. Capture when it&#039;s safe to do so. E.g., the host is alone and tackled, simply unarmed, or you are sure you can drag the host away from his buddies before they shoot you to pieces.&lt;br /&gt;
&lt;br /&gt;
== Fighting techniques ==&lt;br /&gt;
[[File:Tackle_engage_two_hosts.gif|frame|right|&#039;&#039;Use tackle (and surprise) to overpower hosts&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tackling ===&lt;br /&gt;
Tackling with {{Intent|Disarm}} intent ({{Key press|2}}) is very powerful as it forces the victim onto the floor for a period of time. Disabling their attack and escape, allowing you to devour or slash. [[Xeno_Quickstart_Guide#Foreword:_Settings/Interactions|Directional assist]] works with tackling, so you can aim behind your target rather than sprite clicking! &lt;br /&gt;
&lt;br /&gt;
A Xeno can tackle every 1 second, and this means Sentinels, Hivelords, and Carriers can permanently keep a target stunned. This is because their minimum tackle strength is greater than or equal to their maximum tackle range. Dragging a target while tackling reduces your tackle strength (the more tiles they are moved, the weaker your tackle), and the target will eventually get a chance to stand up. Marines&#039; [[The_Skill_System|endurance levels]] and the [[Researcher#NST|NST chemical property]] make tackle strength have a reduced effect, and this can cause targets to stand up faster than normal. This is why hauling is useful for moving a target over large distances.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tackle Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the minimum and maximum number of tackles needed to knock down a target. &lt;br /&gt;
**For example, it takes a Drone between 2 and 4 tackles to cause a knockdown. &lt;br /&gt;
*The tackle counter resets 20 seconds after the first tackle, if any Xeno ability is used on the target, or if the target is helped up. &lt;br /&gt;
**If a Sentinel has made 3 tackles on a target and a Runner, then pounces on them, the tackle counter is reset. The Sentinel will need to make 4 more tackles before knocking them down. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Chance:&#039;&#039;&#039; &lt;br /&gt;
*This is the chance of a successful knockdown when tackling within the tackle range. &lt;br /&gt;
**For example, a Drone&#039;s 2nd tackle has a 35% chance to cause a knockdown. If it fails, then the 3rd tackle has another 35% chance, and the 4th tackle is guaranteed because it is the tackle range&#039;s maximum. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Strength Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the range of how many seconds a knockdown will keep a target stunned. &lt;br /&gt;
**For example, whenever a drone knocks down a target, they will be stunned for either 3 or 4 seconds. &lt;br /&gt;
{{Tackle_Chance}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drag and slash ===&lt;br /&gt;
Much like you can tackle with another hand when devouring, you can slash with another hand when dragging. First, drag the host, switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}}) and slash them using {{Intent|Harm}} intent ({{Key press|4}}). If you are chased, pounce away (Runner) or simply switch back to the dragging hand and drop them ({{Key press|Q}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avoid being hit ===&lt;br /&gt;
[[File:Walk_slash2.gif|frame|right]]Avoid charging/retreating in a straight line, instead, take turns, change lanes or even circle so that you are unpredictable. When slashing a downed marine, keep moving around the marine or left and right (or up and down) to dodge.&lt;br /&gt;
&lt;br /&gt;
== Fight on your terms ==&lt;br /&gt;
=== Fight on weeds ===&lt;br /&gt;
Aliens heal and regenerate plasma when being on weeds, and heal much faster while resting on weeds, downed Xenos will bleed out if not on weeds. Weeds also buff Xeno&#039;s speed slightly while slows down tall hosts slightly so try to fight on weeds. Request Drones to weed/re weed if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover of darkness ===&lt;br /&gt;
[[File:Xeno_Toggle_night_vision.png|thumb]] Use &#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039; to toggle off, on and the level of your ability to see in the dark, and see where is lit and where isn&#039;t, allowing you to stay in the dark and ambush.&lt;br /&gt;
* Break lights and APCs to deny lights (slash to the APC to [[File:APC_Broken.png|32px]] then &#039;&#039;&#039;one more slash&#039;&#039;&#039; to cut the wires, you will see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;APC&#039;s wires snap apart in a rain of sparks!&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* Melt flares[[File:Flare.gif]]&lt;br /&gt;
* Slash lights[[File:Light.png]]&lt;br /&gt;
* Disable typing speech bubble to avoid revealing yourself in the dark (&#039;&#039;&#039;Preference&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Show/Hide Typing Indicator&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Make use of vents ===&lt;br /&gt;
Stand near a vent then click &#039;&#039;&#039;Crawl into Vent&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab or alt+click the vent (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts. &#039;&#039;&#039;Note that not all castes are able to vent crawl, and if you have devoured an host you will not be able to vent either&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reducing casualties ==&lt;br /&gt;
=== Don&#039;t bunch up ===&lt;br /&gt;
Most Xeno deaths happen in choke point pushes or when they are retreating after a failed assault. To try and help reduce Xeno losses, avoid all pushes through a choke point and instead widen the choke point or try to flank around to make a new entrance for the assault. Remember to give way to retreating Xenos and drag back critically wounded Xenos to safety and onto weeds (provided that you don&#039;t risk getting killed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
[[File:Resist_button.png|thumb]]When you&#039;re on fire, step on a weeded tile and click &#039;&#039;&#039;RESIST&#039;&#039;&#039; (you can bind a [[Macros]]) to roll on the floor and attempt to extinguish the flames. Use {{Intent|Help}} intent clicking to extinguish a fellow xeno on fire, remember to drag them to weeds if they weren&#039;t already. Even better, bring them to Warding[[File:Warding_Pheromone.png|32px]]and Recovery[[File:Recovery_Pheromone.png|32px]]Pheromones to reduce fire damage/bleed out and speed up healing. You can pat out fires using {{Intent|Help}} intent the amount of pats required to extinguish is determined by the strength of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Avoid engagements when weak ===&lt;br /&gt;
While marines need surgeries to fix serious injuries; Xenos only need to rest on weeds, so don&#039;t be greedy trying to get a kill, rest in a safe location when wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Much like marines need to stick with their SLs, you need to stick with the bigger sisters to be effective. Check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab to see everyone&#039;s location. Learn the maps and find your way to them. Since you are T1, it&#039;s hard for you to initiate attacks to the mass of marines in the frontline; instead, you need to be the follow-up after bigger sister&#039;s initiation, like Queen&#039;s screech and Boiler&#039;s Gas, but again, don&#039;t block other sisters when retreating, simply don&#039;t go in if the choke point is cramped. Instead, do support work like transporting captured hosts back to the hive.&lt;br /&gt;
&lt;br /&gt;
=== Pheromones ===&lt;br /&gt;
[[Pheromones]] are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]], [[King]] and [[Queen]]. In addition, Xeno Leaders will emit the Queen&#039;s very strong pheromones when she is on her ovipositor. The Queen can quickly change her pheromone type to whatever her Xeno Leaders or the front needs. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039;Except Frenzy,&#039;&#039;&#039; which stacks but &#039;&#039;&#039;only&#039;&#039;&#039; for the slash damage). Xenos can be affected by all three types at once.&lt;br /&gt;
{{Pheromones_List}}&lt;br /&gt;
&lt;br /&gt;
==== Pheromone Tactics ====&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Drone and the pheromones of the Queen. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a Queen on ovipositor are applied through all Xeno Leaders. These can be located by the star on their XenoHUD Status. This stacks with any other pheromones emitted by the leader. When in doubt, Recovery is a helpful choice, and you can always ask your hive.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Frenzy and Recovery, with Warding left to the next best caste. This allows the Xenos to be faster and hit harder as well as being able to recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a weak effect, but it can be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Probably the worst choice is simply no pheromones.&lt;br /&gt;
&lt;br /&gt;
=Infecting Hosts=&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]&lt;br /&gt;
=== Eggs and facehuggers ===&lt;br /&gt;
The Queen lays eggs when in Ovipositor mode. The eggs get planted (by Queen/Drone castes) and mature after a short delay. Mature eggs contain a larval facehugger which stays in the egg until disturbed. Facehugger will attempt to attach itself to any host that gets close and infects a host by implanting a larva inside its host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nests and guards ===&lt;br /&gt;
[[File:Nesting.gif|frame|right|&#039;&#039;Nesting a marine&#039;&#039;]]Once you have a captured host, bring them to a matured egg, the egg will open (if they don&#039;t, click the egg with an empty hand) and drag the host to the facehugger to infect. Then find a wall with resin on it, &#039;&#039;&#039;click the host on it&#039;&#039;&#039; then &#039;&#039;&#039;drag the host on to either a wall with resin or a resin wall&#039;&#039;&#039;. Dangerous hosts (like Marines) should be secured into a nest. Should a capture should somehow be removed from a nest, whether it be from accidents or explosions, you can try to recapture them back in with &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] which is very good at calming enraged hosts. Alternatively, simply tackle them with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) and re-nest them. After some time, listen to the screams and celebrate the birth! Click the nest (any intent except &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;) to unnest the dead host.&lt;br /&gt;
&lt;br /&gt;
=Xeno Roleplaying Guide and Expectations=&lt;br /&gt;
* You are an extension of the will of the Queen. If there is a Queen, her will MUST be followed. No exceptions. If she orders you to run to your death, start running. Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it (F1 -&amp;gt; gameplay issue).&lt;br /&gt;
* You are a hive-mind - Because all members of a hive-mind are connected they will understand exactly what you mean when you talk about something, that&#039;s why you CAN use words like &amp;quot;shuttle&amp;quot; or &amp;quot;hydro&amp;quot; to describe things. It&#039;s assumed that because you are a hive-mind if you say &amp;quot;shuttle&amp;quot; your alien character understands what you&#039;re describing instantly (because it shares consciousness with you), but since we can&#039;t actually &amp;quot;emulate&amp;quot; this, using English to describe things is OK.&lt;br /&gt;
* Killing a nested+infected host at ANY TIME is a bannable offense, and don&#039;t un-nest just to kill. It&#039;s counter-productive to your cause of growing the hive. If a marine escapes the nest and uses a weapon to resist, THEN you may kill them, but you should try to tackle and re-nest them. Remember the more hosts you get and keep alive, the bigger your team. EXCEPTION: The queen MAY kill any marine she wants at any time, provided she has an RP justification (if asked by the admins). This power does NOT extend to aliens following the Queen&#039;s orders.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, you can keep some of the information the rest of your hive has in mind so you dont need to relearn everything in character after each death. For example if the xenomorphs are defending a specific cave entrance its fine to ask how the defence is going after respawning or heading straight back to that location to help out.&lt;br /&gt;
* Refrain from saying &amp;quot;Ayylmao,&amp;quot; &amp;quot;Ayyy,&amp;quot; &amp;quot;Reeeeee&amp;quot; as there is a [https://cm-ss13.com/rules#rule-2-roleplay Stronger Enforcement for Xeno Roleplay].&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some good guides and examinations that go further into explaining other details of the game:&lt;br /&gt;
* See [[Slang#Alien Slang &amp;amp; acronyms|Slang]] for Xeno in-character slangs&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16635 High-end Xeno mechanics]&lt;br /&gt;
* [[Macros]]: Making your own key bindings and one-click multi-functions for in-game actions.&lt;br /&gt;
      &amp;lt;small&amp;gt;&#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Space_Station_13_Guide#Keybinds|Keybindings]]: Easily change command function input keys, like any modern videogame.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Tackle_Chance&amp;diff=40356</id>
		<title>Template:Tackle Chance</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Tackle_Chance&amp;diff=40356"/>
		<updated>2026-03-12T14:54:36Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Creates a template for a table that explains tackling chance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tackle Chance Table ==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Range&#039;&#039;&#039; is the minimum and maximum number of tackles needed to knock down a target. &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Tackle Chance&#039;&#039;&#039; is the chance of a successful knockdown when tackling within the tackle range. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Strength Range&#039;&#039;&#039; is the range of how many seconds a knockdown will stun a target. &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Drone&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Runner&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Sentinel&lt;br /&gt;
|4-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Defender &lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hivelord&lt;br /&gt;
|2-4&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Burrower&lt;br /&gt;
|3-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Carrier&lt;br /&gt;
|2-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Lurker&lt;br /&gt;
|2-6&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Spitter&lt;br /&gt;
|2-6&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Boiler&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Crusher&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Praetorian&lt;br /&gt;
|2-5&lt;br /&gt;
|45%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Ravager&lt;br /&gt;
|2-5&lt;br /&gt;
|35%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Despoiler&lt;br /&gt;
|4-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Queen&lt;br /&gt;
|2-6&lt;br /&gt;
|55%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! King&lt;br /&gt;
|6-10&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Abomination&lt;br /&gt;
|3-4&lt;br /&gt;
|35%&lt;br /&gt;
|6-10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Lesser Drone&lt;br /&gt;
|4-5&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hellhound&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40350</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40350"/>
		<updated>2026-03-06T17:07:25Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; March 6, 2026&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies &lt;br /&gt;
**Add a xeno section for basic counters against survs and how to (hopefully) die less&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
** https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox ==&lt;br /&gt;
Okay! Goals of this &amp;quot;new&amp;quot; table-tab:&lt;br /&gt;
&lt;br /&gt;
(1) Easy to find and follow the BASICS of how to grow plants for non research purposes&lt;br /&gt;
&lt;br /&gt;
(2) SIMPLE instructions that explain WHAT and WHY to do for growing RnD hydro chems&lt;br /&gt;
&lt;br /&gt;
(3) Generalized to work as a template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed Extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic Delivery System. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-Isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora Data Disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini Hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics Spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Alkysine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Mercury&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ammonia&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Diethylene...&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Plant Groups:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;What to Gene Edit:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Planting Steps:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Poppies&lt;br /&gt;
*Messa&#039;s Tears&lt;br /&gt;
*Carrots&lt;br /&gt;
*Cabbages&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Reshi Mushrooms&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u of Mercury&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Nettles (Deathnettles)&lt;br /&gt;
*Berries (Poison/Death Berries)&lt;br /&gt;
*Apples&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;i&amp;gt;Plants lose their genetic modifications when they change species. Only modify the seeds once you have the desired species.&amp;lt;/i&amp;gt;&lt;br /&gt;
*Once you have Deathnettles, Death/Poison Berries, and Mutant Apples&lt;br /&gt;
**For Deathnettles and Death/Poison Berries&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
***Add production trait&lt;br /&gt;
**For Mutant Applies&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays (link to &amp;quot;Basic&amp;quot;)&lt;br /&gt;
#Plant&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u Alkysine&lt;br /&gt;
#Mutate &lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
#Uproot and replant if (start back at step 1):&lt;br /&gt;
#*Nettles become Mutant Nettles&lt;br /&gt;
#*Berries become Mutant Berries or Glowberries&lt;br /&gt;
#*Apples become Golden Apples&lt;br /&gt;
#Plant modified seeds of Deathnettles, Death/Poison Berries, Mutant Apples&lt;br /&gt;
#Clip&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tackling Stats ===&lt;br /&gt;
Xenomorphs can tackle marines with {{Intent|Disarm}} intent ({{Key press|2}}). [[Xeno_Quickstart_Guide#Foreword:_Settings/Interactions|Directional assist]] works with tackling, so you can aim behind your target rather than sprite clicking! A Xeno can tackle every 1 second. This means &lt;br /&gt;
Sentinels, Hivelords, and Carriers can permanently keep a humanoid stunned by tackling because their minimum tackle strength is greater than or equal to their maximum tackle range. Dragging someone while tackling reduces your tackle strength (the more tiles they are moved, the weaker your tackle). This means the target will eventually get a chance to stand up. Marines&#039; [[The_Skill_System|endurance levels]] and the [[Researcher#NST|NST chemical property]] effectively reduce tackle strength, and this can cause targets to stand up faster than normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tackle Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the minimum and maximum number of tackles needed to knock down a target. &lt;br /&gt;
**For example, it takes a Drone between 2 and 4 tackles to cause a knockdown. &lt;br /&gt;
*The tackle counter resets 20 seconds after the first tackle, if any Xeno ability is used on the target, or if the target is helped up. &lt;br /&gt;
**If a Sentinel has made three tackles on a target and a Runner, then pounces on them, the tackle counter is reset. The Sentinel will need to make 4 more tackles. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Chance:&#039;&#039;&#039; &lt;br /&gt;
*This is the chance of a successful knockdown when tackling within the tackle range. &lt;br /&gt;
**For example, a Drone&#039;s 2nd tackle has a 35% chance to cause a knockdown. If it fails, then the 3rd tackle has another 35% chance, and the 4th tackle is guaranteed because it is the tackle range maximum. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tackle Strength Range:&#039;&#039;&#039; &lt;br /&gt;
*This is the range of how many seconds a knockdown will keep a target stunned. &lt;br /&gt;
**For example, whenever a drone knocks down a target, they will be stunned for either 3 or 4 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 1 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Drone&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Runner&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Sentinel&lt;br /&gt;
|4-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Defender &lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 2 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hivelord&lt;br /&gt;
|2-4&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Burrower&lt;br /&gt;
|3-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Carrier&lt;br /&gt;
|2-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Lurker&lt;br /&gt;
|2-6&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Spitter&lt;br /&gt;
|2-6&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 3 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Boiler&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Crusher&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Praetorian&lt;br /&gt;
|2-5&lt;br /&gt;
|45%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Ravager&lt;br /&gt;
|2-5&lt;br /&gt;
|35%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Despoiler&lt;br /&gt;
|4-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 4 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Queen&lt;br /&gt;
|2-6&lt;br /&gt;
|55%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! King&lt;br /&gt;
|6-10&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Abomination&lt;br /&gt;
|3-4&lt;br /&gt;
|35%&lt;br /&gt;
|6-10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tier 0 Xenomorphs&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Lesser Drone&lt;br /&gt;
|4-5&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hellhound&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Caste&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Range&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Chance&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Tackle Strength Range&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Lesser Drone&lt;br /&gt;
|4-5&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Drone&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Runner&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Sentinel&lt;br /&gt;
|4-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Defender &lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hivelord&lt;br /&gt;
|2-4&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Burrower&lt;br /&gt;
|3-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Carrier&lt;br /&gt;
|2-4&lt;br /&gt;
|50%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Lurker&lt;br /&gt;
|2-6&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Spitter&lt;br /&gt;
|2-6&lt;br /&gt;
|45%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
|2-4&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Boiler&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Crusher&lt;br /&gt;
|2-6&lt;br /&gt;
|25%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Praetorian&lt;br /&gt;
|2-5&lt;br /&gt;
|45%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Ravager&lt;br /&gt;
|2-5&lt;br /&gt;
|35%&lt;br /&gt;
|4-5&lt;br /&gt;
|-&lt;br /&gt;
! Despoiler&lt;br /&gt;
|4-6&lt;br /&gt;
|25%&lt;br /&gt;
|3-4&lt;br /&gt;
|-&lt;br /&gt;
! Queen&lt;br /&gt;
|2-6&lt;br /&gt;
|55%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! King&lt;br /&gt;
|6-10&lt;br /&gt;
|35%&lt;br /&gt;
|2-3&lt;br /&gt;
|-&lt;br /&gt;
! Hellhound&lt;br /&gt;
|4-5&lt;br /&gt;
|40%&lt;br /&gt;
|4-4&lt;br /&gt;
|-&lt;br /&gt;
! Predalien&lt;br /&gt;
|3-4&lt;br /&gt;
|35%&lt;br /&gt;
|6-10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40349</id>
		<title>Xeno Quickstart Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Xeno_Quickstart_Guide&amp;diff=40349"/>
		<updated>2026-03-05T14:28:46Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds a section on pheros&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve just joined for the first time as a Xenomorph? No idea what you are doing? This [[Space Station 13 Guide]] is pretty good as an introduction to the interface! Otherwise, let this guide get you up to scratch!  If you have any questions, we have an &#039;&#039;&#039;inbuilt mentor questions system&#039;&#039;&#039; made specifically so you can ask for help in game. Just press &#039;&#039;&#039;F1&#039;&#039;&#039; and click the &#039;&#039;&#039;(Gameplay Mechanics/ Mentorhelp)&#039;&#039;&#039; option and one of the server&#039;s mentors will be happy to help you. We also have an ever expanding &#039;&#039;&#039;ingame Tutorial&#039;&#039;&#039;. Just join the server and you will be abel to enter it from the Lobby screen.&lt;br /&gt;
&lt;br /&gt;
As a foreword, rounds on this server may last between two to three hours! Make sure you have the time commitment to sit a full round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Rules =&lt;br /&gt;
While it&#039;s not fair to shove the rules down your throat, CM-SS13 is a roleplay focused server and as such has an extensive list of [[Rules]]. It&#039;s highly recommended you spend some time reading the rules to ensure you don&#039;t accidentally break any. Ignorance of the rules is not an excuse. Thank you.&lt;br /&gt;
&lt;br /&gt;
= How to join the Hive =&lt;br /&gt;
=== Join at roundstart ===&lt;br /&gt;
In the lobby screen, open the [[Space_Station_13_Guide#Getting_Started|Setup Character]] window, Go to &#039;&#039;&#039;Setup Character&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Set Role Preferences&#039;&#039;&#039;, set xenomorph to &#039;&#039;&#039;[HIGH]&#039;&#039;&#039; and click the bottom option until it&#039;s &#039;&#039;&#039;Return to lobby if preference unavailable&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Late join ===&lt;br /&gt;
After the round has started, click &#039;&#039;&#039;Join the Hive&#039;&#039;&#039; you can take up any SSD Xenos or pooled larva. If there is no xeno you can take up, click &#039;&#039;&#039;Observe&#039;&#039;&#039; to spawn as a ghost. Once you are a ghost, click &#039;&#039;&#039;Toggle SpecialRole Candidacy&#039;&#039;&#039; in the &#039;&#039;&#039;Preferences&#039;&#039;&#039; tab, then turn on Xeno preference, you will get this message: &#039;&#039;You will now be considered for Xenomorph events (where possible)&#039;&#039;. You can also click &#039;&#039;&#039;Join as Xeno&#039;&#039;&#039; in the &#039;&#039;&#039;Ghost&#039;&#039;&#039; tab to see if there is an SSD (i.e., away from keyboard) Xeno you can occupy (that&#039;s why ghosting is more preferable than simply closing the game if you need to go, as ghosting will free up the xeno immediately instead of freeing up after the AFK timer), or a pooled larva available.&lt;br /&gt;
&lt;br /&gt;
= Who Orders Who =&lt;br /&gt;
[[File:Evolution.png|thumb]]There are four tiers of aliens. Not every player can evolve to the top because the spots are limited at each tier. The [[Queen]] is at the top, who runs the Hive. The third tier (T3s) are the [[Boiler]], [[Crusher]], [[Despoiler]] (not pictured), [[Praetorian]], and [[Ravager]]. These are comparable to Marine officers. Look to them for leadership. The second tiers (T2) are the [[Carrier]], [[Burrower]], [[Hivelord]], [[Lurker]], [[Warrior]], and [[Spitter]]. These are advanced versions of the bottom tier aliens. The [[Drone]], [[Runner]], [[Sentinel]], and [[Defender]] are the first tier (T1) and make up the meat and potatoes of the Hive. If it&#039;s your first game, avoid evolving past the first tier unless it&#039;s necessary for the Hive. Allow more experienced players to take these more complicated roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You should obey any orders given to you by your Queen or Hive Leaders. It is a hive mind, and you have no free will.&#039;&#039;&#039; The only exception is if you are given orders that violate the rules. (Should you be given orders that would break the rules then you should contact the admins by ahelping, F1 -&amp;gt; gameplay issue.) If an alien that outranks you asks for something, try to do it. Assisting experienced players is a great way to learn the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
[[File:Say_window.png|thumb|&#039;&#039;F3 or T to talk&#039;&#039;]]Communication is essential! Use &#039;&#039;&#039;F3&#039;&#039;&#039;, &#039;&#039;&#039;T&#039;&#039;&#039; (in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]), or the chat box at the bottom of the screen (you need to type &#039;&#039;&#039;Say&#039;&#039;&#039; before your message if you use the chat box at the bottom).&lt;br /&gt;
* You can talk to any alien in your local area, aka with your field of vision (You cannot talk through walls. If you can&#039;t see the terrain they are on, they can&#039;t hear you).&lt;br /&gt;
* Type &#039;&#039;&#039;;&#039;&#039;&#039; before your message to talk to the whole Hive. (e.g. &#039;&#039;; There are multiple tallhosts in Medbay.&#039;&#039;)&lt;br /&gt;
* Click the &#039;&#039;&#039;LOOC&#039;&#039;&#039; verb in the OOC section to talk in local out of character (LOOC) to ask questions about the game and how to do things. e.g. &#039;&#039;How to devour?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= [[Larva]] =&lt;br /&gt;
[[File:Alien-Larva.png|thumb]][[File:Queen_indicator.png|thumb]]As you spawn as a chestburster or Larva, you&#039;re very weak and should avoid conflict. If you wake up inside the Hive, stay there! If you wake up outside the Hive, follow the Queen indicator on the right side of your screen to find the Queen.&#039;&#039;&#039;You can Alt Click the Queen indicator to select a leader marker, a hivecore marker, or a tunnel marker as well&#039;&#039;&#039;. If you join late in a round, you may wake up in strange places, don&#039;t panic and use your survival skills to escape from danger, &#039;&#039;&#039;clicking on doors&#039;&#039;&#039; to squeeze through them, &#039;&#039;&#039;crawl into vents&#039;&#039;&#039; (in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab, or alt-clicking them) and the &#039;&#039;&#039;hide&#039;&#039;&#039; ability which will make you hidden below tables, items and such, then ask the Queen for further commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait until the &#039;&#039;&#039;Progress&#039;&#039;&#039; in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab reaches 60/60, then click the &#039;&#039;&#039;Evolve&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab. Since you are new, you may want to ask the Queen what you should evolve into (or just check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab and evolve into the fewest caste among [[Drone]], [[Runner]], [[Sentinel]] or [[Defender]]).&lt;br /&gt;
&lt;br /&gt;
= Larva Evolutions =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Drone.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Drone|Drones]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are very important supporting players, but not in combat roles.  Drones have two primary functions. The first is building walls, doors, nests, and resin to create and protect the Hive. The second is planting as many weeds as possible to expand the Hive. You can&#039;t go too wrong if you&#039;re planting weeds! All aliens are more robust on weeds. Read more about [http://cm-ss13.com/wiki/Hives Hives].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. The default structure is a Resin Wall.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on your tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on an item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that is not already getting emitted, as pheromones don&#039;t stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Runner.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Runner|Runners]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the Hive&#039;s scouts. You&#039;re very weak at first, so don&#039;t rush out at any enemies. It&#039;s easy to tell inexperienced Runners because they tend to die quickly. Don&#039;t let that happen to you. Think of yourself as a ninja. Speed and cunning are your weapons, not brute strength. Your primary role is to scout around the Hive, identify any threats or possible hosts, and report back to the Hive. Stay in the dark. Communicate with the hive constantly. At the beginning of the round, Runners are expected to quickly bring back hosts like monkeys, etc., to the Hive to be infected. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim on the ground and drop their weapons. Though one can quickly get up from a Runner&#039;s pounce, so some Runners tend to tackle the victim as follow up.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bone_Spur.png]]&amp;lt;br&amp;gt;Bone Spur&lt;br /&gt;
|Fire a blast of bone chips at your target. A limited range, perfectly accurate skillshot that slows the target for 6 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 30 Plasma, cooldown: 13 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|[[File:Stretch_to_fit.png|thumb|Use &amp;quot;Stretch to fit&amp;quot; to minimize the hassle of changing icon size when zooming in/out.]]Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 20 plasma.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Alien-Sentinel.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Sentinel|Sentinels]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are the tier 1 of ranged caste, You can spit weak neurotoxin which will at first slow hosts and if hit enough times will cause them to be knocked out. &#039;&#039;&#039;The sentinel also makes an excellent choice for your first game due to its simplistic abilities and moderate health pool.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Spit.png]]&amp;lt;br&amp;gt;Slowing Spit&lt;br /&gt;
|Use middle mouse button to spit a glob of slowing neurotoxin to stun hosts.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 1.5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Acid_Shotgun.png]]&amp;lt;br&amp;gt;Scattered Spit&lt;br /&gt;
|Use middle mouse button to spit globs of paralyzing neurotoxin, Knocking down hosts hit for 0.7 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 8 seconds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crippling-Strike.png]]&amp;lt;br&amp;gt;Paralyzing Slash&lt;br /&gt;
|Empowers you next attack to inject neurotoxin into the host, Dazing them for 4 seconds and immediately after knocking them down helpless for 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Cooldown: 12 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Defender.png|thumb]]&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Defender|Defenders]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; are as the name implies meant to defend the hive and support it&#039;s members when they are in need. This means using your tailsweep ability to knock back marines from an injured sister or covering their retreat by taking the damage for them. At the beginning of the round, you should be guarding the hive and making sure your fellow sisters are safe.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! width=150|Abilities:&lt;br /&gt;
! |Description:&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Headbutt.png]]&lt;br /&gt;
&#039;&#039;&#039;Headbutt&#039;&#039;&#039;&lt;br /&gt;
|Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tailsweep.png]]&lt;br /&gt;
&#039;&#039;&#039;Tail Sweep&#039;&#039;&#039;&lt;br /&gt;
| A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 10 plasma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Toggle_Crest_Defence.png]]&lt;br /&gt;
&#039;&#039;&#039;Toggle Crest Defence&#039;&#039;&#039;&lt;br /&gt;
|By lowering its crest, the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fortify.png]]&lt;br /&gt;
&#039;&#039;&#039;Fortify&#039;&#039;&#039;&lt;br /&gt;
|When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered downstate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
== Foreword: Settings/Interactions ==&lt;br /&gt;
There are a couple of useful settings to consider when playing xenomorph. Found in the settings section of the Character Setup, or Preferences &amp;gt; Edit Characters if you are in the round already.&lt;br /&gt;
&lt;br /&gt;
[[File:XenoCombatSettings.png]]&lt;br /&gt;
&lt;br /&gt;
Firstly, &amp;lt;span style=&amp;quot;color:#0094FF&amp;quot;&amp;gt;Combat Click-Drag Override&amp;lt;/span&amp;gt;, this will stop any inputs off of help intent being read as a click drag, meaning any clicks close together also won&#039;t be read as an attempt to click-drag. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFD800&amp;quot;&amp;gt;Ability Deactivation&amp;lt;/span&amp;gt; being off means that pressing a button for a specific ability that you already have selected will &#039;&#039;&#039;not&#039;&#039;&#039; deselect it meaning you can repeatedly press it and still have it ready to activate, this doesn&#039;t work for hotkeyed abilities that immediately activate and go on cooldown like Defender&#039;s Tail sweep, but will work for most others meaning you won&#039;t accidentally turn off an ability and not notice in the middle of combat. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF00DC&amp;quot;&amp;gt;Directional Assist&amp;lt;/span&amp;gt; being on means that if you click behind a marine whilst they are next to you; your click for non-abilities will register as if you had clicked them, meaning that you do not need to click their sprite for slashing, grabbing or shoving. Which can make fighting moving marines much easier. Note that if you are a leader directional assist will work on other xenos meaning you may unintentionally shove them in certain capping situations and may want to switch to sprite clicking instead to avoid that.&lt;br /&gt;
&lt;br /&gt;
Lastly &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Automatic Shove&amp;lt;/span&amp;gt; is specific to King and Queen, which means you will shove down any Xeno in your way, when moving without needing to click on disarm intent.&lt;br /&gt;
&lt;br /&gt;
====Additional Interactions====&lt;br /&gt;
&lt;br /&gt;
You can click on your own xeno sprite to affect clicking a marine under you, acting as if you clicked them. &lt;br /&gt;
&lt;br /&gt;
Using abilities on humans whilst they are being tackled will reset the tackle progress, different xenos have different threshold minimums and maximums for the amount of tackles until a shove is performed, using an ability will reset this to zero and means you will need more tackles.&lt;br /&gt;
&lt;br /&gt;
Using help intent, targeting head or groin, and clicking another xeno will initiate a headbutt or tail clash respectively. To allow you to celebrate some teamwork.&lt;br /&gt;
&lt;br /&gt;
== Slashing forbidden/restricted/permitted ==&lt;br /&gt;
At the beginning of the round, the Hive is desperate for hosts to infect. The Queen may issue a standing order forbidding the slashing of hosts. While this order is in place, slashing is forbidden or restricted to only when you are hurt. You might want to avoid conflict, but you can still tackle and drag hosts with your {{Intent|Disarm}} and {{Intent|Grab}} intents to try and move them to the Hive. At some point, the Queen will allow the slashing of hosts and your combat power will improve significantly. Check this order in the &#039;&#039;&#039;Stats&#039;&#039;&#039; tab. As the Queen permitted slashing, use {{Intent|Harm}} intent to slash.&lt;br /&gt;
&lt;br /&gt;
==Area Targeting==&lt;br /&gt;
You can target different body parts [[File:Hud-target.png]]. In general, target unarmored areas to inflict more damage. Most armour will protect the chest, groin, arms and legs. Boots, gloves and helmets provide their own level of armour. &lt;br /&gt;
&lt;br /&gt;
Slashes have a chance to cause additional affects to marines &#039;&#039;(As brute damage does)&#039;&#039; depending on where the slash hits.&lt;br /&gt;
&lt;br /&gt;
Specific areas like the hands or feet can not gain Internal Bleeding but other areas can: Causes internal fast blood-loss which needs to be surgically repaired. &lt;br /&gt;
&lt;br /&gt;
All areas can suffer a bone fracture: A chance condition from gaining damage to cause pain, and some internal damage if not splinted, including Internal Bleeding. Additionally if on the legs or feet will slow, and if on the hands or arms has a chance to drop items held. Some xeno abilities have an increased or guaranteed chance to cause this.&lt;br /&gt;
&lt;br /&gt;
All areas can suffer [[Guide to Medicine#Severe Burn|severe burns]] or [[Guide to Medicine#Eschar|eschar]] (much smaller chance to inflict): A chance condition from gaining burn damage to cause pain and lingering damage if not treated. Additionally if on the legs or feet it will slow with the same effect as a splinted limb.&lt;br /&gt;
&lt;br /&gt;
The head, chest and groin can suffer organ damage: Which can have multiple debilitating affects depending on the specific organ damage and how much damage has occurred.&lt;br /&gt;
&lt;br /&gt;
Limbs and the head have a chance to be completely removed from the body given enough damage, for the head the helmet must not be present, and there is a rare chance to knock it off when targeting the head&lt;br /&gt;
&lt;br /&gt;
== Capturing Hosts ==&lt;br /&gt;
While Xenos slash to wound and kill, the main goal is to weaken the hosts enough without killing them so they can be infected and give birth to new larvae.&lt;br /&gt;
&lt;br /&gt;
== Body Block ==&lt;br /&gt;
Body block is the act of blocking another xenomorph from moving to the direction they&#039;re trying to go, Intentionally or not. This usually happens when playing a large xenomorph (Tier 3s, Carrier, Hive-lord etc.) due to it being impossible to push them. &#039;&#039;&#039;Xenomorph leaders however can use disarm intent  to knock down a fellow xeno and escape being bodyblocked.&#039;&#039;&#039; This is important all of the time but especially during combat since it can be a matter of life and death. Be careful, Try to understand where your fellow sisters are trying to go and move out of the way!&lt;br /&gt;
&lt;br /&gt;
=== Drag ===&lt;br /&gt;
There are primarily two ways of moving hosts, dragging them or hauling them. To drag, you can:&lt;br /&gt;
* Ctrl + Click the host, you don&#039;t need to switch to the empty hand with this method.&lt;br /&gt;
* Click with an &#039;&#039;&#039;empty&#039;&#039;&#039; hand using {{Intent|Grab}} intent ({{Key press|3}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]])&lt;br /&gt;
* Right Click -&amp;gt; Pull.&lt;br /&gt;
You can switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) and tackle the host with {{Intent|Disarm}} intent ({{Key press|2}} in [[Space_Station_13_Guide#Hotkeys|hotkey mode]]) to keep them down. However, dragging is slow (except for Runner) and you can&#039;t drag hosts into tunnels and vents (to bypass fog wall/terrain/marine force), you need to have the host devoured to do that. Note that you can only moved devoured marines through tunnels and not vents.&lt;br /&gt;
&lt;br /&gt;
=== Hauling ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== When to kill or capture ===&lt;br /&gt;
Kill when you cannot capture. E.g., His buddy will shoot you to pieces if you drag him/standstill to devour. Capture when it&#039;s safe to do so. E.g., the host is alone and tackled, simply unarmed, or you are sure you can drag the host away from his buddies before they shoot you to pieces.&lt;br /&gt;
&lt;br /&gt;
== Fighting techniques ==&lt;br /&gt;
[[File:Tackle_engage_two_hosts.gif|frame|right|&#039;&#039;Use tackle (and surprise) to overpower hosts&#039;&#039;]]&lt;br /&gt;
=== Tackling ===&lt;br /&gt;
Tackling with {{Intent|Disarm}} intent ({{Key press|2}}) is very powerful as it forces the victim onto the floor for a period of time. Disabling their attack and escape, allowing you to devour or slash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drag and slash ===&lt;br /&gt;
Much like you can tackle with another hand when devouring, you can slash with another hand when dragging. First, drag the host, switch to an &#039;&#039;&#039;empty&#039;&#039;&#039; hand ({{Key press|X}}) and slash them using {{Intent|Harm}} intent ({{Key press|4}}). If you are chased, pounce away (Runner) or simply switch back to the dragging hand and drop them ({{Key press|Q}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Avoid being hit ===&lt;br /&gt;
[[File:Walk_slash2.gif|frame|right]]Avoid charging/retreating in a straight line, instead, take turns, change lanes or even circle so that you are unpredictable. When slashing a downed marine, keep moving around the marine or left and right (or up and down) to dodge.&lt;br /&gt;
&lt;br /&gt;
== Fight on your terms ==&lt;br /&gt;
=== Fight on weeds ===&lt;br /&gt;
Aliens heal and regenerate plasma when being on weeds, and heal much faster while resting on weeds, downed Xenos will bleed out if not on weeds. Weeds also buff Xeno&#039;s speed slightly while slows down tall hosts slightly so try to fight on weeds. Request Drones to weed/re weed if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover of darkness ===&lt;br /&gt;
[[File:Xeno_Toggle_night_vision.png|thumb]] Use &#039;&#039;&#039;Toggle Xenomorph Vision&#039;&#039;&#039; to toggle off, on and the level of your ability to see in the dark, and see where is lit and where isn&#039;t, allowing you to stay in the dark and ambush.&lt;br /&gt;
* Break lights and APCs to deny lights (slash to the APC to [[File:APC_Broken.png|32px]] then &#039;&#039;&#039;one more slash&#039;&#039;&#039; to cut the wires, you will see &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;&#039;&#039;&#039;APC&#039;s wires snap apart in a rain of sparks!&#039;&#039;&#039;&amp;lt;/span&amp;gt;)&lt;br /&gt;
* Melt flares[[File:Flare.gif]]&lt;br /&gt;
* Slash lights[[File:Light.png]]&lt;br /&gt;
* Disable typing speech bubble to avoid revealing yourself in the dark (&#039;&#039;&#039;Preference&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;Show/Hide Typing Indicator&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== Make use of vents ===&lt;br /&gt;
Stand near a vent then click &#039;&#039;&#039;Crawl into Vent&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab or alt+click the vent (you can bind a hotkey for it with [[Macros]]). It&#039;s good for scouting, ambush, flanking and transporting hosts. &#039;&#039;&#039;Note that not all castes are able to vent crawl, and if you have devoured an host you will not be able to vent either&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Reducing casualties ==&lt;br /&gt;
=== Don&#039;t bunch up ===&lt;br /&gt;
Most Xeno deaths happen in choke point pushes or when they are retreating after a failed assault. To try and help reduce Xeno losses, avoid all pushes through a choke point and instead widen the choke point or try to flank around to make a new entrance for the assault. Remember to give way to retreating Xenos and drag back critically wounded Xenos to safety and onto weeds (provided that you don&#039;t risk getting killed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
[[File:Resist_button.png|thumb]]When you&#039;re on fire, step on a weeded tile and click &#039;&#039;&#039;RESIST&#039;&#039;&#039; (you can bind a [[Macros]]) to roll on the floor and attempt to extinguish the flames. Use {{Intent|Help}} intent clicking to extinguish a fellow xeno on fire, remember to drag them to weeds if they weren&#039;t already. Even better, bring them to Warding[[File:Warding_Pheromone.png|32px]]and Recovery[[File:Recovery_Pheromone.png|32px]]Pheromones to reduce fire damage/bleed out and speed up healing. You can pat out fires using {{Intent|Help}} intent the amount of pats required to extinguish is determined by the strength of the fire.&lt;br /&gt;
&lt;br /&gt;
=== Avoid engagements when weak ===&lt;br /&gt;
While marines need surgeries to fix serious injuries; Xenos only need to rest on weeds, so don&#039;t be greedy trying to get a kill, rest in a safe location when wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Teamwork ==&lt;br /&gt;
Much like marines need to stick with their SLs, you need to stick with the bigger sisters to be effective. Check &#039;&#039;&#039;Hive Status&#039;&#039;&#039; in the &#039;&#039;&#039;Alien&#039;&#039;&#039; tab to see everyone&#039;s location. Learn the maps and find your way to them. Since you are T1, it&#039;s hard for you to initiate attacks to the mass of marines in the frontline; instead, you need to be the follow-up after bigger sister&#039;s initiation, like Queen&#039;s screech and Boiler&#039;s Gas, but again, don&#039;t block other sisters when retreating, simply don&#039;t go in if the choke point is cramped. Instead, do support work like transporting captured hosts back to the hive.&lt;br /&gt;
&lt;br /&gt;
=== Pheromones ===&lt;br /&gt;
[[Pheromones]] are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]], [[King]] and [[Queen]]. In addition, Xeno Leaders will emit the Queen&#039;s very strong pheromones when she is on her ovipositor. The Queen can quickly change her pheromone type to whatever her Xeno Leaders or the front needs. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039;Except Frenzy,&#039;&#039;&#039; which stacks but &#039;&#039;&#039;only&#039;&#039;&#039; for the slash damage). Xenos can be affected by all three types at once.&lt;br /&gt;
{{Pheromones_List}}&lt;br /&gt;
&lt;br /&gt;
==== Pheromone Tactics ====&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Drone and the pheromones of the Queen. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a Queen on ovipositor are applied through all Xeno Leaders. These can be located by the star on their XenoHUD Status. This stacks with any other pheromones emitted by the leader. When in doubt, Recovery is a helpful choice, and you can always ask your hive.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Frenzy and Recovery, with Warding left to the next best caste. This allows the Xenos to be faster and hit harder as well as being able to recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a weak effect, but it can be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Probably the worst choice is simply no pheromones.&lt;br /&gt;
&lt;br /&gt;
=Infecting Hosts=&lt;br /&gt;
[[File:Alien-Egg.png|thumb]][[File:Alien-Egg-Open.png|thumb]][[File:Alien-Egg-Dead.png|thumb]]&lt;br /&gt;
=== Eggs and facehuggers ===&lt;br /&gt;
The Queen lays eggs when in Ovipositor mode. The eggs get planted (by Queen/Drone castes) and mature after a short delay. Mature eggs contain a larval facehugger which stays in the egg until disturbed. Facehugger will attempt to attach itself to any host that gets close and infects a host by implanting a larva inside its host.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nests and guards ===&lt;br /&gt;
[[File:Nesting.gif|frame|right|&#039;&#039;Nesting a marine&#039;&#039;]]Once you have a captured host, bring them to a matured egg, the egg will open (if they don&#039;t, click the egg with an empty hand) and drag the host to the facehugger to infect. Then find a wall with resin on it, &#039;&#039;&#039;click the host on it&#039;&#039;&#039; then &#039;&#039;&#039;drag the host on to either a wall with resin or a resin wall&#039;&#039;&#039;. Dangerous hosts (like Marines) should be secured into a nest. Should a capture should somehow be removed from a nest, whether it be from accidents or explosions, you can try to recapture them back in with &#039;&#039;&#039;neurotoxin&#039;&#039;&#039; [[File:Toggle_Spit_Type.png|32px]] which is very good at calming enraged hosts. Alternatively, simply tackle them with &amp;lt;span style=&amp;quot;background-color: DeepSkyBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (&#039;&#039;&#039;2&#039;&#039;&#039;) and re-nest them. After some time, listen to the screams and celebrate the birth! Click the nest (any intent except &amp;lt;span style=&amp;quot;background-color: Tomato;&amp;quot;&amp;gt;&#039;&#039;&#039;Harm&#039;&#039;&#039;&amp;lt;/span&amp;gt;) to unnest the dead host.&lt;br /&gt;
&lt;br /&gt;
=Xeno Roleplaying Guide and Expectations=&lt;br /&gt;
* You are an extension of the will of the Queen. If there is a Queen, her will MUST be followed. No exceptions. If she orders you to run to your death, start running. Queen&#039;s word is law unless it breaks a rule in which case you should ahelp it (F1 -&amp;gt; gameplay issue).&lt;br /&gt;
* You are a hive-mind - Because all members of a hive-mind are connected they will understand exactly what you mean when you talk about something, that&#039;s why you CAN use words like &amp;quot;shuttle&amp;quot; or &amp;quot;hydro&amp;quot; to describe things. It&#039;s assumed that because you are a hive-mind if you say &amp;quot;shuttle&amp;quot; your alien character understands what you&#039;re describing instantly (because it shares consciousness with you), but since we can&#039;t actually &amp;quot;emulate&amp;quot; this, using English to describe things is OK.&lt;br /&gt;
* Killing a nested+infected host at ANY TIME is a bannable offense, and don&#039;t un-nest just to kill. It&#039;s counter-productive to your cause of growing the hive. If a marine escapes the nest and uses a weapon to resist, THEN you may kill them, but you should try to tackle and re-nest them. Remember the more hosts you get and keep alive, the bigger your team. EXCEPTION: The queen MAY kill any marine she wants at any time, provided she has an RP justification (if asked by the admins). This power does NOT extend to aliens following the Queen&#039;s orders.&lt;br /&gt;
* When you die, you are a 100% NEW XENO. However, you can keep some of the information the rest of your hive has in mind so you dont need to relearn everything in character after each death. For example if the xenomorphs are defending a specific cave entrance its fine to ask how the defence is going after respawning or heading straight back to that location to help out.&lt;br /&gt;
* Refrain from saying &amp;quot;Ayylmao,&amp;quot; &amp;quot;Ayyy,&amp;quot; &amp;quot;Reeeeee&amp;quot; as there is a [https://cm-ss13.com/rules#rule-2-roleplay Stronger Enforcement for Xeno Roleplay].&lt;br /&gt;
&lt;br /&gt;
= Additional Reading =&lt;br /&gt;
The following are some good guides and examinations that go further into explaining other details of the game:&lt;br /&gt;
* See [[Slang#Alien Slang &amp;amp; acronyms|Slang]] for Xeno in-character slangs&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=8401 The Value of Darkness]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=133&amp;amp;t=16635 High-end Xeno mechanics]&lt;br /&gt;
* [[Macros]]: Making your own key bindings and one-click multi-functions for in-game actions.&lt;br /&gt;
      &amp;lt;small&amp;gt;&#039;&#039;&#039;It is highly recommended that users new to SS13 use keybindings rather then macros.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
*[[Space_Station_13_Guide#Keybinds|Keybindings]]: Easily change command function input keys, like any modern videogame.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40348</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40348"/>
		<updated>2026-03-05T14:22:04Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Rewords a few sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]], [[King]] and [[Queen]]. In addition, Xeno Leaders will emit the Queen&#039;s very strong pheromones when she is on her ovipositor. The Queen can quickly change her pheromone type to whatever her Xeno Leaders or the front needs. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039;Except Frenzy,&#039;&#039;&#039; which stacks but &#039;&#039;&#039;only&#039;&#039;&#039; for the slash damage). Xenos can be affected by all three types at once.&lt;br /&gt;
&lt;br /&gt;
Pheromones cost 30 plasma to start emitting and then require 5 per tick to sustain. Emitting moderate or stronger Recovery while on weeds will net more plasma per tick than not emitting Recovery. If you run out of plasma, you stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones stop emitting if you enter a critical state, but you will still be affected by pheromones from others. &lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&lt;br /&gt;
{{Pheromones List}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Pheromone Strength&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Who has it&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Weak&lt;br /&gt;
|[[Lesser Drone]]&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|[[Carrier]], [[Drone]], [[Drone#Gardener|Gardener Drone]], [[Hivelord]], [[Hivelord#Resin_Whisperer|Resin Whisperer Hivelord]]&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|[[Hivelord#Designer|Designer Hivelord]], [[Carrier#Eggsac|Eggsac Carrier]], [[Drone#Healer|Healer Drone]], [[Praetorian#Valkyrie|Valkyrie Praetorian]] &lt;br /&gt;
|-&lt;br /&gt;
|Very Strong&lt;br /&gt;
|[[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming&lt;br /&gt;
|[[King]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Drone and the pheromones of the Queen. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a Queen on ovipositor are applied through all Xeno Leaders. These can be located by the star on their XenoHUD Status. This stacks with any other pheromones emitted by the leader. When in doubt, Recovery is a helpful choice, and you can always ask your hive.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Frenzy and Recovery, with Warding left to the next best caste. This allows the Xenos to be faster and hit harder as well as being able to recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a weak effect, but it can be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=40347</id>
		<title>Hivelord</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hivelord&amp;diff=40347"/>
		<updated>2026-03-05T14:18:20Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds a subsection on pheros, bringing it in line with the queen and prae pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN- TIER 2&lt;br /&gt;
|imagebgcolor = &lt;br /&gt;
|img = Alien-Hivelord.png&lt;br /&gt;
|castetitle = Hivelord&lt;br /&gt;
|evolves_from = [[Drone]]&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Shape the Hive to your will with a massive plasma reserve. Become one with weeds and sprint around weeded terrain like a Runner. Use pheromones to assist fellow Aliens.&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4560 Hivelord Guide], [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=7675 My Badass Hive Guide], [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, as its name implies, is the workhorse of the Hive. Where [[Drone]]s would be the humble workers, the Hivelord is capable of moving mountains, more or less literally. Enjoying an increased plasma reserve and a greatly increased plasma regeneration, it can build far more, far more often, far more efficiently, capable of easily creating a whole new Hive chamber where a Drone might have to take multiple breaks to recharge its plasma. The Hivelord&#039;s resin walls are also a lot stronger than the resin walls of her sisters, making him a high priority caste for building large nests and defensive works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hivelord, however, trades this ability to shape the Hive with probably one of the weakest combat abilities in the entire Hive. It has a small health pool, a very weak attack, and a sluggish speed when caught off weeds. This all compounds into making the Hivelord a big, obvious target, meaning that any badly planned adventure out of the Hive, much less near Marine positions, will end very poorly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily, the Hivelord is not just a better Drone, and enjoys new, powerful abilities. Like the Drone, it has access to its trusty [[Pheromones]] but slightly more powerful than them. For its own uses, he also has access to the &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability, allowing it to become one with the weeds and get a speed boost that would almost rival a [[Lurker]] as long as it walks the weeds.{{Autowiki/Content/XenoStats/Hivelord}}&lt;br /&gt;
== Playing as a Hivelord ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Hivelord, the vast majority of your time will be spent away from the frontlines, building up the Hives that your sisters will soon use as defensive positions. It is highly recommended to not step up into direct combat with tallhosts, even if assisted by stronger sisters, as you will probably take a major thrashing without much use and might even get killed on the spot. The Hivelord can however afford to stay in combat on terrain it controls, fully weeded and built up with resin to allow it to easily get out of dangerous encounters and use its &#039;&#039;&#039;Resin Walker&#039;&#039;&#039; ability to rapidly change positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resin Walker&#039;&#039;&#039; should always be enabled when possible. While it will draw into your plasma regeneration, it is already massive enough to not be an issue. In exchange, you will gain a massive speed boost, allowing you to get around quickly as long as you stick to weeds. Of course, if the path you need to take does not have said weeds, you might want to expand your garden a little bit.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Can&#039;t be planted if there is already a node on the tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. .This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Hivelord Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure. Hivelord Resin Structures are significantly more durable than [[Drone]] or [[Queen]] structures. As a Hivelord, you secrete resin faster than the [[Drone]] you evolved from. You can also secrete resin into adjacent tiles by hovering your mouse over them while activating this ability and upgrade normal Resin Structure the same way. However, due to these advantages Hivelord Structure costs 33% more plasma to secrete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfers 200 Plasma to &#039;&#039;any target you can see&#039;&#039;. You have to stand still when transferring, but not for as long as when you were a [[Drone]].&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to the drone due to how the hivelord has stronger corrosive acid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 100 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
&lt;br /&gt;
Costs 30 plasma to emit and then drains plasma while active.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin_Walker.png]]&amp;lt;br&amp;gt;Resin Walker&lt;br /&gt;
|When activated increases the movement speed of the hivelord when on weeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 50 plasma and then drains plasma while active.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pheromones ==&lt;br /&gt;
[[Pheromones]] are an aura-based buff. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039;Except Frenzy,&#039;&#039;&#039; which stacks but &#039;&#039;&#039;only&#039;&#039;&#039; for slash damage). A Xeno can be affected by all three types at once.&lt;br /&gt;
&lt;br /&gt;
Pheromones cost 30 plasma to start emitting and then require 5 per tick to sustain. Emitting moderate or stronger Recovery while on weeds will net more plasma per tick than not emitting Recovery. If you run out of plasma, you stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones stop emitting if you enter critical health, but you will still be affected by pheromones from others. &lt;br /&gt;
{{Pheromones_List}}&lt;br /&gt;
== Attainable Strains ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#423042; text-align:center;&amp;quot;|&#039;&#039;&#039;Strain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains|&#039;&#039;&#039;Resin Whisperer&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Strain Abilities=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====== Resin Whisperer ======&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Toggle_Long_Range_Sight.png]]&amp;lt;br&amp;gt;Toggle Long Range Sight&lt;br /&gt;
|Toggles long range sight in the direction you&#039;re facing.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete_Resin.png]]&amp;lt;br&amp;gt;Coerce Resin&lt;br /&gt;
|Toggle the ability to remotely create the resin structure you&#039;ve selected, The construction will be built faster or slower depending on the distance it is away from you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 150 plasma.&lt;br /&gt;
|}&lt;br /&gt;
{{Autowiki/Content/XenoStats/Resin_Whisperer_Hivelord}}&lt;br /&gt;
&lt;br /&gt;
== Hivelord Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hivelords consume plasma quickly when building. To more effectively set up hive defenses at the beginning of the round, find a Drone to feed you plasma -- and between the two of you, you should be able to continue building nearly uninterrupted.&lt;br /&gt;
&lt;br /&gt;
* Make sure to study your [[Hives|Hive Building theory]]. Knowing all the resin structures you can build and their uses in and out is a must, not a plus, as a Hivelord. A Hivelord that cannot build proper Hives is a waste of a Tier 2 slot and a major burden on the Hive as there will rarely be more than two, and probably just one.&lt;br /&gt;
&lt;br /&gt;
* In combat, you should always be in the back line, fortifying and repairing damage while your sisters bring the fight to the tallhosts. In a siege, you can afford to be the frontline as you build and rebuild your main line of resin walls, but if you get shot you should fall back quickly. Despite your size, you are no tank and bullets will rapidly tear through your delicate chitin.&lt;br /&gt;
&lt;br /&gt;
* If ever you are caught in direct combat, emit Frenzy pheromones, stick to weeds, and use your resin structures as cover. Running should always stay a solid option, a single mistake can cost you your life.&lt;br /&gt;
&lt;br /&gt;
Hivelords can not &#039;&#039;&#039;Evolve&#039;&#039;&#039; any further.&lt;br /&gt;
&lt;br /&gt;
== Hivelord Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=7&lt;br /&gt;
|plasmaregen=10&lt;br /&gt;
|plasma=10&lt;br /&gt;
|explosiveresist=1&lt;br /&gt;
|speed=2&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Drone&amp;diff=40346</id>
		<title>Drone</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Drone&amp;diff=40346"/>
		<updated>2026-03-05T14:14:31Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds a subsection on pheros, bringing it in line with the queen and prae pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = 423042&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 1&lt;br /&gt;
|imagebgcolor = &lt;br /&gt;
|img = Alien-Drone.png&lt;br /&gt;
|castetitle = Drone&lt;br /&gt;
|evolves_from = &#039;&#039;&#039;Larva&#039;&#039;&#039;&lt;br /&gt;
|evolves_to = [[Burrower]], [[Hivelord]], [[Carrier]], [[Queen]]&lt;br /&gt;
|role = Build the Hive and expand it with new weed nodes. Support fellow Aliens with your pheromones. Plant weeds aggressively to support pushes. Use your acid to destroy equipment.&lt;br /&gt;
|guides = [[Hives|Guide to Hive Building]], [[Pheromones|Guide to Pheromones]]&lt;br /&gt;
}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The Drone is the humble worker of the Hive. While most other castes make themselves useful in their combat prowess, the Drone finds her vocation in building and maintaining the Hive. Relatively fast, the Drone can also build on the move. She is equipped with corrosive acid capable of melting through weak structures, minor obstructions such as furniture, and almost all equipment one can find lying around. Her attacks are fairly weak, and she is not intended to engage hostile targets unless another caste has them suppressed. Her health can hold itself together, if only just barely.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Drone can help out with building the main Hive, spread weeds around aggressively using her mobility, or even attempt to build forward hives. In all cases, their skills will be needed to make nests to secure new captures, and to make the colony more habitable to Aliens, one weeded tile at a time. To help with this, the Drones have a massive plasma reserve and a respectable plasma regeneration.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Pheromones]] play a big role in the Drone&#039;s arsenal. A Drone can be an incredible supplement to an ambush group, making it faster, better, stronger, and providing them with weeds to rest on as they advance.&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/Content/XenoStats/Drone}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Playing as a Drone==&lt;br /&gt;
[[File:Weed_tiles_full_size.png|thumb|&#039;&#039;A weed node can cover a 9x9. Plant each weed node nine tiles away from the other for efficient weeding.&#039;&#039;]]As a Drone, your job is to assist the [[Queen]] by building, growing and reinforcing the hive, and eventually extending it using the mobility other building castes lack. To this end, the Drone has the ability to shape structures out of resin she can secrete with Plasma. The Drone is otherwise patently average in all regards, with a relatively underwhelming attack but a decent speed and health and a small chance to evade attacks. All and all, building above fighting unless desperate.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It will usually be critical for you to build the main core of the Hive as soon as the Queen has picked a spot to nest in. Then, build these structures in this order as soon as the hivecore makes hive weeds: nests and an egg morpher, while begging your sisters to assist you in filling them with plasma. &lt;br /&gt;
&lt;br /&gt;
Afterwards, you may designate yourself to these jobs as you wish:&lt;br /&gt;
&lt;br /&gt;
=====Maintain the hive=====&lt;br /&gt;
Maintain the hive by planting eggs near nests, filling egg morphers, and providing plasma to the Queen and your sisters. It cannot be overemphasized how important these tasks are to your hive&#039;s survival: planting eggs near nests ensures hosts will be instantly hugged if a sister regurgitates a host on top of a pile of eggs; filling egg morphers with preburst bodies is a must when the hive runs out of eggs; and most importantly, providing your sisters with plasma ensures they will always be able to use their abilities.&lt;br /&gt;
====Build the hive====&lt;br /&gt;
Weed EVERYWHERE possible, even in the little nooks and crannies you think may not matter. Weeds are the foundation of your hive! They allow you to create structures, they allow all members of the hive to move more quickly whilst slowing down marines, and they help aliens regenerate plasma and health. Also, build defenses. Build doors anywhere you can find natural horizontal or vertical gaps of one to three spaces and build sticky resins in front of them to slow the marines down. Finally, build walls. Lots of walls, especially on the frontlines and places you want to make extra doors in. However, build only enough to make it difficult for marines to navigate, not for you and your sisters to navigate. Remember: the Hive relies on mobility, and your designs should not hinder it.&lt;br /&gt;
&lt;br /&gt;
====Sabotage the Marines====&lt;br /&gt;
Make the hive as unfriendly to marines as possible! Slash and melt anything in your way, especially shocked doors! Slash (do not melt) tables apart so a fellow [[Burrower]] or [[Carrier]] can make acid or hugger traps beneath them. Slash APCs until the box flips open, then slash them again to release a rain of sparks and shroud the building in darkness, just to your mother&#039;s liking! Slash and melt down everything you can vomit your corrosive acid on, including weapons, ammo, gear, food, flares, and mostly anything in research, medical, engineering and security. After melting down doors, make your own, and maybe make checkerboard sticky resin in front of them. Attrition warfare at its finest. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In conclusion, Don&#039;t underestimate how much work a single building caste can do. Trying to excuse yourself of the responsibility of building the Hive on other Drones is a highway to total and utter failure.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=&amp;quot;150&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt; Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt; Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant purple sac.png]]&amp;lt;br&amp;gt;Plant Resin Node&lt;br /&gt;
|Place a Resin node, which spreads weeds across a large area. Can&#039;t be planted if there is already a node on the tile or if it&#039;s on unsuitable ground to plant it on. An example would be grass or water.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Build select.png]]&amp;lt;br&amp;gt;Choose Resin Structure&lt;br /&gt;
|Click to choose what resin structure to make. This opens up a menu of all buildable resin structures for you to choose from. The default structure is a Resin Wall.&lt;br /&gt;
&lt;br /&gt;
{{Drone Buildable Structures}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Secrete Resin.png]]&amp;lt;br&amp;gt;Secrete Resin&lt;br /&gt;
|Secrete the chosen Resin Structure on the a chosen tile next to you or on top of yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hive-Construction-Order.png]]&amp;lt;br&amp;gt;Order Construction&lt;br /&gt;
|Order the construction of a hive structure to be built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Costs 400 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Transfer Plasma&lt;br /&gt;
|Transfer 50 Plasma to any target within 2 tiles. You have to stand still when transferring, and the target must not be out of range when the transfer is made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corrosive acid.png]]&amp;lt;br&amp;gt;Corrosive Acid&lt;br /&gt;
|Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Emit pheromones.png]]&amp;lt;br&amp;gt;Emit Pheromones&lt;br /&gt;
|Emit one of the three [[Pheromones]]. It is advised to emit the pheromone that are not already being emitted, as pheromones don&#039;t stack except for Frenzy pheromone.&lt;br /&gt;
{{Tail Stab}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pheromones ==&lt;br /&gt;
[[Pheromones]] are an aura-based buff. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039;Except Frenzy,&#039;&#039;&#039; which stacks but &#039;&#039;&#039;only&#039;&#039;&#039; for slash damage). A Xeno can be affected by all three types at once.&lt;br /&gt;
&lt;br /&gt;
Pheromones cost 30 plasma to start emitting and then require 5 per tick to sustain. Emitting moderate or stronger Recovery while on weeds will net more plasma per tick than not emitting Recovery. If you run out of plasma, you stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones stop emitting if you enter critical health, but you will still be affected by pheromones from others. &lt;br /&gt;
&lt;br /&gt;
{{Pheromones_List}}&lt;br /&gt;
&lt;br /&gt;
=Attainable Strains=&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#423042; text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;Strains:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Healer&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;&amp;quot; |&lt;br /&gt;
[[Strains#Strains|&#039;&#039;&#039;Gardener&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strain Abilities====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Healer=====&lt;br /&gt;
You lose your choice of resin secretions, half of your slash damage, and you will experience a slight difficulty in tackling tallhosts in exchange for a large amount of health, strong pheromones, the ability to use a bit of your health to plant a maximum of three resin fruits, and the ability heal your sisters&#039; wounds by secreting a regenerative resin salve using your vital fluids. Be wary, this is a dangerous process; overexert yourself and you may exhaust yourself to unconsciousness, or die...&lt;br /&gt;
*&#039;&#039;&#039;Slash Damage:&#039;&#039;&#039; 17 instead of 22&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=&amp;quot;150&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt; Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Pheromones&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: The strength of your [[Pheromones]] is increased from Moderate to Strong.&lt;br /&gt;
|-&lt;br /&gt;
![[File:salve.png]]&amp;lt;br&amp;gt;Apply Salve&lt;br /&gt;
|Confer a regenerative buff on your sisters or allied xenomorphs at the cost of your own health. &#039;&#039;&#039;You cannot apply a salve to any xenomorph who is on fire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade 75 of your own health with no windup to instantly begin healing the other xenomorph at a rate of 10 health per second, over 10 seconds. This can be stacked to heal faster. &#039;&#039;&#039;You will still sacrifice 75 health if a xenomorph has taken less than 75 damage from max!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 200 plasma and 75 health.&lt;br /&gt;
Costs 30 plasma and 15 health if healing a hugger or larva.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant fruit.png]]&amp;lt;br&amp;gt;Plant Lesser Fruit&lt;br /&gt;
|Plant a lesser resin fruit on the ground beneath you. They heal directly as much as greater fruit, but do not have the regeneration boost. You may only plant three at a time. Cooldown is 5 seconds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 plasma and 50 health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Transfer plasma.png]]&amp;lt;br&amp;gt;Improved Transfer Plasma&lt;br /&gt;
|Transfer 100 plasma instead of 50, with a quarter less delay time.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stomp.png]]&amp;lt;br&amp;gt;Sacrifice&lt;br /&gt;
|The healer drone can instantly transfer 75% of its current health, but will sacrifice itself in the process. A purple bar will display how much healing you have done throughout your time, and once this bar is full you will respawn upon using the sacrifice ability.&lt;br /&gt;
|}&lt;br /&gt;
======So, you are a healer.======&lt;br /&gt;
This strain is best taken mid-to-lategame when the Queen is not on her ovipositor providing heals, especially on the dropship. However, it would not hurt to switch to Healer once the talls land if you want to help your sisters early. Your pheromones are &#039;Strong&#039;, so you should always at least have one pheromone toggled at all times, preferably the one you and your sisters are currently missing or whichever is currently the weakest. With your Apply Salve ability toggled, Shift+click or middle+click on an alien sister or your queen to give a bit of your health to them. Be careful; spamming clicks could cost you all of your health. Oh, and your life.&lt;br /&gt;
&lt;br /&gt;
A good tip to follow is to communicate with normal Drones and Hivelords and ask them to create recovery rooms where you can make recovery nodes, place your fruits down, and safely recover your vital fluids, ready to heal the next sister in need.&lt;br /&gt;
{{Autowiki/Content/XenoStats/Healer_Drone}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Gardener=====&lt;br /&gt;
You trade your choice of resin secretions, your corrosive acid, and your ability to transfer plasma for a tiny bit of extra health regeneration and several new abilities, including the ability to plant hardier weeds, temporarily reinforce structures with your plasma, and to plant up to five potent resin fruits for your sisters by secreting your vital fluids at the cost of a bit of your health for each fruit you shape.&lt;br /&gt;
	&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; width=&amp;quot;150&amp;quot; | &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Abilities:&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#423042;&amp;quot; | &amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Description:&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!Health Regeneration&lt;br /&gt;
|&#039;&#039;&#039;PASSIVE&#039;&#039;&#039;: While standing on weeds, you passively recover 5% more health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Resin surge.png]]&amp;lt;br&amp;gt;Resin Surge&lt;br /&gt;
| Boost a basic structure&#039;s health by 6000 (wall, door, membrane) when used on one for 15 seconds. Create a 3x3 area of sticky resin when used on an unweeded tile. Create a temporary wall (100 health) when used on a weeded tile. Skip 5 seconds when used on a plant, helping mature it. 20 second cooldown. Ranged. &#039;&#039;&#039;Can be used while resting.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 75 plasma.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greater.png]]&amp;lt;br&amp;gt;Switch Fruit Type&lt;br /&gt;
|Switch between Unstable, Greater, Spore, Alacrit and Cruor fruit. Icon denotes whichever fruit is currently selected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; width=&amp;quot;100&amp;quot; |Fruit Types:&lt;br /&gt;
! style=&amp;quot;background-color:#2C2F45;&amp;quot; |Effects&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Fruit Types:&#039;&#039;&#039;&lt;br /&gt;
![[File:Unstable.png]]&amp;lt;br&amp;gt;Unstable Fruit&lt;br /&gt;
|Grants 200 or 30% of the xenomorph&#039;s maximum health, whichever is lower, as overshield when consumed - that lasts for a minute, as well as regenerating 75 health over 15 seconds.&lt;br /&gt;
45 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Greater.png]]&amp;lt;br&amp;gt;Greater Fruit&lt;br /&gt;
|Directly heals 75 health and regenerates 100 health over 5 seconds when consumed.&lt;br /&gt;
30 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spore.png]]&amp;lt;br&amp;gt;Spore Fruit&lt;br /&gt;
|Grants a cooldown-reducing frenzy for 90 seconds when consumed, reducing cooldowns by 5% when slashing.&lt;br /&gt;
Passively emits weak regeneration pheromones when matured whilst unpicked.&lt;br /&gt;
&lt;br /&gt;
15 second maturity time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Alacrit.png]]&amp;lt;br&amp;gt;Alacrit Fruit&lt;br /&gt;
|Increases the movement speed of a xenomorph by +40% for 15 seconds when consumed.&lt;br /&gt;
35 second maturity time.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cruor.png]]&amp;lt;br&amp;gt;Cruor Fruit&lt;br /&gt;
|Regenerates 240 plasma over 15 seconds when consumed.&lt;br /&gt;
25 second maturity time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Plant fruit.png]]&amp;lt;br&amp;gt;Plant Fruit&lt;br /&gt;
| Plant a resin fruit on the ground beneath you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be picked up and fed to other xenos by click dragging it to yourself.&#039;&#039;&#039; &amp;lt;small&amp;gt;If you feed the [[Queen]] and she is observing a xeno, with both being on the same z-level then, the observed xeno and the queen both benefit from the fruit.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Costs 50 health and 100 plasma&lt;br /&gt;
|}&lt;br /&gt;
======So, you are a gardener.======&lt;br /&gt;
Keep your fruits as close to the front as safely possible, so that fellow sisters can get them easily. Use surge to irritate marines by making doors or walls virtually impenetrable. Use the right fruit for the situation: If there are multiple healers and the queen is on ovi and healing from there, possibly prioritize unstable fruit for shields. If less of those resources are available, plant more greater fruit for bigger heals. You can only have 6 fruit planted at a time, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
Like Healers, communicate with drones and hivelords to set up recovery rooms where your sisters can take a break and enjoy one of your fruits.{{Autowiki/Content/XenoStats/Gardener_Drone}}&lt;br /&gt;
==Building Tactics==&lt;br /&gt;
* Place eggs and attach hosts to walls away from the Queen so she will be safe in case a captured host sets off a bomb in the hive.&lt;br /&gt;
&lt;br /&gt;
*If you run out of places to construct structures, make a hive cluster and fill it with plasma; it will spread hiveweeds and allow you to construct more structures.&lt;br /&gt;
&lt;br /&gt;
*If you no longer need a hive cluster, destroy it, then fill the area with regular weeds. Structures stay active even if there are no hive weeds beneath them! Remember, if you are a Healer, you have reduced damage, so it will take longer to destroy structures.&lt;br /&gt;
&lt;br /&gt;
*In large areas that require weeding, turn your pheromones off to save plasma. In addition, space your weed nodes nine tiles away from each other for efficient weeding and to save plasma.&lt;br /&gt;
&lt;br /&gt;
*An alternative strategy to weeding is going as far as you can until you cannot spread the hive any further, then weeding your way back.&lt;br /&gt;
&lt;br /&gt;
* Build [[Hives]] with a lot of corners and fairly small chambers, but not small enough to where you cannot build recovery nodes next to the clusters. The Marines are fast and have powerful ranged weapons, so force them to fight in tight, cramped spaces and on your terms. Covering floors with sticky resin adds to your advantage by making it virtually impossible to maneuver tactically. In large open areas, build resin walls to block lines of sight and for your sisters to hide behind.&lt;br /&gt;
&lt;br /&gt;
* Build multiple layers around choke points. A single layer can easily be shot through, and once your backline is exposed, your Drones are prone to getting wounded, which will slow down repairs.&lt;br /&gt;
&lt;br /&gt;
* Avoid using multiple layers of resin doors or making the Hive too tight and confusing. The goal is for the humans to suffer should they enter your Hive, not for Aliens to suffer from living in the same Hive as you. &lt;br /&gt;
&lt;br /&gt;
*Keep in mind that [[Boiler|Boilers]] need an unobstructed line of sight to the enemy in order to bombard properly. If you are building fortifications in the field, ask them if they can shoot properly or they&#039;d rather have less walls in front.&lt;br /&gt;
&lt;br /&gt;
*In open spaces, a 2x2 wall can take a beating while providing enough cover for aliens to retreat and regenerate their health. This wall design is important since they allow aliens to close in to the front without being shot at. Doors can be added to clusters of such walls, granting your sisters the element of surprise.&lt;br /&gt;
&lt;br /&gt;
* It is discouraged to build corridors 1 tile wide because aliens will body-block each other. Try to always leave a 2 tile wide corridor.&lt;br /&gt;
&lt;br /&gt;
*Spread the eggs out around the hive to allow easier infecting. Remember that eggs can only be planted on hive weeds, which are spread by the hive core and clusters. Ideally, avoid leaving unplanted eggs laying around so [[Researcher|Marines don&#039;t steal them]].&lt;br /&gt;
&lt;br /&gt;
==Combat Tactics==  &lt;br /&gt;
*When the assault begins, try to tag along at a distance. While you are not a frontline combatant you will be needed to plant weeds, spread [[Pheromones]] and build defenses to assist the frontlines. Don&#039;t be that Drone hiding in the egg room while your sisters scream for nests to be set up and for weeds to be planted in contested areas. &lt;br /&gt;
&lt;br /&gt;
*When the Hive is defending or attacking, Drones should be in the backline placing weeds and defenses for the frontline. Listen carefully to the Hivemind so you can fulfill requests from fellow aliens.&lt;br /&gt;
&lt;br /&gt;
*The Drone is one of the most mobile castes which have access to facehuggers, making it highly desirable to work together with most offensive castes to net the Hive one or two more infected Marines.&lt;br /&gt;
&lt;br /&gt;
*If you are a healer, your base slash damage is reduced by 5 and your chance to tackle down tallhosts is decreased. You can still assist your sisters in knocking a host down, but it is best to run away with your strong frenzy pheromones when you are in danger since your combat capabilities are so lacking. After all, your health is precious and must be shared with the hive!&lt;br /&gt;
&lt;br /&gt;
*If the Queen dies, you are first in line to replace her. Make sure to stay safe, even excessively so. The last thing the Hive needs after losing its Queen is Drones throwing themselves to the Marines and dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Facehuggers===&lt;br /&gt;
You can pick up Facehuggers by clicking on a mature egg or an egg morpher with an empty hand to open it, then clicking on the facehugger with any intent active to pick it up. Next, click on a host when you&#039;re next to it and the facehugger in your selected hand should attach. You have two hands and can use two facehuggers if you click quickly. If you need to return a facehugger back inside of the egg, drop it on top of the egg and after a few seconds it should crawl back inside or click on the empty egg with the hugger in hand.&lt;br /&gt;
&lt;br /&gt;
== Drone Evolution==&lt;br /&gt;
&lt;br /&gt;
Drones can &#039;&#039;&#039;Evolve&#039;&#039;&#039; into four possible castes:&lt;br /&gt;
&lt;br /&gt;
*The [[Queen]]. If the old Queen died, you will have to wait until the Hivemind restores from the frenzy. You may then rise up as the new Queen of the Hive. A sister will have to, however, as a Hive cannot survive long without a Queen. You can check if other Drones want dibs, but if you hear nothing, take one for the team. It&#039;s not needed to have full Evolve progress to evolve to a Queen. &#039;&#039;&#039;Be careful:&#039;&#039;&#039; You are very vulnerable if Marines find you alone, so plan on evolving somewhere safe.&lt;br /&gt;
&lt;br /&gt;
*The [[Burrower]] trades in the Drones monstrous plasma pool, pheromones, and hive building ability for the ability to make resin traps and build tunnels to help her sisters get around the map more quickly.&lt;br /&gt;
&lt;br /&gt;
*The [[Hivelord]] is an even more effective Hive builder, with sturdier resin structures and an insane plasma reserve and regeneration. She also gains a strong movement speed ability allowing her to get to the frontline or away from it at a safe speed.&lt;br /&gt;
&lt;br /&gt;
*The [[Carrier]] allows the Drone to specialize in the infection and capture of hosts. She has the ability to store facehuggers and eggs safely around the battlefield for later use  She can create hugger traps that act as infectious &#039;landmines&#039; which will infect individuals that step on them.&lt;br /&gt;
&lt;br /&gt;
== Drone Stats==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=1&lt;br /&gt;
|meleehigh=2&lt;br /&gt;
|health=6&lt;br /&gt;
|plasmaregen=8&lt;br /&gt;
|plasma=10&lt;br /&gt;
|evasion=2&lt;br /&gt;
|speed=7&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40345</id>
		<title>Pheromones</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pheromones&amp;diff=40345"/>
		<updated>2026-03-05T13:55:21Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds: King stuff, more details, a table of who has what level pheros&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pheromones are an aura-based buff available to the [[Drone]], [[Hivelord]], [[Carrier]], [[Praetorian]], [[King]] and [[Queen]]. In addition, Xeno Leaders will emit the Queen&#039;s very strong pheromones when she is on her ovipositor. The Queen can quickly change her pheromone type to whatever her Xeno Leaders or the front needs. There are three types of pheromones: Recovery, Warding and Frenzy, with effects and range based on their strength. If two castes in range are emitting the same pheromone, the stronger pheromone will override the weaker one (&#039;&#039;&#039; Except Frenzy,&#039;&#039;&#039; which stacks but only for the slash damage). If they are emitting different pheromones, both will be applied.&lt;br /&gt;
&lt;br /&gt;
Pheromones cost about 30 plasma to start emitting, and then require a steady amount of plasma to sustain, about 5 per tick. Emitting moderate or stronger Recovery on weeds will net &#039;&#039;&#039;more&#039;&#039;&#039; plasma per tick than not emitting Recovery. If you run out of plasma, you will immediately stop emitting pheromones.&lt;br /&gt;
&lt;br /&gt;
Your pheromones will stop emitting if you end up falling into critical health, but you will still be affected by pheromones from other conscious xenomorphs.&lt;br /&gt;
&lt;br /&gt;
==== List of Pheromones ====&lt;br /&gt;
{{Pheromones List}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Pheromone Strength&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Who has it&amp;lt;/span&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|Weak&lt;br /&gt;
|[[Lesser Drone]]&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|[[Carrier]], [[Drone]], [[Drone#Gardener|Gardener Drone]], [[Hivelord]], [[Hivelord#Resin_Whisperer|Resin Whisperer Hivelord]]&lt;br /&gt;
|-&lt;br /&gt;
|Strong&lt;br /&gt;
|[[Hivelord#Designer|Designer Hivelord]], [[Carrier#Eggsac|Eggsac Carrier]], [[Drone#Healer|Healer Drone]], [[Praetorian#Valkyrie|Valkyrie Praetorian]] &lt;br /&gt;
|-&lt;br /&gt;
|Very Strong&lt;br /&gt;
|[[Queen]]&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming&lt;br /&gt;
|[[King]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pheromones Tactics ====&lt;br /&gt;
* The more powerful the caste emitting is, the stronger the effect. There is an obvious difference between the pheromones of a Drone and the pheromones of the Queen. A well placed high level pheromone can allow Xenomorphs to unlock their full potential in a specific area.&lt;br /&gt;
* Pheromones emitted by a Queen on ovipositor are applied through all Xeno Leaders. These can be located by the star on their XenoHUD Status. This stacks with any other pheromones emitted by the leader. When in doubt, Recovery is a helpful choice, and you can always ask your hive.&lt;br /&gt;
* A common pheromone duo is the Queen with a Praetorian emitting Frenzy and Recovery, with Warding left to the next best caste. This allows the Xenos to be faster and hit harder as well as being able to recover their wounded very fast, making for better odds in large, messy stand-offs.&lt;br /&gt;
* Reducing or negating critical bleedout might sound like a weak effect, but it can be critical in big battles. A Xeno shot into critical has a life expectancy numbered in seconds, but a strong enough Warding pheromone can make it infinite as long as they don&#039;t take further damage, making it trivial to drag them to weeds to let them recover.&lt;br /&gt;
* Recovery pheromones will usually not grant more plasma than they take away to maintain. Of course, this is offset by the fact that all castes around you get said plasma for free, and that everyone gets extra health regeneration if damaged.&lt;br /&gt;
* It is actually perfectly debatable what pheromone is best if you are alone, but they are all useful. Frenzy makes you move faster and gives you a good desperation attack if ambushed. Recovery allows you to recover faster from stun sources like explosions or electrified gear, allows you to heal if tracked down and pays for itself partly. Probably the worst choice is simply no pheromones.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Pheromones_List&amp;diff=40344</id>
		<title>Template:Pheromones List</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Pheromones_List&amp;diff=40344"/>
		<updated>2026-03-05T13:52:57Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Adds more details to how warding and frenzy pheros work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; width=150|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Pheromone&amp;lt;/span&amp;gt;&lt;br /&gt;
! style=&amp;quot;background:#423042&amp;quot; |&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Effect&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Recovery_Pheromone.png|64px]]&amp;lt;br&amp;gt;Recovery&lt;br /&gt;
|Increases health regeneration, increases plasma regeneration on weeds, and reduces stun times of affected Xenomorphs.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warding_Pheromone.png|64px]]&amp;lt;br&amp;gt;Warding&lt;br /&gt;
|Increases the damage threshold to die when in a critical state, increases the grace time between health going below 0 and entering a critical state, increases health regeneration in a critical state on weeds, and reduces bleed out damage in a critical state off weeds. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Frenzy_Pheromone.png|64px]]&amp;lt;br&amp;gt;Frenzy&lt;br /&gt;
|Increases movement speed, damage from slashes, and the chance to knock off [[Hunters|headhunter]] masks. Multiple sources of Frenzy further increase slash damage, but not movement speed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=USCM&amp;diff=40329</id>
		<title>USCM</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=USCM&amp;diff=40329"/>
		<updated>2026-02-22T08:45:45Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= United States Colonial Marines =&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 0px 0px 10px; float:right;&amp;quot;&lt;br /&gt;
|[[File:USCM13.png|right|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
The &#039;&#039;&#039;USCM&#039;&#039;&#039; is divided into three overarching branches, called the Marine Space Forces: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marine Space Force 1 &#039;Sol&#039;&#039;&#039;&#039;, overseeing the core colonies and earth, the largest of the three.&lt;br /&gt;
* &#039;&#039;&#039;Marine Space Force 2 &#039;Eridani&#039;&#039;&#039;&#039;, operating among the Chinese and American colonised arms.&lt;br /&gt;
* &#039;&#039;&#039;Marine Space Force 3 &#039;Herculis&#039;&#039;&#039;&#039;, going through the Anglo-Japanese arms and the outer fringes.&lt;br /&gt;
&lt;br /&gt;
Each branch operates independently, but all are responsible for protecting the United Americas&#039; space territory across the vast space and working together in that goal. There is also a fourth group, the Reserves, which is stationed primarily on earth and it is intended to reinforce the other branches. They have not seen any active service yet, but who knows what the future can hold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chinook 91 GSO&#039;&#039;&#039; station is a military space station in geosynchronous orbit around the colony world of &#039;&#039;&#039;Georgia 525 (70 Ophiuchi A V)&#039;&#039;&#039;, and it is the headquarters for MSF 3 &#039;Herculis&#039; branch of the USCM. Under its authority are the 4th Combat Division, of which in turn supervises the 3rd Regiment and the 4th Aerospace Wing, and the 1st Colonial Support Group of the USCM. Chinook 91 reports directly to &#039;&#039;&#039;O&#039;Neill&#039;&#039;&#039; station in &#039;&#039;&#039;Earth-Lunar&#039;&#039;&#039; space. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;O&#039;Neill&#039;&#039;&#039; station is the main communication base between the three branches, with the duties of supervising orders from the homeworld, commanding the First Fleet and other rare joint operations. It is an &#039;&#039;extremely vital&#039;&#039; station and well guarded by the First Fleet in all its might. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tithonis Mountain&#039;&#039;&#039; on &#039;&#039;&#039;Bernice 378&#039;&#039;&#039; is another large garrison of USCM troops, such as the 1st Colonial Support Group, and there are more minor garrisons along the Anglo-Japanese arm. &lt;br /&gt;
&lt;br /&gt;
The 2nd Battalion of the [[The Third Regiment|3rd Regiment]] of the 4th Combat Division, the &#039;Falling Falcons&#039;, is stationed in Herculis. The 2nd Company of the 2nd Battalion of  the [[The Third Regiment|3rd Regiment]] of the 4th Combat Division has its force organized onboard the [[USS Almayer]], of which is currently offshore patrolling the &#039;&#039;&#039;Neroid&#039;&#039;&#039; Sector.&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Fleet insignias were made by Naut.&#039;&#039;&amp;lt;/small&amp;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; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} &amp;lt;center&amp;gt;1st Fleet [[File:first-fleet.png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Sol, O’Niell Station, L-4 Earth-Lunar system, often regarded as ‘Sol’s Fist’. The &#039;&#039;&#039;First Fleet&#039;&#039;&#039; is the oldest space fleet beneath the Aerospace Force. Officially commissioned during the early establishment of the first Mars Colonies, the First Fleet is celebrated as the old guard among the Space Force serving in some of its most vital and early anti-piracy campaigns. They are known for being awarded the highest budget due to its priority over the homeworld.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;2nd Fleet&lt;br /&gt;
[[File:second-fleet.png|204x204px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Eridani, Happy Days, Helene 215(82 Eridani11), with the expansion beyond the Sol System. The &#039;&#039;&#039;Second Fleet&#039;&#039;&#039; serves as the forefront for what is known as the inner-colonies. The Fleet gained notorious fame for its actions during Operation Canton and is regarded as the most experienced of the Fleets. This reputation is arrived from coming out the least harmed in Operation Canton, but some rumours have circulated that they utilized the Third Fleet as a shield in order to sweep in for the easy glory.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;3rd Fleet [[File:third-fleet (1).png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Herculis, Chinook 91 GSO station. The &#039;&#039;&#039;Third Fleet&#039;&#039;&#039; is primarily tasked with the defense of the outer-most colonies and the suppression of the Colonial Liberation Front agitations. A majority of the fleet suffers from retrofitted vessels and outdated weaponry due to major damage taken during a surprise attack in Operation Canton, and reluctance of additional funding due to the unimportance of the outer-colonies compared to that of Sol.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== USS Almayer ===&lt;br /&gt;
[[File:USS Almayer Logo.png|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;USS Almayer&#039;&#039;&#039;, an Arikara-class patrol transport, was christened in 2171 but designed in the 2150s during an increased need for patrol craft in deep space. The first Arikara-class patrol transports were constructed in the 2160s, and the USS Almayer was the 4th ship in the class produced. The ship was constructed in the Heinlein Memorial Shipyards located above the Earth’s Moon for low gravity workstations.&lt;br /&gt;
&lt;br /&gt;
The main advantages of the Arikara-class Landing Patrol vessels over other forms of starship hulls is its small footprint and rapid response time. However, the marines that serve aboard these are either a mixture of veterans from different Marine divisions or freshly graduated marines from the boot camps. These forces are subject to long voyages in outer territories where most luxuries, and sometimes even basic supplies, do not exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The USS Almayer underwent a Block 78A retrofit in 2178, which replaced many of its sensors and maintenance areas. Along with that, due to rising tensions between W-Y and various outer rim colonies, the need arose to include a Corporate Representative onboard, or so goes the official reports. The sum for this service was never officially disclosed, but the USS Almayer was equipped with an office for a Company Representative and sent to patrol corporate outer-rim colonies. &#039;&#039;&#039;For more information on the USS Almayer head [http://cm-ss13.com/wiki/USS_Almayer here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The USCM was created following the passing of The National Security Act of 2101. The act authorizing the formal formation of four combat divisions and four aerospace wings, plus the support services organic to these formations. Its task was primarily assigned to the defense of the growing colonial frontiers of the United States government. The frontier had grown during the Great Space Race, involving the three major powers of Sol, all attempting to spread their grasp across the stars. The marines would serve as a defensive and reactionary force rather than an offensive one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until after the Sol Campaign, that the American military and government made use of the USCM as an offensive might, using it to wrest control of the colonial frontier through force. Their Mars and Sol colonial assets shaken due to UPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands in Sol. This led to a belief for the UA that a similar fate would befall the American colonies which were farther from the reach of the standard army. The belief quickly led to the rapid mobilization and armament of the USCM, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of Operation Canton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Operation Canton became the USCM&#039;s first offensive deployment, tasked with retaking the colony of Canton whose colonial government was overthrown in a social coup supported by the Union Of Progressive People in 2165. The number of marines peaked at 240,000 active combat Marines and over a dozen combat warships, resulting in one of the largest conflicts fought between two major super-powers in decades. Eventually both sides withdrew after the usage of nuclear weaponry, devastating the colonial population and leaving scars that would echo and become rallying calls for future colonies against falling under the banner of either power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current day, the number of active combat marines have dropped to 165,000, with a further 50,000 in reserve stretched across the three sectors of Sol, Eridani, and Herculis. The USCM finds itself locked in a war on insurgency mainly in Herculis with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the Colonial Liberation Front. As a result of the growing concerns during the Cold War against the UPP, most military funding has been directed inwards to Sol and the inner colonies of Eridani, leaving much of the USCM forces and warships in Herculis either outdated or retrofitted. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
Regarded as one of the largest wars humanity has seen since the Great Wars of the early 21st century. The Sol War was the first major interstellar war fought between the colonial government of Mars, secretly backed by the UPP, against the UA and 3WE forces. The aim was to overthrow their administrative grasp on the massive colony. The total casualties still remain unaccounted for to this day, but body estimates fall into the high millions and also thousands of naval vessels were lost, while trying to take control of space above and secure vital naval ports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most casualties are accredited to failure in adapting more modern military doctrine when dealing with multi-planetary conflict. The first wave of reinforcements that was sent to put down the Mars Rebellion, resulted in the loss of over 300,000 soldiers in the first week due to poor coordination. This was due to the failure to disable planetary anti-warship batteries, and fighting against an enemy on their homeland and home space. As a result, Mars forces were able to mobilise defences across the colonies, turning what was anticipated to be a quick war into a long gruelling conflict stretching over four long years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The War eventually came to a close with the capital of both UA and 3WE colonies&#039; captured and colonial government leaders subdued. However, the scars would remain, even to the modern day. Leading to major humanitarian issues, children of dead families caught in the conflict, and a still recovering economy. Mars was permitted to create its own self-defence force, in order to present them a sign of friendship, however it remains severely underfunded with a limit of how many naval vessels and soldiers it may keep in its rosters.&lt;br /&gt;
&lt;br /&gt;
==== Slaughter of Xibou ====&lt;br /&gt;
The Slaughter of Xibou was a disasterous campaign for USCM and has even been accredited as the spark that ignited CLF. The mission plan was to take down a local colonial freedom fighter. The freedom fighter had managed to convince the planet of Xibou to declare independence, and this action forced the hand of USCM to make an example. The end result was countless dead colonists, which were by far largely innocent. The USCM had to go through several political coverups and not much of this affair is publicly known. Details shrouded in mysteries and information buried deep in archives. The precise reason as to why it ended in such a tragedy is unknown.&lt;br /&gt;
&lt;br /&gt;
====Operation Canton ====&lt;br /&gt;
Operation Canton was the first major conflict that USCM was deployed into, since the Sol Campaign pressured congress to bolster their funding and recruitment. The colony world of Canton suffered from a socialist-led coup, resulting in overthrowing the UA-supported government and the installment of a pro-UPP regime. American Government and USCM High Command, already haboring a deep distrust in the colonies, wasted no effort in mobilizing and deploying a massive task-force. The task-force being solely dedicated with retaking the colony by force. The UPP also not desiring to lose the opportunity to get their hands on a rich colonial world deployed their own task-force, resulting in the first major engagement between the two super-powers since the start of the Cold-War.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Operation was extremely bloody, most notably for the civilians caught in the crossfire. The USCM had already gained a sour reputation among colonial worlds due to rumored massacring of civilians. There was also a deep dislike for the colonies by veteran officers who had served in the Sol Campaign. They foresaw Canton as the second Sol Campaign and therefore permitted marines off the record to fight unrestricted, regardless of civilian life caught on the battlefield, in order to prevent such a disaster from occuring in American history a second time. Some historians argue these cruel stances by High Command as a result of nervousness and desire to protect more American lives, however others saw it as a sole desire to uphold American hegemony through an iron fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The end of the conflict was the usage of nuclear weapons and withdrawal of both of the UPP And USCM forces after years of battle. The conflict failed to see a winning side with most of the colony now in ruins and referred to as &#039;unusable&#039;. After the full withdrawal, a humanitarian relief force was assembled and said to have been sent to aid those left in the aftermath. However, little money actually went to the relief force. In the end after the media had blown over the incident and forgotten it. The relief force was eventually disbanded and the planet left on its own. The disaster quickly became the first rallying call for a rise to action with the belief of &#039;Fend for ourselves&#039; mentality.&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|A Private is the youngest and newest enlisted soldier to the USCM. They typically vary in age but at most have basic training in firearms from boot-camp. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to guide them in the field of battle. &lt;br /&gt;
|- . &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private First Class| PFC.&lt;br /&gt;
|A Private First Class are usually marines who&#039;ve either been in the Colonial Marine Corps long enough or earned enough combat patrols and assignments to be promoted from Privates. More experiences than fresh boot camp marines, they are the bread and butter of the marine corps. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to lead them in the field of battle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_Medic.png]][[File:USCM_Squad_Engie.png]][[File:USCM_SG.png]][[File:Gl_spec.png]]&amp;lt;br&amp;gt;Lance Corporal | LCpl.&lt;br /&gt;
|A Lance Corporal is the third rank in any marine squad. Mostly, they consist of PFCs who have proven their worth and have been recognized for surviving their first battle by listening to orders or by sheer luck. Some Lance Corporals also opt for additional training which is provided to them upon promotion, allowing for them to serve as Hospital Corpsman, Combat Technicians, Smartgunners or Weapon Specialists.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IntelOfficer.png]]&amp;lt;br&amp;gt;Corporal | Cpl.&lt;br /&gt;
|A Corporal is often the senior private of any marine squad. They are survivors of various battles and may at some point have even taken command of their own squad due to its more senior leadership being wounded or killed in combat. They are designated the Fireteam leaders meant to aid the squad leader in coordinating the other marines. &lt;br /&gt;
|-&lt;br /&gt;
![[File:SL.png]]&amp;lt;br&amp;gt;Sergeant | Sgt.&lt;br /&gt;
|A Sergeant is a NCO that has proved not only his combat capability but also his leadership abilities in the field of battle. These are hard-line soldiers who have survived and contributed to countless battles and USCM successes. They are the veterans and the lowest ranking NCOs in charge of the squads assigned to them. Due to their superior combat and leadership abilities they are put in direct communication with the commanding officers of the operation and often make personal calls in the field when faced with difficult situations. One would not expect to get into a fight with a Sergeant and walk out unharmed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Police ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; | Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:MilitaryPolice.png]]&amp;lt;br&amp;gt;Sergeant  | SGT.&lt;br /&gt;
|The lowest of ranks in the Military Police Force. Military Police Sergeants are tasked with the maintaining of the Uniform Code of Military Justice onboard any USCM vessel or military base they are assigned to. They are often deployed as companies and fall beneath a Lieutenant Commander. They are trained in the art of policing and are prepared to ensure the law is followed at any cost.&lt;br /&gt;
|- !&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;FirstLieutenant | 1stLt.&lt;br /&gt;
|Senior Officers in the Military Police Force and commonly referred to as the Chief of Military Police, the CMPs are regarded as veterans who are trusted with command of a Military Police unit onboard USCM vessels and bases. They are responsible for reporting to the Provost Marshal should an issue arise with their assigned Commanding Officer or if a major law crisis occurs. No lawbreaker can avoid their watchful eyes. &lt;br /&gt;
|-&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;Provost Marshal  | PM. &lt;br /&gt;
|The Provost Marshal is the highest authority any member of the Military Policing Force can achieve in their career. They are regarded as the judge, jury, and executioner and are responsible for ensuring that the Uniform Code of Military Justice is obeyed throughout the Colonial Marine Divisions they are assigned to. Their power is unmatched and with only a signature they hold the authority to have any Commanding Officer be put under court-martial and have their military rank and authority stripped.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Officers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:Pilot.png]]&amp;lt;br&amp;gt; Second Lieutenant | 2LT.&lt;br /&gt;
|A Second Lieutenant is the lowest rank in the officer-corps and is primarily composed of Officer Academy graduates who are trying to earn their role and recognition in the USCM. Second Lieutenants are generally more specialized in certain tasks, such as data collection, or piloting the dropships used by the USCM on their Air to Ground deployments.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BridgeOfficer.png]]&amp;lt;br&amp;gt; First Lieutenant | 1Lt. &lt;br /&gt;
| A First Lieutenant is the second lowest rank in the officer-corps. An 2Lt who has served with the USCM for even a few years can find themselves a promotion to this rank. These are officers who are trying to earn their role and recognition in the USCM. Their primary hope is to one day Captain a vessel of their own but until then their time is spent on Overwatch or maintaining the ship&#039;s systems. &lt;br /&gt;
|-&lt;br /&gt;
![[File:XO.png]]&amp;lt;br&amp;gt; Captain| CPT.&lt;br /&gt;
|A Captain is the second in command of any vessel they serve on, as Executive Officers they are expected to help coordinate the ship and if the Major has a problem they are unable to deal with  is incapacitated, the Executive Officer steps in to solve it and fill in as Acting Commanding Officer until the Major is back to good health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt;Major | Maj.&lt;br /&gt;
|A Major is a position given to officers who have proven their worth and abilities to be trusted as Commanding Officers of vessels of their own. They serve as the sword and shield of the Fleets. The vessel they command falls in line with a division beneath a battle-group.&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt;Lieutenant Colonel | Lt.Col.&lt;br /&gt;
|A Lieutenant Colonel is a senior position for Major&#039;s who are awaiting their transition to Colonel and have proven their dedication as an officer both to their vessel and to the Rear Admiral they serve beneath. They serve as model examples of a Major and often advisors to Officers below them. Due to their seniority and trust by the Generals of the Marine Corps, the Lieutenant Colonel are placed in charge of marine divisions within the battle-group and are expected to carry out the missions and orders given to them by the Brass. &lt;br /&gt;
|-&lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt;Colonel | Col. &lt;br /&gt;
|A Colonel is the first step into earning the stars in the officer-corps and answers directly to the Brigadier Generals. They are the highest ranking authority in charge while away from Headquarters in the field and are chosen based on their quality leadership and strategic minds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:viceadmiral.png]]&amp;lt;br&amp;gt;Brigadier General | BGen.&lt;br /&gt;
|A Brigadier General serves directly below the Major General and is the first step into the brass. They are expected to carry out tasks given to them by the Lieutenant Generals in the sector and make tactical decisions that result in the greatest benefit to the USCM.&lt;br /&gt;
|-&lt;br /&gt;
![[File:admiral.PNG]]&amp;lt;br&amp;gt;Major General| MajGen.&lt;br /&gt;
|A Major General is the fourth highest ranking position a USCM Officer can achieve. There are three at a time in the USCM and are each stationed in the primary headquarters of the sector they are in charge of. They are tasked with coordinating and organizing one of the three Marine Space Forces designated to them and are responsible for all military matters pertaining to their designated fleet&#039;s sector and are expected to report to the Lieutenant General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Lieutenant General | LtGen.&lt;br /&gt;
|The Lieutenant General is the third highest ranking officer in the USCM. They are tasked with overseeing all three sectors and fleets of the USCM and are responsible for coordinating defensive and offensive measures against any movement that would be perceived as a threat to the United States. They report directly to the General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;General | Gen..&lt;br /&gt;
|The General is the second highest ranking officer in the USCM. They report directly to the Commandant of the Marine Corps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Commandant of the Marine Corps| CMC.&lt;br /&gt;
|The Commandant of the Marine Corps is the highest ranking officer in the USCM. They are a member of the Joint Chiefs of Staff and advise the President of the United States on matters relating to military action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] &lt;br /&gt;
Union of Progressive People (UPP)&lt;br /&gt;
|The Union of Progressive People and the United Americas have been locked in a Cold War for decades. Since the end of the Great Space Race and military conflicts such as the Core Conflicts and the Tientsin Campaign, movement and amassing of military forces along borders has not been uncommon. Various skirmishes between the two are common, but undisclosed to the public, as the result could escalate into a full-scale nuclear war. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] &lt;br /&gt;
Colonial Liberation Front (CLF)&lt;br /&gt;
|The Colonial Liberation Front are the USCM&#039;s primary enemy in the Neroid Sector. Their ideology opposing the Americas&#039; Government which they believe have long since abandoned the colonies. As a result, they wage a fierce guerrilla war on the Marine forces. Although under-equipped and undermanned compared to their marine enemy, they have made up for such lacking with strategic hit-and-run tactics which have proved devastating in the war of attrition with the under-manned USCM forces in the sector.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] &lt;br /&gt;
W-Y Corporation (WY)&lt;br /&gt;
|The USCM purchases equipment from Weyland Yutani in great numbers and is very close allies with its founding country the Three World Empire. However, suspicions continue to be raised surrounding the disappearance of USCM vessels and colonies on the far frontiers and traces have continued to lead to W-Y itself, straining relations intensely. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] &lt;br /&gt;
Three World Empire (TWE)&lt;br /&gt;
|The Three World Empire maintains a firm but uncertain alliance with the USCM and its UA government since the early rise of the UPP and colonization of the stars. Both powers have competed for colonial expansion, such as on Mars where the planet was split between the two major powers. The end of earlier conflicts marked the first major rift between the two as both attempted to redraw the territorial lines creating fierce tension between the two superpowers. The USCM only grows more wary due to the 3WE having close ties to WY whom the military is suspicious of, creating an even greater rift between and aiding in the crumbling of relations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40299</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40299"/>
		<updated>2026-02-10T16:37:11Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 17, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies &lt;br /&gt;
**Add a xeno section for basic counters against survs and how to (hopefully) die less&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
** https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox ==&lt;br /&gt;
Okay! Goals of this &amp;quot;new&amp;quot; table-tab:&lt;br /&gt;
&lt;br /&gt;
(1) Easy to find and follow the BASICS of how to grow plants for non research purposes&lt;br /&gt;
&lt;br /&gt;
(2) SIMPLE instructions that explain WHAT and WHY to do for growing RnD hydro chems&lt;br /&gt;
&lt;br /&gt;
(3) Generalized to work as a template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed Extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-Isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic Delivery System. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic Delivery System&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-Isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora Data Disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini Hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics Spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Tools&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Unstable Mutagen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Radium&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Alkysine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Mercury&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ammonia&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Diethylene...&#039;&#039;&#039; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Hydroponics&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;wikitable;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Plant Groups:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;What to Gene Edit:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Planting Steps:&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Poppies&lt;br /&gt;
*Messa&#039;s Tears&lt;br /&gt;
*Carrots&lt;br /&gt;
*Cabbages&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Reshi Mushrooms&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Add vigour trait&lt;br /&gt;
*Add production trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays&lt;br /&gt;
#Plant modified seeds&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u of Mercury&lt;br /&gt;
#Mutate&lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
*Nettles (Deathnettles)&lt;br /&gt;
*Berries (Poison/Death Berries)&lt;br /&gt;
*Apples&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;i&amp;gt;Plants lose their genetic modifications when they change species. Only modify the seeds once you have the desired species.&amp;lt;/i&amp;gt;&lt;br /&gt;
*Once you have Deathnettles, Death/Poison Berries, and Mutant Apples&lt;br /&gt;
**For Deathnettles and Death/Poison Berries&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
***Add production trait&lt;br /&gt;
**For Mutant Applies&lt;br /&gt;
***Add vigour trait&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
#Clear any warnings on the trays (link to &amp;quot;Basic&amp;quot;)&lt;br /&gt;
#Plant&lt;br /&gt;
#Clip&lt;br /&gt;
#Add 10u Alkysine&lt;br /&gt;
#Mutate &lt;br /&gt;
#*Use 60-120 unstable or 60u radium&lt;br /&gt;
#Uproot and replant if (start back at step 1):&lt;br /&gt;
#*Nettles become Mutant Nettles&lt;br /&gt;
#*Berries become Mutant Berries or Glowberries&lt;br /&gt;
#*Apples become Golden Apples&lt;br /&gt;
#Plant modified seeds of Deathnettles, Death/Poison Berries, Mutant Apples&lt;br /&gt;
#Clip&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40185</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40185"/>
		<updated>2026-01-18T20:36:39Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Fixes tricord anchor and updates MB and KD dispenser-only recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #C90000&lt;br /&gt;
 |HeaderContent = OOC Note&lt;br /&gt;
 |SubContent = Only [[Doctor|Doctors]], [[Researcher|Researchers]], [[Nurse|Nurses]] and the [[Chief Medical Officer|CMO]] should be messing with chemical substances. [[Hospital Corpsman|Hospital Corpsmen]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&lt;br /&gt;
}}&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units). [[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used to precisely control the amount of chemicals in a beaker, creating bottles and pills. &lt;br /&gt;
#* Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; &lt;br /&gt;
#* Pill bottles can be loaded into the machine by their boxes to hold created pills, you can choose multiple pill bottles to fill if needed. &lt;br /&gt;
#* You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
#* You can label, colour and transfer the pill bottle directly to the Chemical Storage.&lt;br /&gt;
#* You can set the pills shape from some options.&lt;br /&gt;
#* You can set up presets to do both of the above customisation.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage aka the Smart-Fridge. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
# &#039;&#039;&#039;Vendor&#039;&#039;&#039;: Holds restockable bottles of key reagents, extra beakers and extra boxes of pill bottle.&lt;br /&gt;
# &#039;&#039;&#039;Chemistry Locker&#039;&#039;&#039;: Holds the initial Cryoxadone meant for the cryo tubes. As well as additional boxes of pill bottles.&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.&lt;br /&gt;
# &#039;&#039;&#039;Empty Reagent Tanks&#039;&#039;&#039;: Empty containers that the marines will want filled with all the drugs they could need for general use. (UNGA)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beakers and Bottles&#039;&#039;&#039; || &lt;br /&gt;
* Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. &lt;br /&gt;
* They come in bottle/small beaker - 60u, large beaker - 120u, and high-capacity beaker - 500u.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dropper&#039;&#039;&#039; || &lt;br /&gt;
* Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe&#039;&#039;&#039; || &lt;br /&gt;
* Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injector&#039;&#039;&#039; || &lt;br /&gt;
* Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example, a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill&#039;&#039;&#039; || &lt;br /&gt;
* 60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and its contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill Bottle&#039;&#039;&#039; || &lt;br /&gt;
* Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hypospray&#039;&#039;&#039; || &lt;br /&gt;
* Holds 30 units, and comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe or unloaded and loaded with vial. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labellers and Pens&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
*Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them.&lt;br /&gt;
*Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Chemical mixes=&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] will come to the pharmacy line to order specialized pills they cannot otherwise get. Note that &#039;&#039;&#039;all of these recipes assume that you are using a 500u high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name !!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser !! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!How to Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|unga}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
The overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds. Be mindful of taking UNGA and an [[Guide to Medicine#emergency auto-injector|emergency auto-injector]]; this can cause small Oxy, Bica, and Kelo ODs.&lt;br /&gt;
&lt;br /&gt;
This provides oxycodone-level painkilling and heals 3 brute, 3 burn, 0.5 toxin, and 0.5 oxygen damage per tick.&lt;br /&gt;
&lt;br /&gt;
This is typically mixed in reagent tanks, and marines store it in 60u flasks from food vendors. Two tanks can be found in the Chemistry Lab, and more can be found in maintenance. &lt;br /&gt;
&lt;br /&gt;
To save on energy, get bottles from the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
This makes 120u Bica, 120u Kelo, 120u Tricord, and 120u Oxy.&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
This makes 120u Mera and 120u Derma.&lt;br /&gt;
Add the beaker mix to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
* Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tc}} [[Chemistry#tc|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdose at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick, and removes 1u of toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;deals&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since chem energy reworks and pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
#Insert the high-capacity beaker with your &amp;quot;double mix&amp;quot; into the ChemMaster 3000.&lt;br /&gt;
#Load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster.&lt;br /&gt;
#Check &amp;quot;Fill bottle&amp;quot; option for two pill bottles.&lt;br /&gt;
#Move the &amp;quot;double mix&amp;quot; from the Beaker to the Buffer.&lt;br /&gt;
#Create 16 pills using the button in the bottom left.  &lt;br /&gt;
#*Creating 16 pills makes 16 for &#039;&#039;&#039;each&#039;&#039;&#039; bottle. &lt;br /&gt;
#**&#039;&#039;&#039;32&#039;&#039;&#039; total pills are made.&lt;br /&gt;
#Set the Label and Color for the pill bottles.&lt;br /&gt;
#Transfer the bottles to the Smart Chemical Storage or eject them to hand.&lt;br /&gt;
|[[file:chemmaster two bottles.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!! Chem Dispenser!! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
The amount of a certain chemical in a marine&#039;s blood decreases by its &#039;&#039;&#039;metabolism&#039;&#039;&#039; value every life tick. Life ticks happen once every 2 seconds. The &amp;quot;effect&amp;quot; column contains the chemical&#039;s effects per tick unless stated otherwise.&lt;br /&gt;
The ratio column indicates how much of the chem you get when mixing. For example, a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself.&lt;br /&gt;
Chems marked with &#039;&#039;&#039;(CATALYST)&#039;&#039;&#039; are not expended during the reaction.&lt;br /&gt;
The &amp;quot;OD&amp;quot; column for some chemicals has two numbers. The first is the threshold for the &amp;quot;normal&amp;quot; OD, the second is for critical OD. The next column &amp;quot;OD effects&amp;quot; contains the consequences of overdosing on this reagent. &#039;&#039;&#039;(C)&#039;&#039;&#039; indicates the effect of a critical overdose.&lt;br /&gt;
&lt;br /&gt;
Cocktails and drinks can be found [[Drinks|here]]. &lt;br /&gt;
&lt;br /&gt;
There are seven types of reactions:&lt;br /&gt;
*{{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
* {{Tooltip|[[#glowing|Glowing]]|{{:Properties/Reactions/Glowing}}}}&lt;br /&gt;
*{{Tooltip|[[#inert|Inert]]|{{:Properties/Reactions/Inert}}}}&lt;br /&gt;
*{{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*Special. These uniquely affect certain chemicals, mainly a few [[#explosive_and_flammable_chems|explosive and flammable chems]].&lt;br /&gt;
All reactions on this page are inert unless stated otherwise.&lt;br /&gt;
==Basic==&lt;br /&gt;
Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Aluminium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
*Chemfire modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chlorine}}[[#chlorine|Chlorine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|{{:Chemical/Chlorine}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
*Green fire coloring.&lt;br /&gt;
| N/A&lt;br /&gt;
|{{:Chemical/Copper}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|&lt;br /&gt;
*Basic alcohol type. [[Drinks#Alcoholic|All other ones]] are a subtype of this.&lt;br /&gt;
*Gets you drunk.&lt;br /&gt;
*Can be used to remove ink from paper.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALH|ALH]] 4&lt;br /&gt;
*[[Researcher#FUL|FUL]] 3&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
*[[Researcher#FLW|FLW]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Flourine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Gold}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
*Explosive modifer.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
*Turns nutrition into blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HMG|HMG]] 3&lt;br /&gt;
|{{:Chemical/Iron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you really hungry.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lithium}}[[#lithium|Lithium]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier&lt;br /&gt;
*Makes you less confused and sends messages in chat.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXI|OXI]] 1&lt;br /&gt;
*[[Researcher#PST|PST]] 1&lt;br /&gt;
|{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brain damage per tick&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 4&lt;br /&gt;
|{{:Chemical/Mercury}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
*Deals 10 brain damage per tick.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Nitrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
*Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#NTR|NTR]] 2&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#HMG|HMG]] 1&lt;br /&gt;
| {{:Chemical/Nutriment}} &lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifer.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phosphorus}}[[#phosphorus|Phosphorus]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassium}}[[#potassium|Potassium]]&lt;br /&gt;
|&lt;br /&gt;
*Explodes when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium}}&lt;br /&gt;
|N/A&lt;br /&gt;
| 0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|{{:Chemical/Radium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silicon}}[[#silicon|Silicon]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silicon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silver}}[[#silver|Silver]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silver}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sodium}}[[#sodium|Sodium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sodium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
| &lt;br /&gt;
*Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
*[[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sugar}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulfur}}[[#sulfur|Sulfur]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphur}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Uranium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|water}}[[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
*Gets things wet.&lt;br /&gt;
*Extinguishes fires.&lt;br /&gt;
*Explodes when mixed with [[#potassium|potassium]].&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
| 0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|holywater}}[[#holywater|Holy Water]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;|-&lt;br /&gt;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FUL|FUL]] 5&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
*[[Researcher#VIS|VIS]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Welding Fuel}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don&#039;t have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; scope=col class=unsortable |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; scope=col class=unsortable |Recipe&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; scope=col class=unsortable |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 3 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRP|NRP]] 2&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Alkysine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antineurotoxin}}[[#antineurotoxin|Anti-Neurotoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Note that &#039;&#039;&#039;technically&#039;&#039;&#039;, as far as the code is concerned, this is a subtype of xeno plasmas.&lt;br /&gt;
*Protects you from [[Sentinel|getting shot with any kind of neuro]].&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#NRS|NRS]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Neurotoxin}}&lt;br /&gt;
|2:1 &lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antized}}[[#antized|Anti-Zed]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents zombies from reviving.&lt;br /&gt;
*Cures the zombie virus.&lt;br /&gt;
*Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CUR|CUR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Zed}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 1 brute damage tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Arithrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#atrophine|Atrophine]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Increases defibrillator healing by 28 brute, burn and toxin damage.&lt;br /&gt;
*Deals 0.875 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#EGN|EGN]] 7&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
* [[Researcher#NRT|NRT]] 0.5&lt;br /&gt;
|{{:Chemical/Atrophine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
*Recipe:&lt;br /&gt;
{{:Chemical/Bicaridine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PST|PST]] 2&lt;br /&gt;
|{{:Chemical/Citalopram}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039;&amp;lt;!--Not as above part: (This main entry previously said &amp;quot;as above&amp;quot; and was below the Cryoxadone entry. This is a funny joke! It deserves to have its context preserved.) No snowflake code here.--&amp;gt;&lt;br /&gt;
*Heals 6 radiation damage per tick.&lt;br /&gt;
*Heals 6 brute damage per tick.&lt;br /&gt;
*Heals 6 burn damage per tick.&lt;br /&gt;
*Heals 6 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CMB|CMB]] 6&lt;br /&gt;
*[[Researcher#NGN|NGN]] 3&lt;br /&gt;
*[[Researcher#ACR|ACR]] 3&lt;br /&gt;
*[[Researcher#ATX|ATX]] 3&lt;br /&gt;
*[[Researcher#ACG|ACG]] 3&lt;br /&gt;
|{{:Chemical/Clonexadone}}&lt;br /&gt;
|2.1:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryoxadone}}[[#cryoxadone|Cryoxadone]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039; ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039;&amp;lt;!--Fun fact: for some reason it has BOTH the cryo-metabolizing property AND a piece of snowflake code that makes it work at low temperatures. So the effect is better than it should be.--&amp;gt;&lt;br /&gt;
*Heals 3 radiation damage per tick.&lt;br /&gt;
*Heals 3 brute damage per tick.&lt;br /&gt;
*Heals 3 burn damage per tick.&lt;br /&gt;
*Heals 3 toxin damage per tick.&lt;br /&gt;
*Heals 1 oxygen damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CMB|CMB]] 2&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#ACR|ACR]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#ACG|ACG]] 1&lt;br /&gt;
|{{:Chemical/Cryoxadone}}&lt;br /&gt;
|3:3 &lt;br /&gt;
| 0,2 &lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ACR|ACR]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dermaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 brute damage per tick.&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
*Repairs 4 oxygen damage per tick.&amp;lt;!--The code for this shit is weird. It looks like it should remove ALL oxygen damage, like dex+, but it doesn&#039;t. So I used the formula for if it doesn&#039;t.--&amp;gt;&lt;br /&gt;
* Removes 4u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
*Recipe:&lt;br /&gt;
{{:Chemical/Dexalin}}&lt;br /&gt;
|2.1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalinplus}}[[#dexalinplus|Dexalin Plus]]&lt;br /&gt;
|&lt;br /&gt;
*Repairs all oxygen damage instantly.&lt;br /&gt;
*Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#OXG|OXG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dexalin Plus}} &lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 2 toxin damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tick.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]] per tick.&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]] per tick.&lt;br /&gt;
*Reduces the potency of hallucinations and other drug-related effects.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 2&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Dylovene}}&lt;br /&gt;
|3:3&lt;br /&gt;
| 0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|adminordrazine}}[[#adminordrazine|Adminordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|epinephrine}}[[#epinephrine|Epinephrine]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MUST BE INJECTED. CANNOT TAKE IN PILLS.&#039;&#039;&#039;&lt;br /&gt;
*Increases defibrillator healing by 20 per damage type.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 0.75&amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
*[[Researcher#EGN|EGN]] 2&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Epinephrine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*10.5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4.5 liver damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Removes confusion, drowsiness, stuttering, blurry vision, blindness, dizziness, and jitteriness.&lt;br /&gt;
*Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body per tick.&lt;br /&gt;
*Reacts with [[#ethanol|ethanol]] to turn into water.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FCS|FCS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethylredoxrazine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2 &lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 eye damage per tick.&lt;br /&gt;
*Fixes blurry vision and blindness. &lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#OCP|OCP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Imidazoline}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|inaprovaline}}[[#inaprovaline|Inaprovaline]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents gaining further oxygen damage from being in crit.&lt;br /&gt;
*Reduces pain&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CSL|CSL]] 3&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Inaprovaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Stuns you.&lt;br /&gt;
*Causes jitters.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0.5 heart damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ACR|ACR]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Kelotane}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 brute and toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5.5 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
| &lt;br /&gt;
*Attempts to stabilize your temperature.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TSL|TSL]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Leporazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lipozine}}[[#lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
*Causes you to lose fat and makes you hungry.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#KTG|KTG]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lipozine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you very hungry.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#Meralyne|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Meralyne}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn and 3 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|methylphenidate}}[[#methylphenidate|Methylphenidate]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PST|PST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methylphenidate}} &lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
*Weakens stuns and knockdowns.&lt;br /&gt;
*Fixes stuttering, blurry vision, confusion, dizziness, jitteriness and drowsiness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NST|NST]] 5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neuraline}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 2&lt;br /&gt;
*3&lt;br /&gt;
|&lt;br /&gt;
*Deals 10 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxycodone}}[[#oxycodone|Oxycodone]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 4&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Oxycodone}}&lt;br /&gt;
|2:1 &lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paracetamol}}[[#paracetamol|Paracetamol]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paracetamol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*60&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 6&lt;br /&gt;
*[[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paroxetine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|peridaxon}}[[#peridaxon|Peridaxon]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents you from suffering consequences of organ damage.&lt;br /&gt;
*Does &#039;&#039;&#039;NOT&#039;&#039;&#039; fix organs.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#OGS|OGS]] 4&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Peridaxon}}&lt;br /&gt;
|4:2&lt;br /&gt;
|0,05 &lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
*Heals 2 radiation damage per tick.&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TXC]] 2&lt;br /&gt;
* [[Researcher#ACG|ACG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Rezadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
*Makes you confused.&lt;br /&gt;
*Deals 11 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 13 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|synaptizine}}[[#synaptizine|Synaptizine]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Reduces drug-related effects.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1&lt;br /&gt;
* [[Researcher#NST|NST]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 1&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Synaptizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
* 10&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 6 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Russian Red}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 eye damage per tick.&lt;br /&gt;
*Deals 4 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ryetalyn}}[[#ryetalyn|Ryetalyn]]&lt;br /&gt;
|&lt;br /&gt;
*Fixes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#AID|AID]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ryetalyn}}&lt;br /&gt;
|2:2&lt;br /&gt;
| 0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you confused.&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#sleen|Sleen]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 3&lt;br /&gt;
|{{:Chemical/Sleen}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 3 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
*Causes confusion, and then puts you to sleep.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 5&lt;br /&gt;
*[[Researcher#SDT|HYP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Soporific}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spaceacillin}}[[#spaceacillin|Spaceacillin]]&lt;br /&gt;
|&lt;br /&gt;
*Cures mundane infections like the flu.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Spaceacillin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sterilizine}}[[#sterilizine|Sterilizine]]&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes surfaces. Since we don&#039;t actually need to do that, this has no use outside of RP.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sterilizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.2 brute damage per tick.&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Heals 1 organ damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tcik&lt;br /&gt;
*Heals all oxygen damage.&lt;br /&gt;
*Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
*Heals 6 radiation damage per tick.&lt;br /&gt;
*Repairs bones (splinted/unsplinted in minutes)&lt;br /&gt;
**Chest and groin:  3 / 7&lt;br /&gt;
**Head: 1 / 5&lt;br /&gt;
**Hands and feet: 0.5 / 0,5&lt;br /&gt;
**Arms and legs: 0.5 / 1&lt;br /&gt;
* Rapidly restores lost blood. &lt;br /&gt;
**&#039;&#039;&#039;(HUMAN ONLY)&#039;&#039;&#039; After blood is over maximum starts deals 9 brute, 9 burn, and 18 oxygen damage per tick.&lt;br /&gt;
*Fixes disabilities and disfigurements.&lt;br /&gt;
*Removes 5u of [[#mindbreaker|mindbreaker]] per tick.&lt;br /&gt;
*Removes 5u of [[#spacedrugs|space drugs]] per tick.&lt;br /&gt;
*Weakens drug-related effects.&lt;br /&gt;
*Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]] per tick.&lt;br /&gt;
*Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness, and wakes you up.&lt;br /&gt;
*Fixes eye damage.&lt;br /&gt;
*Cures the zombie virus (black goo).&lt;br /&gt;
*Cures a certain other rare disease.&amp;lt;!--As with anti-zed. Not giving a precise explanation--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#XMB|XMB]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#HMG|HMG]] 9&lt;br /&gt;
*[[Researcher#OXG|OXG]] 6&lt;br /&gt;
*[[Researcher#ACG|ACG]] 6&lt;br /&gt;
* [[Researcher#BNM|BNM]] 6&lt;br /&gt;
*[[Researcher#AID|AID]] 1&lt;br /&gt;
*[[Researcher#AHL|AHL]] 2&lt;br /&gt;
*[[Researcher#FCS|FCS]] 6&lt;br /&gt;
*[[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thwei}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#thymol|Thymol]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases the larva stage counter by 0.5 per tick.&lt;br /&gt;
*Deals 0.2 burn damage per tick.&lt;br /&gt;
*When the larva gets regressed to stage 0:&lt;br /&gt;
**Removes the larva from the host.&lt;br /&gt;
**Deals between 20 and 40 burn damage to the host.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#APS|APS]] 0.5&lt;br /&gt;
|{{:Chemical/Thymol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 2.5&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Tramadol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 2.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 0.5 brute damage per tick.&lt;br /&gt;
*Heals 0.5 burn damage per tick.&lt;br /&gt;
*Heals 0.5 toxin damage per tick.&lt;br /&gt;
*Heals 0.5 oxygen damage per tick.&lt;br /&gt;
*Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#ACR|ACR]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#OXG|OXG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Tricordrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 burn damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
*Deals 0.25 toxin damage per tick.&lt;br /&gt;
*Deals 0.5 Eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ultrazine}}[[#ultrazine|Ultrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you much faster.&lt;br /&gt;
*Makes you addicted to it.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#MST|MST]] 40&lt;br /&gt;
*[[Researcher#ADT|ADT]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ultrazine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,0167&amp;lt;!--bruh, Indeed--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*10,5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 40 heart damage per tick.&lt;br /&gt;
*Deals 8 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&amp;lt;!--I have no idea what this means--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|stimulant}}[[#stimulant|Stimulant]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces stamina damage by 75%&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stimulant}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|vaccine}}[[#vaccine|Vaccine]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents you from catching the virus this is a vaccine against.&lt;br /&gt;
*Cures the zombie virus.&lt;br /&gt;
*Prevents dead zombies from reviving.&lt;br /&gt;
*Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Vaccine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins and acids==&lt;br /&gt;
Most of these chemicals generally don&#039;t have much use outside of murder.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; | OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TXC|TXC]] 1&lt;br /&gt;
|{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carpotoxin}}[[#carpotoxin|Carpotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,1&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|zombiepowder}}[[#zombiepowder|Zombie Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* By the power of snowflake code:&lt;br /&gt;
** Silences you.&lt;br /&gt;
** Makes you seem dead (but not on the medihud, fools the analyzer though).&lt;br /&gt;
** Knocks you down.&lt;br /&gt;
** Deals a shitload of oxygen damage. This kills you instantly.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Zombie Powder}}&lt;br /&gt;
|15:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;|-&lt;br /&gt;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage.&lt;br /&gt;
*Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 6&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Chloral Hydrate}}&lt;br /&gt;
|&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage.&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coppersulfate|Copper Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 5 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
|{{:Chemical/Copper Sulfate}}&lt;br /&gt;
|6:1&lt;br /&gt;
|0.1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyanide}}[[#cyanide|Cyanide]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 8 oxygen damage.&lt;br /&gt;
*Puts you to sleep after a while.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#SDT|HYP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyanide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|sdtoxin}}[[#sdtoxin|Toxin (syna+dylo)]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/SDToxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|amatoxin}}[[#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|formaldehyde}}[[#formaldehyde|Formaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
*Deals 0,5 radiation damage.&lt;br /&gt;
*Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Formaldehyde}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1 &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|generictoxin}}[[#generictoxin|Generic Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Most other chemicals in this table are a subtype of this one.&lt;br /&gt;
*Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Generic Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|impedrezene}}[[Chemistry#impedrezene|Impedrezene]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 3,5 brain damage.&lt;br /&gt;
*Slows you down.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 2&lt;br /&gt;
*[[Researcher#RLX|ASP]] 1&lt;br /&gt;
|{{:Chemical/Impedrezene}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 brain damage.&lt;br /&gt;
*Makes you sleepier.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,75 heart damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you down.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#ironsulfate|Iron Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 1&lt;br /&gt;
|{{:Chemical/Iron Sulfate}}&lt;br /&gt;
|6:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lexorin}}[[#lexorin|Lexorin]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 8 oxygen damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPX|HPX]] 8&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lexorin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 5.5 brute damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Deals 28 oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 28 brute and oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|minttoxin}}[[#minttoxin|Mint Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mint Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|molecularacid}}[[Chemistry#molecularacid|Molecular Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage per tick.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 2&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#XMB|XMB]] 3&lt;br /&gt;
| Injected by Spitter&#039;s and Boiler&#039;s Tail Stab &lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|0,2&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paraformaldehyde}}[[#paraformaldehyde|Paraformaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
*Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenol|Phenol]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Deals 8,75 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
*[[Researcher#NRT|NRT]] 5&lt;br /&gt;
|{{:Chemical/Phenol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10,5&lt;br /&gt;
* 20&lt;br /&gt;
| &lt;br /&gt;
*Deals 15 brain damage per tick.&lt;br /&gt;
*Slowly inflicts drowsyness.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; 75% chance to apply a sentinel&#039;s  [[Sentinel|slowing spit]] effect per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenolformaldehyderesin|Phenol Formaldehyde Resin]] &lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
* [[Researcher#TXC|TXC]] 3&lt;br /&gt;
|{{:Chemical/Phenol Formaldehyde}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|polytrinicacid}}[[#polytrinicacid|Polytrinic Acid]]&lt;br /&gt;
| &lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Polytrinic Acid}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchloride}}[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 4 oxygen damage.&lt;br /&gt;
*Slows you.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#HPX|HPX]] 2&lt;br /&gt;
*[[Researcher#RLX|ASP]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
*Deals 2 toxin damage.&lt;br /&gt;
*Deals 10 oxygen damage.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchlorophoride}}[[#potassiumchlorophoride|Potassium Chlorophoride]]&lt;br /&gt;
|&lt;br /&gt;
*Slows you down.&lt;br /&gt;
*Deals 8 oxygen damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
*[[Researcher#RLX|ASP]] 8&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4 &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Deals 20 oxygen damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|beer}}[[#beer|Beer]]&lt;br /&gt;
|&lt;br /&gt;
* Toxic beer.&lt;br /&gt;
* Deals 6 toxin damage per tick.&lt;br /&gt;
* Makes you drunk.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AOL|AOL]] 2&lt;br /&gt;
* [[Researcher#TOX|TXC]] 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,15&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 13 toxin damage.&lt;br /&gt;
* Makes you extremely drunk.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 24 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 liver damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#potassiumphorosulfate|Potassium Phorosulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Causes baldness.&lt;br /&gt;
*Deals 8 oxygen damage per tick.&lt;br /&gt;
* Deals 5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Endothermic}}}}&lt;br /&gt;
*&lt;br /&gt;
[[Researcher#BLD|ATR]] 10&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#BCD|BCD]] 5&lt;br /&gt;
|{{:Chemical/Potassium Phorosulfate}}&lt;br /&gt;
|5:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 radiation damage per tick.&lt;br /&gt;
*Deals 14 brute damage per tick.&lt;br /&gt;
*Deals 4 toxin damage per tick.&lt;br /&gt;
*Deals 20 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#psoralen|Psoralen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 6&lt;br /&gt;
|{{:Chemical/Psoralen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulphuricacid}}[[#sulphuricacid|Sulphuric Acid]]&lt;br /&gt;
|&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
&lt;br /&gt;
|7:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Toxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#urishiol|Urishiol]]&lt;br /&gt;
| &lt;br /&gt;
*Makes you sneeze, blink and cough.&lt;br /&gt;
*Deals 3 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALG|ALG]] 6&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|{{:Chemical/Urishiol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,025&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mutagen}}[[#mutagen|Unstable Mutagen]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0,5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 1&lt;br /&gt;
|{{:Chemical/Unstable Mutagen}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#zygacine|Zygacine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0,75 heart damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDT|CDT]] 3&lt;br /&gt;
|{{:Chemical/Zygacine}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 oxygen damage per tick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
Reagents that get marines high.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties &lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; | Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mindbreaker}}[[#mindbreaker|Mindbreaker Toxin]]&lt;br /&gt;
|&lt;br /&gt;
*Literally LSD.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mindbreaker Toxin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1 &lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nicotine}}[[#nicotine|Nicotine]]&lt;br /&gt;
|N/A&amp;lt;!--Put it here because even though there&#039;s no ingame effects this is still probably the best category.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nicotine}}&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|psilocybin}}[[#psilocybin|Psilocybin]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Psilocybin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacedrugs}}[[#spacedrugs|Space Drugs]]&lt;br /&gt;
|&lt;br /&gt;
*Baby&#039;s first drug.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Drugs}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xeno blood and plasma ==&lt;br /&gt;
Chemicals acquired from xenos.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name &lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; | Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD &lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|xenoblood}}[[#xenoblood|Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|catecholamineplasma}}[[#catecholamineplasma|Catecholamine Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*Makes you faster.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNG|NTP]] 2&lt;br /&gt;
*[[Researcher#MST|MST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Catecholamine Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Increased pain.&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
*Deals 6 heart damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chitinplasma}}[[#chitinplasma|Chitin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents fractures.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HDN|HDN]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chitin Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Slows you down.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalxenoblood}}[[#royalxenoblood|Dark Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 burn damage.&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#CRS|CRS]] 6&lt;br /&gt;
|&lt;br /&gt;
Queen and Praetorians.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|eggplasma}}[[#eggplasma|Egg Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Infects with a xeno larva.&lt;br /&gt;
*Makes more of itself by draining blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HST|HST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Egg Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*80&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Drains blood and replicates itself faster.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neurotoxinplasma}}[[#neurotoxinplasma|Neurotoxin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Not to be confused with the [[Drinks#neurotoxin|drink]].&lt;br /&gt;
*Deals 7 brain damage.&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neurotoxin Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 12 brain damage.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you more jittery.&lt;br /&gt;
*Makes you drowsy.&lt;br /&gt;
*Deals 2 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Applies the same effect as getting shot with [[Sentinel|neuro]].&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|pheromoneplasma}}[[#pheromoneplasma|Pheromone Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Helps you with knockdowns, knockouts and stuns.&lt;br /&gt;
*Fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 8&lt;br /&gt;
*[[Researcher#NST|NST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Pheromone Plasma}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Deals 12 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 18 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasma}}[[#plasma|Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Base type for all of the following.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|purpleplasma}}[[#purpleplasma|Purple Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
*[[#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Purple Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalplasma}}[[#royalplasma|Royal Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you addicted to itself.&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#BCD|BCD]] 4&lt;br /&gt;
*[[Researcher#ADT|ADT]] 1&lt;br /&gt;
*[[Researcher#HLG|HLG]] 4&lt;br /&gt;
*[[Researcher#CIP|CIP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Royal Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
| &lt;br /&gt;
*Deals 1 brain damage.&lt;br /&gt;
* Deals 8 brute damage.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you more jittery&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This contains reagents that don&#039;t neatly fit into other categories.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ammonia}}&lt;br /&gt;
|4:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blackgoo}}[[#blackgoo|Black Goo]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you the zombie virus.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#RAV|RAV]] 1&lt;br /&gt;
|{{:Chemical/Black Goo}}&lt;br /&gt;
|N/A&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blood}}[[#blood|Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Spreads diseases if injected.&lt;br /&gt;
*Restores blood volume when injected into a human.&lt;br /&gt;
** Deals toxin damage if blood type is incorrect (Just use O-).&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#capsaicin|Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 2 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 1&lt;br /&gt;
|{{:Chemical/Capsaicin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#concentratedcapsaicin|Concentrated Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 8 per tick.&lt;br /&gt;
* Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*When applied topically, it instead knocks out the target, blurs vision, and blinds them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPR|HPR]] 4&lt;br /&gt;
|{{:Chemical/Condensed Capsaicin}}&lt;br /&gt;
|2:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coniine|Coniine]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you fall asleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 5&lt;br /&gt;
|{{:Chemical/Coniine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 25 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Spaceacillin|spaceacillin]].&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Cryptobiolin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|nanites}}[[#nanites|Nanites]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;01010100 01101000 01100101 00100000 01100110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00101110&#039;&#039;&#039;&lt;br /&gt;
** Beep boop, motherfucker.&lt;br /&gt;
*** Copper to counteract.&lt;br /&gt;
* Commented out because this doesn&#039;t actually work. The disease just vanishes after stage 5. Pretty sure this is a bug, since the &amp;quot;object spawner&amp;quot; item spawns on the ground briefly.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking#roburger|Roburgers]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|xenomicrobes}}[[#xenomicrobes|Xenomicrobes]]&lt;br /&gt;
|&lt;br /&gt;
* Commented out, since you can&#039;t get this without admins, and I&#039;d rather keep this whole thing reasonably secret.&lt;br /&gt;
** Takes a LONG time. Be patient.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;|-&lt;br /&gt;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
*Fertilizer.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Diethylamine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#digoxin|Digoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 heart damage per tick.&lt;br /&gt;
*Causes hair growth.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDP|CDP]] 3&lt;br /&gt;
*[[Researcher#FLF|TRI]] 1&lt;br /&gt;
|{{:Chemical/Digoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10.5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
* 25% chance of 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Applies a large amount of pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dinitroaniline}}[[#dinitroaniline|Dinitroaniline]]&lt;br /&gt;
|&lt;br /&gt;
*A herbicide and pesticide mixture used in hydroponics&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Dinitroaniline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
*Usable as fertilizer for plants.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 0,5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fertilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorosurfactant}}[[#fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
|&lt;br /&gt;
*Turns into foam when mixed with [[#water|water]] at a 1:1 ratio.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Fluorosurfactant}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|foamingagent}}[[#foamingagent|Foaming Agent]]&lt;br /&gt;
|&lt;br /&gt;
*Creates metal foam when 1u is mixed with 1u [[#polytrinicacid|polytrinic acid]] and 3u [[#aluminuim|aluminium]].&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|{{:Chemical/Foaming Agent}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
*Creates a bright light that lasts for a while.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
|{{:Chemical/Flash Powder}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Cooking#coldsauce|Frost Oil]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases body temperature by 12 per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPO|HPO]] 6&lt;br /&gt;
|{{:Chemical/Frost Oil}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Nitroglycerin|nitroglycerin]].&lt;br /&gt;
| N/A&lt;br /&gt;
|{{:Chemical/Gylcerol}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Foaming}}}}&lt;br /&gt;
|{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|ultraglue}}[[#ultraglue|Ultraglue]]&lt;br /&gt;
|&lt;br /&gt;
* Literally does nothing.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ultraglue}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#macho|Macho]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 16 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 8&lt;br /&gt;
|{{:Chemical/Macho Sauce}}&lt;br /&gt;
|1:1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 32 per tick.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plantbgone}}[[#plantbgone|Plant-B-Gone]]&lt;br /&gt;
|&lt;br /&gt;
*Kills xeno weeds.&lt;br /&gt;
*Kills normal weeds.&lt;br /&gt;
*Harms helpful plants in hydro trays too.&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Plant-B-Gone}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasticide}}[[#plasticide|Plasticide]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
*Turns into plastic when mixed at a 20:10 ratio with [[#sulphuricacid|Sulphuric Acid]].&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Plasticide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|serotrotium}}[[#serotrotium|Serotrotium]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you sneeze, blink and cough.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALG|ALG]] 2&lt;br /&gt;
|{{:Chemical/Serotrotium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|smoke}}[[#smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
*Creates smoke.&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Smoke}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacecleaner}}[[#spacecleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
*Cleans objects when splashed/sprayed on them.&lt;br /&gt;
*Use a spray bottle filled with it to clean a dirty microwave.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Cleaner}} &lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Unless there&#039;s some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|stabilizedmetallicfoam}}[[#stabilizedmetallicfoam|Stabilized Metallic Foam]]&lt;br /&gt;
|&lt;br /&gt;
*Used in flamethrowers to produce a metal foam flamethrower. Has a range of 6 tiles and spreads like the pyrotechnician specialists green flame sideways.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stabilized Metallic Foam}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thermite}}[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 1 burn damage.&lt;br /&gt;
*Can be applied to walls either directly or with a spray bottle and then ignited to melt through them.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FUL|FUL]] 7&lt;br /&gt;
*[[Researcher#OXI|OXI]] 5&lt;br /&gt;
*[[Researcher#VIS|VIS]] 4&lt;br /&gt;
*[[Researcher#CRS|CRS]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[#virusfood|Virus Food]]&lt;br /&gt;
| &lt;br /&gt;
*No pathology on CM. So this is entirely useless.&lt;br /&gt;
*Satiates you.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NTR|NTR]] 2&lt;br /&gt;
|{{:Chemical/Virus Food}}&lt;br /&gt;
&lt;br /&gt;
| 3:3&lt;br /&gt;
|0,2 &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[Chemistry#xenogenic|Xenogenic]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 50 radiation damage per tick.&lt;br /&gt;
* Turns humans into xenos.&lt;br /&gt;
* Consumes 10u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s amount by 1 each tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#DDI|DDI]] 5&lt;br /&gt;
* [[Researcher#HST|HST]] 2&lt;br /&gt;
|{{:Chemical/Xenogenic}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 10&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Consumes 20u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s by 4 each tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Inflicts nervousness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives and flammable chems==&lt;br /&gt;
This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Power &lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Falloff&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Intensity&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Radius&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Fire colour&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&lt;br /&gt;
|{{:Chemical/Ammonium Nitrate}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0.4&lt;br /&gt;
| 1.5&lt;br /&gt;
|0.5&lt;br /&gt;
|0&lt;br /&gt;
| -0.2&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|anfo}}[[#anfo|Ammonium Nitrate Fuel Oil]]&lt;br /&gt;
|{{:Chemical/Ammonium Nitrate Fuel Oil}}&lt;br /&gt;
|3:2&lt;br /&gt;
|1&lt;br /&gt;
| -0.6&lt;br /&gt;
|0&lt;br /&gt;
| 0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#carbon|Carbon]]&lt;br /&gt;
|{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|#ffd700 (gold)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1.6&lt;br /&gt;
| -0.08&lt;br /&gt;
| -0.8&lt;br /&gt;
|#ff9300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|[[#copper|Copper]]&lt;br /&gt;
|{{:Chemical/Copper}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
| 0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#78be5a (green)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|{{:Chemical/Cyclonite}}&lt;br /&gt;
|2:1&lt;br /&gt;
|1.5&lt;br /&gt;
| -0.4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#hexamine|Hexamine]]&lt;br /&gt;
|{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.5&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hcnapalm}}[[#hcnapalm|High-Combustion Napalm]]&lt;br /&gt;
|{{:Chemical/High-Combustion Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.8&lt;br /&gt;
|0.1&lt;br /&gt;
|0.5&lt;br /&gt;
|#742424 (dark red)&lt;br /&gt;
|-&lt;br /&gt;
|[[#hydrogen|Hydrogen]]&lt;br /&gt;
|{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0.15&lt;br /&gt;
|0&lt;br /&gt;
| -0.5&lt;br /&gt;
|0.2&lt;br /&gt;
| -0.5&lt;br /&gt;
|#b6f8ff (super light blue)&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.6&lt;br /&gt;
| -0.03&lt;br /&gt;
| -0.3&lt;br /&gt;
|#4b1f5e (dark purple)&lt;br /&gt;
|-&lt;br /&gt;
|[[#lithium|Lithium]]&lt;br /&gt;
|{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.35&lt;br /&gt;
| -0.01&lt;br /&gt;
| -0.1&lt;br /&gt;
|#ff356f (dark pink)&lt;br /&gt;
|-&lt;br /&gt;
|[[#methane|Methane]]&lt;br /&gt;
|{{:Chemical/Methane}}&lt;br /&gt;
|5:1&lt;br /&gt;
| 0.15&lt;br /&gt;
|0&lt;br /&gt;
| -0.35&lt;br /&gt;
|0.095&lt;br /&gt;
|0.25&lt;br /&gt;
|#00a5ff (blue)&lt;br /&gt;
|-&lt;br /&gt;
|[[#napalm|Napalm]]&lt;br /&gt;
|{{:Chemical/Napalm}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.45&lt;br /&gt;
|0.06&lt;br /&gt;
|0.75&lt;br /&gt;
|#D05006 (dark orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|{{:Chemical/Nitroglycerin}}&lt;br /&gt;
|3:2&lt;br /&gt;
|1&lt;br /&gt;
| -0.5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|octogen}}[[#octogen|Octogen]]&lt;br /&gt;
|{{:Chemical/Octogen}}&lt;br /&gt;
|4:2&lt;br /&gt;
|2&lt;br /&gt;
| -0.2&lt;br /&gt;
|0.4&lt;br /&gt;
| -0.02&lt;br /&gt;
| -0.2&lt;br /&gt;
|Orange&amp;lt;!--I have no clue what the exact hex code is. But it looks orange.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#oxygen|Oxygen]]&lt;br /&gt;
|{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.75&lt;br /&gt;
| -0.08&lt;br /&gt;
|0&lt;br /&gt;
|#58daff (light blue)&lt;br /&gt;
|-&lt;br /&gt;
|[[#phoron|Phoron]]&lt;br /&gt;
|{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.4&lt;br /&gt;
|0.05&lt;br /&gt;
| -0.8&lt;br /&gt;
|#e01e1e (red)&lt;br /&gt;
|-&lt;br /&gt;
|[[#phosphorus|Phosphorus]]&lt;br /&gt;
|{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
| -0.12&lt;br /&gt;
|0.1&lt;br /&gt;
|#ffdba4&lt;br /&gt;
|-&lt;br /&gt;
|[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#800080 (purple)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumhydroxide}}[[#potassiumhydroxide|Potassium Hydroxide]]&lt;br /&gt;
|&lt;br /&gt;
*Explodes INSTANTLY and can&#039;t be stabilized. Don&#039;t use this. It&#039;s garbage.&lt;br /&gt;
{{:Chemical/Potassium Hydroxide}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0.5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|stickynapalm}}[[#stickynapalm|Sticky Napalm]]&lt;br /&gt;
|{{:Chemical/Sticky Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.2&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|#f8e3b2 (barley white)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|salt}}[[#salt|Table Salt]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Table Salt}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#ffff00 (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.5&lt;br /&gt;
|1&lt;br /&gt;
|0.3&lt;br /&gt;
| -0.08&lt;br /&gt;
|0.9&lt;br /&gt;
|#ffb300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|[[#water|Water]]&lt;br /&gt;
|{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#fuel|Welding Fuel]]&lt;br /&gt;
|{{:Chemical/Welding Fuel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0.12&lt;br /&gt;
| -0.1&lt;br /&gt;
|0.1&lt;br /&gt;
| -0.08&lt;br /&gt;
|0.7&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Additional User made information=&lt;br /&gt;
*[https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40180</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40180"/>
		<updated>2026-01-17T14:06:53Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 17, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies &lt;br /&gt;
**Add a xeno section for basic counters against survs and how to (hopefully) die less&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
** https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox ==&lt;br /&gt;
Test area.&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40179</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40179"/>
		<updated>2026-01-17T14:06:07Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Replaced content with &amp;quot;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 17, 2025 &amp;lt;hr&amp;gt; &amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt; *&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold *Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks &amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt; *Update the specialist page with common tips, tricks, &amp;amp; tech *Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies  **...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 17, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Update Researcher page with &amp;quot;advanced&amp;quot; botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the survivor page to explain some more of the basic &amp;quot;meta&amp;quot; strategies &lt;br /&gt;
**Add a xeno section for basic counters against survs and how to (hopefully) die less&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
** https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox ==&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40178</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=40178"/>
		<updated>2026-01-17T14:03:52Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Update to the Chemical Mixes section. Rephrased the recipes to make it easier for new players understand. Changed ATD recipe. Removed TriBica and Iron Sugar recipes. Added &amp;quot;double mixes&amp;quot; (for IA, MB, KD, and Fe), Tricord pill recipe, suggested bottle colors, suggested abbreviations, and tooltips pop-ups.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #C90000&lt;br /&gt;
 |HeaderContent = OOC Note&lt;br /&gt;
 |SubContent = Only [[Doctor|Doctors]], [[Researcher|Researchers]], [[Nurse|Nurses]] and the [[Chief Medical Officer|CMO]] should be messing with chemical substances. [[Hospital Corpsman|Hospital Corpsmen]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&lt;br /&gt;
}}&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units). [[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used to precisely control the amount of chemicals in a beaker, creating bottles and pills. &lt;br /&gt;
#* Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; &lt;br /&gt;
#* Pill bottles can be loaded into the machine by their boxes to hold created pills, you can choose multiple pill bottles to fill if needed. &lt;br /&gt;
#* You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
#* You can label, colour and transfer the pill bottle directly to the Chemical Storage.&lt;br /&gt;
#* You can set the pills shape from some options.&lt;br /&gt;
#* You can set up presets to do both of the above customisation.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage aka the Smart-Fridge. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
# &#039;&#039;&#039;Vendor&#039;&#039;&#039;: Holds restockable bottles of key reagents, extra beakers and extra boxes of pill bottle.&lt;br /&gt;
# &#039;&#039;&#039;Chemistry Locker&#039;&#039;&#039;: Holds the initial Cryoxadone meant for the cryo tubes. As well as additional boxes of pill bottles.&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.&lt;br /&gt;
# &#039;&#039;&#039;Empty Reagent Tanks&#039;&#039;&#039;: Empty containers that the marines will want filled with all the drugs they could need for general use. (UNGA)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beakers and Bottles&#039;&#039;&#039; || &lt;br /&gt;
* Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. &lt;br /&gt;
* They come in bottle/small beaker - 60u, large beaker - 120u, and high-capacity beaker - 500u.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dropper&#039;&#039;&#039; || &lt;br /&gt;
* Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe&#039;&#039;&#039; || &lt;br /&gt;
* Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injector&#039;&#039;&#039; || &lt;br /&gt;
* Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example, a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill&#039;&#039;&#039; || &lt;br /&gt;
* 60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and its contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill Bottle&#039;&#039;&#039; || &lt;br /&gt;
* Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hypospray&#039;&#039;&#039; || &lt;br /&gt;
* Holds 30 units, and comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe or unloaded and loaded with vial. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labellers and Pens&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
*Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them.&lt;br /&gt;
*Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Chemical mixes=&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] will come to the pharmacy line to order specialized pills they cannot otherwise get. Note that &#039;&#039;&#039;all of these recipes assume that you are using a 500u high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name !!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser !! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!How to Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|unga}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
The overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds. Be mindful of taking UNGA and an [[Guide to Medicine#emergency auto-injector|emergency auto-injector]]; this can cause small Oxy, Bica, and Kelo ODs.&lt;br /&gt;
&lt;br /&gt;
This provides oxycodone-level painkilling and heals 3 brute, 3 burn, 0.5 toxin, and 0.5 oxygen damage per tick.&lt;br /&gt;
&lt;br /&gt;
This is typically mixed in reagent tanks, and marines store it in 60u flasks from food vendors. Two tanks can be found in the Chemistry Lab, and more can be found in maintenance. &lt;br /&gt;
&lt;br /&gt;
To save on energy, get bottles from the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
This makes 120u Bica, 120u Kelo, 120u Tricord, and 120u Oxy.&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
This makes 120u Mera and 120u Derma.&lt;br /&gt;
Add the beaker mix to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
* Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tc}} [[Chemistry#tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdose at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick, and removes 1u of toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;deals&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since chem energy reworks and pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
#Insert the high-capacity beaker with your &amp;quot;double mix&amp;quot; into the ChemMaster 3000.&lt;br /&gt;
#Load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster.&lt;br /&gt;
#Check &amp;quot;Fill bottle&amp;quot; option for two pill bottles.&lt;br /&gt;
#Move the &amp;quot;double mix&amp;quot; from the Beaker to the Buffer.&lt;br /&gt;
#Create 16 pills using the button in the bottom left.  &lt;br /&gt;
#*Creating 16 pills makes 16 for &#039;&#039;&#039;each&#039;&#039;&#039; bottle. &lt;br /&gt;
#**&#039;&#039;&#039;32&#039;&#039;&#039; total pills are made.&lt;br /&gt;
#Set the Label and Color for the pill bottles.&lt;br /&gt;
#Transfer the bottles to the Smart Chemical Storage or eject them to hand.&lt;br /&gt;
|[[file:chemmaster two bottles.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!! Chem Dispenser!! Abbreviations!!Common&amp;amp;nbsp;Colors&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Creates 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
The amount of a certain chemical in a marine&#039;s blood decreases by its &#039;&#039;&#039;metabolism&#039;&#039;&#039; value every life tick. Life ticks happen once every 2 seconds. The &amp;quot;effect&amp;quot; column contains the chemical&#039;s effects per tick unless stated otherwise.&lt;br /&gt;
The ratio column indicates how much of the chem you get when mixing. For example, a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself.&lt;br /&gt;
Chems marked with &#039;&#039;&#039;(CATALYST)&#039;&#039;&#039; are not expended during the reaction.&lt;br /&gt;
The &amp;quot;OD&amp;quot; column for some chemicals has two numbers. The first is the threshold for the &amp;quot;normal&amp;quot; OD, the second is for critical OD. The next column &amp;quot;OD effects&amp;quot; contains the consequences of overdosing on this reagent. &#039;&#039;&#039;(C)&#039;&#039;&#039; indicates the effect of a critical overdose.&lt;br /&gt;
&lt;br /&gt;
Cocktails and drinks can be found [[Drinks|here]]. &lt;br /&gt;
&lt;br /&gt;
There are seven types of reactions:&lt;br /&gt;
*{{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*{{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
* {{Tooltip|[[#glowing|Glowing]]|{{:Properties/Reactions/Glowing}}}}&lt;br /&gt;
*{{Tooltip|[[#inert|Inert]]|{{:Properties/Reactions/Inert}}}}&lt;br /&gt;
*{{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*Special. These uniquely affect certain chemicals, mainly a few [[#explosive_and_flammable_chems|explosive and flammable chems]].&lt;br /&gt;
All reactions on this page are inert unless stated otherwise.&lt;br /&gt;
==Basic==&lt;br /&gt;
Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Aluminium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
*Chemfire modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chlorine}}[[#chlorine|Chlorine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|{{:Chemical/Chlorine}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
*Green fire coloring.&lt;br /&gt;
| N/A&lt;br /&gt;
|{{:Chemical/Copper}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|&lt;br /&gt;
*Basic alcohol type. [[Drinks#Alcoholic|All other ones]] are a subtype of this.&lt;br /&gt;
*Gets you drunk.&lt;br /&gt;
*Can be used to remove ink from paper.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALH|ALH]] 4&lt;br /&gt;
*[[Researcher#FUL|FUL]] 3&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
*[[Researcher#FLW|FLW]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Flourine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Gold}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
*Explosive modifer.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
*Turns nutrition into blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HMG|HMG]] 3&lt;br /&gt;
|{{:Chemical/Iron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you really hungry.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lithium}}[[#lithium|Lithium]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier&lt;br /&gt;
*Makes you less confused and sends messages in chat.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXI|OXI]] 1&lt;br /&gt;
*[[Researcher#PST|PST]] 1&lt;br /&gt;
|{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brain damage per tick&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 4&lt;br /&gt;
|{{:Chemical/Mercury}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
*Deals 10 brain damage per tick.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
*Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Nitrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
*Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#NTR|NTR]] 2&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#HMG|HMG]] 1&lt;br /&gt;
| {{:Chemical/Nutriment}} &lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifer.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phosphorus}}[[#phosphorus|Phosphorus]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassium}}[[#potassium|Potassium]]&lt;br /&gt;
|&lt;br /&gt;
*Explodes when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium}}&lt;br /&gt;
|N/A&lt;br /&gt;
| 0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|{{:Chemical/Radium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silicon}}[[#silicon|Silicon]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silicon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silver}}[[#silver|Silver]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silver}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sodium}}[[#sodium|Sodium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sodium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
| &lt;br /&gt;
*Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
*[[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sugar}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulfur}}[[#sulfur|Sulfur]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphur}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Uranium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A &lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|water}}[[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
*Gets things wet.&lt;br /&gt;
*Extinguishes fires.&lt;br /&gt;
*Explodes when mixed with [[#potassium|potassium]].&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
| 0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|holywater}}[[#holywater|Holy Water]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;|-&lt;br /&gt;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FUL|FUL]] 5&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
*[[Researcher#VIS|VIS]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Welding Fuel}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don&#039;t have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; scope=col class=unsortable |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; scope=col class=unsortable |Recipe&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; scope=col class=unsortable |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 3 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRP|NRP]] 2&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Alkysine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antineurotoxin}}[[#antineurotoxin|Anti-Neurotoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Note that &#039;&#039;&#039;technically&#039;&#039;&#039;, as far as the code is concerned, this is a subtype of xeno plasmas.&lt;br /&gt;
*Protects you from [[Sentinel|getting shot with any kind of neuro]].&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#NRS|NRS]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Neurotoxin}}&lt;br /&gt;
|2:1 &lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antized}}[[#antized|Anti-Zed]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents zombies from reviving.&lt;br /&gt;
*Cures the zombie virus.&lt;br /&gt;
*Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CUR|CUR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Zed}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 1 brute damage tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Arithrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#atrophine|Atrophine]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Increases defibrillator healing by 28 brute, burn and toxin damage.&lt;br /&gt;
*Deals 0.875 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#EGN|EGN]] 7&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
* [[Researcher#NRT|NRT]] 0.5&lt;br /&gt;
|{{:Chemical/Atrophine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
*Recipe:&lt;br /&gt;
{{:Chemical/Bicaridine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PST|PST]] 2&lt;br /&gt;
|{{:Chemical/Citalopram}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039;&amp;lt;!--Not as above part: (This main entry previously said &amp;quot;as above&amp;quot; and was below the Cryoxadone entry. This is a funny joke! It deserves to have its context preserved.) No snowflake code here.--&amp;gt;&lt;br /&gt;
*Heals 6 radiation damage per tick.&lt;br /&gt;
*Heals 6 brute damage per tick.&lt;br /&gt;
*Heals 6 burn damage per tick.&lt;br /&gt;
*Heals 6 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CMB|CMB]] 6&lt;br /&gt;
*[[Researcher#NGN|NGN]] 3&lt;br /&gt;
*[[Researcher#ACR|ACR]] 3&lt;br /&gt;
*[[Researcher#ATX|ATX]] 3&lt;br /&gt;
*[[Researcher#ACG|ACG]] 3&lt;br /&gt;
|{{:Chemical/Clonexadone}}&lt;br /&gt;
|2.1:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryoxadone}}[[#cryoxadone|Cryoxadone]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039; ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039;&amp;lt;!--Fun fact: for some reason it has BOTH the cryo-metabolizing property AND a piece of snowflake code that makes it work at low temperatures. So the effect is better than it should be.--&amp;gt;&lt;br /&gt;
*Heals 3 radiation damage per tick.&lt;br /&gt;
*Heals 3 brute damage per tick.&lt;br /&gt;
*Heals 3 burn damage per tick.&lt;br /&gt;
*Heals 3 toxin damage per tick.&lt;br /&gt;
*Heals 1 oxygen damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CMB|CMB]] 2&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#ACR|ACR]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#ACG|ACG]] 1&lt;br /&gt;
|{{:Chemical/Cryoxadone}}&lt;br /&gt;
|3:3 &lt;br /&gt;
| 0,2 &lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ACR|ACR]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dermaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 brute damage per tick.&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
*Repairs 4 oxygen damage per tick.&amp;lt;!--The code for this shit is weird. It looks like it should remove ALL oxygen damage, like dex+, but it doesn&#039;t. So I used the formula for if it doesn&#039;t.--&amp;gt;&lt;br /&gt;
* Removes 4u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
*Recipe:&lt;br /&gt;
{{:Chemical/Dexalin}}&lt;br /&gt;
|2.1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalinplus}}[[#dexalinplus|Dexalin Plus]]&lt;br /&gt;
|&lt;br /&gt;
*Repairs all oxygen damage instantly.&lt;br /&gt;
*Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#OXG|OXG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dexalin Plus}} &lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 2 toxin damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tick.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]] per tick.&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]] per tick.&lt;br /&gt;
*Reduces the potency of hallucinations and other drug-related effects.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 2&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Dylovene}}&lt;br /&gt;
|3:3&lt;br /&gt;
| 0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|adminordrazine}}[[#adminordrazine|Adminordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|epinephrine}}[[#epinephrine|Epinephrine]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MUST BE INJECTED. CANNOT TAKE IN PILLS.&#039;&#039;&#039;&lt;br /&gt;
*Increases defibrillator healing by 20 per damage type.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
*A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 0.75&amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
*[[Researcher#EGN|EGN]] 2&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Epinephrine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*10.5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4.5 liver damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Removes confusion, drowsiness, stuttering, blurry vision, blindness, dizziness, and jitteriness.&lt;br /&gt;
*Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body per tick.&lt;br /&gt;
*Reacts with [[#ethanol|ethanol]] to turn into water.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FCS|FCS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethylredoxrazine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2 &lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 eye damage per tick.&lt;br /&gt;
*Fixes blurry vision and blindness. &lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#OCP|OCP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Imidazoline}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|inaprovaline}}[[#inaprovaline|Inaprovaline]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents gaining further oxygen damage from being in crit.&lt;br /&gt;
*Reduces pain&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CSL|CSL]] 3&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Inaprovaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Stuns you.&lt;br /&gt;
*Causes jitters.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0.5 heart damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ACR|ACR]] 2&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Kelotane}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 brute and toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5.5 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
| &lt;br /&gt;
*Attempts to stabilize your temperature.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TSL|TSL]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Leporazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lipozine}}[[#lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
*Causes you to lose fat and makes you hungry.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#KTG|KTG]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lipozine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you very hungry.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#Meralyne|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Meralyne}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn and 3 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|methylphenidate}}[[#methylphenidate|Methylphenidate]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PST|PST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methylphenidate}} &lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
*Weakens stuns and knockdowns.&lt;br /&gt;
*Fixes stuttering, blurry vision, confusion, dizziness, jitteriness and drowsiness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NST|NST]] 5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neuraline}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 2&lt;br /&gt;
*3&lt;br /&gt;
|&lt;br /&gt;
*Deals 10 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxycodone}}[[#oxycodone|Oxycodone]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 4&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Oxycodone}}&lt;br /&gt;
|2:1 &lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paracetamol}}[[#paracetamol|Paracetamol]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paracetamol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*60&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you messages about your mind becoming clearer.&lt;br /&gt;
*Removes confusion.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 6&lt;br /&gt;
*[[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paroxetine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|peridaxon}}[[#peridaxon|Peridaxon]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents you from suffering consequences of organ damage.&lt;br /&gt;
*Does &#039;&#039;&#039;NOT&#039;&#039;&#039; fix organs.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#OGS|OGS]] 4&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Peridaxon}}&lt;br /&gt;
|4:2&lt;br /&gt;
|0,05 &lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 brute damage per tick.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
*Heals 2 radiation damage per tick.&lt;br /&gt;
*Deals 2 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TXC]] 2&lt;br /&gt;
* [[Researcher#ACG|ACG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Rezadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
*Makes you confused.&lt;br /&gt;
*Deals 11 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 13 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|synaptizine}}[[#synaptizine|Synaptizine]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Reduces drug-related effects.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1&lt;br /&gt;
* [[Researcher#NST|NST]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 1&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Synaptizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
* 10&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 6 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Removes 1u of any type of [[#toxin|toxin]] per tick.&lt;br /&gt;
*Deals 2 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Russian Red}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 eye damage per tick.&lt;br /&gt;
*Deals 4 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ryetalyn}}[[#ryetalyn|Ryetalyn]]&lt;br /&gt;
|&lt;br /&gt;
*Fixes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#AID|AID]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ryetalyn}}&lt;br /&gt;
|2:2&lt;br /&gt;
| 0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you confused.&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#sleen|Sleen]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 3&lt;br /&gt;
|{{:Chemical/Sleen}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 3 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
*Causes confusion, and then puts you to sleep.&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 5&lt;br /&gt;
*[[Researcher#SDT|HYP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Soporific}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spaceacillin}}[[#spaceacillin|Spaceacillin]]&lt;br /&gt;
|&lt;br /&gt;
*Cures mundane infections like the flu.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Spaceacillin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sterilizine}}[[#sterilizine|Sterilizine]]&lt;br /&gt;
| &lt;br /&gt;
*Sterilizes surfaces. Since we don&#039;t actually need to do that, this has no use outside of RP.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sterilizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.2 brute damage per tick.&lt;br /&gt;
*Heals 1 toxin damage per tick.&lt;br /&gt;
*Heals 1 organ damage per tick.&lt;br /&gt;
*Removes 1u of [[#toxin|toxin]] of any type per tcik&lt;br /&gt;
*Heals all oxygen damage.&lt;br /&gt;
*Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
*Heals 6 radiation damage per tick.&lt;br /&gt;
*Repairs bones (splinted/unsplinted in minutes)&lt;br /&gt;
**Chest and groin:  3 / 7&lt;br /&gt;
**Head: 1 / 5&lt;br /&gt;
**Hands and feet: 0.5 / 0,5&lt;br /&gt;
**Arms and legs: 0.5 / 1&lt;br /&gt;
* Rapidly restores lost blood. &lt;br /&gt;
**&#039;&#039;&#039;(HUMAN ONLY)&#039;&#039;&#039; After blood is over maximum starts deals 9 brute, 9 burn, and 18 oxygen damage per tick.&lt;br /&gt;
*Fixes disabilities and disfigurements.&lt;br /&gt;
*Removes 5u of [[#mindbreaker|mindbreaker]] per tick.&lt;br /&gt;
*Removes 5u of [[#spacedrugs|space drugs]] per tick.&lt;br /&gt;
*Weakens drug-related effects.&lt;br /&gt;
*Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]] per tick.&lt;br /&gt;
*Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness, and wakes you up.&lt;br /&gt;
*Fixes eye damage.&lt;br /&gt;
*Cures the zombie virus (black goo).&lt;br /&gt;
*Cures a certain other rare disease.&amp;lt;!--As with anti-zed. Not giving a precise explanation--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#XMB|XMB]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#HMG|HMG]] 9&lt;br /&gt;
*[[Researcher#OXG|OXG]] 6&lt;br /&gt;
*[[Researcher#ACG|ACG]] 6&lt;br /&gt;
* [[Researcher#BNM|BNM]] 6&lt;br /&gt;
*[[Researcher#AID|AID]] 1&lt;br /&gt;
*[[Researcher#AHL|AHL]] 2&lt;br /&gt;
*[[Researcher#FCS|FCS]] 6&lt;br /&gt;
*[[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thwei}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#thymol|Thymol]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases the larva stage counter by 0.5 per tick.&lt;br /&gt;
*Deals 0.2 burn damage per tick.&lt;br /&gt;
*When the larva gets regressed to stage 0:&lt;br /&gt;
**Removes the larva from the host.&lt;br /&gt;
**Deals between 20 and 40 burn damage to the host.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#APS|APS]] 0.5&lt;br /&gt;
|{{:Chemical/Thymol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
*Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNK|PNK]] 2.5&lt;br /&gt;
|&lt;br /&gt;
*Weylandmeds.&lt;br /&gt;
{{:Chemical/Tramadol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Deals 2.5 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 liver damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 0.5 brute damage per tick.&lt;br /&gt;
*Heals 0.5 burn damage per tick.&lt;br /&gt;
*Heals 0.5 toxin damage per tick.&lt;br /&gt;
*Heals 0.5 oxygen damage per tick.&lt;br /&gt;
*Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NGN|NGN]] 1&lt;br /&gt;
*[[Researcher#ACR|ACR]] 1&lt;br /&gt;
*[[Researcher#ATX|ATX]] 1&lt;br /&gt;
*[[Researcher#OXG|OXG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Tricordrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 burn damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
*Deals 0.25 toxin damage per tick.&lt;br /&gt;
*Deals 0.5 Eye damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you fall asleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ultrazine}}[[#ultrazine|Ultrazine]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you much faster.&lt;br /&gt;
*Makes you addicted to it.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#MST|MST]] 40&lt;br /&gt;
*[[Researcher#ADT|ADT]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ultrazine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,0167&amp;lt;!--bruh, Indeed--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
*10,5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 40 heart damage per tick.&lt;br /&gt;
*Deals 8 brain damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&amp;lt;!--I have no idea what this means--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|stimulant}}[[#stimulant|Stimulant]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces stamina damage by 75%&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stimulant}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|vaccine}}[[#vaccine|Vaccine]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents you from catching the virus this is a vaccine against.&lt;br /&gt;
*Cures the zombie virus.&lt;br /&gt;
*Prevents dead zombies from reviving.&lt;br /&gt;
*Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Vaccine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins and acids==&lt;br /&gt;
Most of these chemicals generally don&#039;t have much use outside of murder.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; | OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TXC|TXC]] 1&lt;br /&gt;
|{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carpotoxin}}[[#carpotoxin|Carpotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,1&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|zombiepowder}}[[#zombiepowder|Zombie Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* By the power of snowflake code:&lt;br /&gt;
** Silences you.&lt;br /&gt;
** Makes you seem dead (but not on the medihud, fools the analyzer though).&lt;br /&gt;
** Knocks you down.&lt;br /&gt;
** Deals a shitload of oxygen damage. This kills you instantly.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Zombie Powder}}&lt;br /&gt;
|15:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;|-&lt;br /&gt;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0.5 toxin damage.&lt;br /&gt;
*Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 6&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Chloral Hydrate}}&lt;br /&gt;
|&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*15&lt;br /&gt;
*25&lt;br /&gt;
|&lt;br /&gt;
*Deals 1.5 toxin damage.&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coppersulfate|Copper Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 5 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
|{{:Chemical/Copper Sulfate}}&lt;br /&gt;
|6:1&lt;br /&gt;
|0.1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyanide}}[[#cyanide|Cyanide]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 8 oxygen damage.&lt;br /&gt;
*Puts you to sleep after a while.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#SDT|HYP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyanide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|sdtoxin}}[[#sdtoxin|Toxin (syna+dylo)]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/SDToxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|amatoxin}}[[#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|formaldehyde}}[[#formaldehyde|Formaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
*Deals 0,5 radiation damage.&lt;br /&gt;
*Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Formaldehyde}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1 &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|generictoxin}}[[#generictoxin|Generic Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Most other chemicals in this table are a subtype of this one.&lt;br /&gt;
*Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Generic Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|impedrezene}}[[Chemistry#impedrezene|Impedrezene]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 3,5 brain damage.&lt;br /&gt;
*Slows you down.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 2&lt;br /&gt;
*[[Researcher#RLX|ASP]] 1&lt;br /&gt;
|{{:Chemical/Impedrezene}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 brain damage.&lt;br /&gt;
*Makes you sleepier.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,75 heart damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you down.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
*[[Researcher#CRS|CRS]] 5&lt;br /&gt;
*[[Researcher#OXI|OXI]] 3&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#ironsulfate|Iron Sulfate]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 burn damage per tick.&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 1&lt;br /&gt;
|{{:Chemical/Iron Sulfate}}&lt;br /&gt;
|6:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lexorin}}[[#lexorin|Lexorin]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 8 oxygen damage per tick.&lt;br /&gt;
*Deals 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPX|HPX]] 8&lt;br /&gt;
*[[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lexorin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
*Deals 5.5 brute damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Deals 28 oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 28 brute and oxygen damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|minttoxin}}[[#minttoxin|Mint Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mint Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|molecularacid}}[[Chemistry#molecularacid|Molecular Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage per tick.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 2&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#XMB|XMB]] 3&lt;br /&gt;
| Injected by Spitter&#039;s and Boiler&#039;s Tail Stab &lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|0,2&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paraformaldehyde}}[[#paraformaldehyde|Paraformaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
*Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenol|Phenol]]&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039;. Use a syringe or injector.&lt;br /&gt;
*Deals 8,75 brain damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#INV|INV]] 1&lt;br /&gt;
*[[Researcher#NRT|NRT]] 5&lt;br /&gt;
|{{:Chemical/Phenol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10,5&lt;br /&gt;
* 20&lt;br /&gt;
| &lt;br /&gt;
*Deals 15 brain damage per tick.&lt;br /&gt;
*Slowly inflicts drowsyness.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; 75% chance to apply a sentinel&#039;s  [[Sentinel|slowing spit]] effect per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#phenolformaldehyderesin|Phenol Formaldehyde Resin]] &lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Reactions/Endothermic}}}}&lt;br /&gt;
* [[Researcher#TXC|TXC]] 3&lt;br /&gt;
|{{:Chemical/Phenol Formaldehyde}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|polytrinicacid}}[[#polytrinicacid|Polytrinic Acid]]&lt;br /&gt;
| &lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Polytrinic Acid}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchloride}}[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 4 oxygen damage.&lt;br /&gt;
*Slows you.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#smoking|Smoking]]|{{:Properties/Reactions/Smoking}}}}&lt;br /&gt;
*[[Researcher#HPX|HPX]] 2&lt;br /&gt;
*[[Researcher#RLX|ASP]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
*Deals 2 toxin damage.&lt;br /&gt;
*Deals 10 oxygen damage.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchlorophoride}}[[#potassiumchlorophoride|Potassium Chlorophoride]]&lt;br /&gt;
|&lt;br /&gt;
*Slows you down.&lt;br /&gt;
*Deals 8 oxygen damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Reactions/Foaming}}}}&lt;br /&gt;
*[[Researcher#RLX|ASP]] 8&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4 &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Deals 20 oxygen damage.&lt;br /&gt;
*Deals 4 toxin damage.&lt;br /&gt;
*Slows you down by a lot.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|beer}}[[#beer|Beer]]&lt;br /&gt;
|&lt;br /&gt;
* Toxic beer.&lt;br /&gt;
* Deals 6 toxin damage per tick.&lt;br /&gt;
* Makes you drunk.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AOL|AOL]] 2&lt;br /&gt;
* [[Researcher#TOX|TXC]] 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,15&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 13 toxin damage.&lt;br /&gt;
* Makes you extremely drunk.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 24 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 liver damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#potassiumphorosulfate|Potassium Phorosulfate]]&lt;br /&gt;
|&lt;br /&gt;
* Causes baldness.&lt;br /&gt;
*Deals 8 oxygen damage per tick.&lt;br /&gt;
* Deals 5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#endothermic|Endothermic]]|{{:Properties/Endothermic}}}}&lt;br /&gt;
*&lt;br /&gt;
[[Researcher#BLD|ATR]] 10&lt;br /&gt;
*[[Researcher#HPX|HPX]] 4&lt;br /&gt;
*[[Researcher#BCD|BCD]] 5&lt;br /&gt;
|{{:Chemical/Potassium Phorosulfate}}&lt;br /&gt;
|5:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
* Deals 5 radiation damage per tick.&lt;br /&gt;
*Deals 14 brute damage per tick.&lt;br /&gt;
*Deals 4 toxin damage per tick.&lt;br /&gt;
*Deals 20 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#psoralen|Psoralen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 6&lt;br /&gt;
|{{:Chemical/Psoralen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulphuricacid}}[[#sulphuricacid|Sulphuric Acid]]&lt;br /&gt;
|&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
*Deals 1.5 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
&lt;br /&gt;
|7:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
| &lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Toxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#urishiol|Urishiol]]&lt;br /&gt;
| &lt;br /&gt;
*Makes you sneeze, blink and cough.&lt;br /&gt;
*Deals 3 burn damage per tick.&lt;br /&gt;
*Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALG|ALG]] 6&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|{{:Chemical/Urishiol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,025&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 burn damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mutagen}}[[#mutagen|Unstable Mutagen]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0,5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRG|CRG]] 1&lt;br /&gt;
|{{:Chemical/Unstable Mutagen}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#zygacine|Zygacine]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 0,75 heart damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDT|CDT]] 3&lt;br /&gt;
|{{:Chemical/Zygacine}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 oxygen damage per tick.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
Reagents that get marines high.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties &lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; | Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mindbreaker}}[[#mindbreaker|Mindbreaker Toxin]]&lt;br /&gt;
|&lt;br /&gt;
*Literally LSD.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mindbreaker Toxin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1 &lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nicotine}}[[#nicotine|Nicotine]]&lt;br /&gt;
|N/A&amp;lt;!--Put it here because even though there&#039;s no ingame effects this is still probably the best category.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nicotine}}&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|psilocybin}}[[#psilocybin|Psilocybin]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Psilocybin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacedrugs}}[[#spacedrugs|Space Drugs]]&lt;br /&gt;
|&lt;br /&gt;
*Baby&#039;s first drug.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Drugs}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xeno blood and plasma ==&lt;br /&gt;
Chemicals acquired from xenos.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name &lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; | Effect &lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; | Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD &lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|xenoblood}}[[#xenoblood|Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|catecholamineplasma}}[[#catecholamineplasma|Catecholamine Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*Makes you faster.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#PNG|NTP]] 2&lt;br /&gt;
*[[Researcher#MST|MST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Catecholamine Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Increased pain.&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
*Deals 6 heart damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chitinplasma}}[[#chitinplasma|Chitin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Prevents fractures.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HDN|HDN]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chitin Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Slows you down.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalxenoblood}}[[#royalxenoblood|Dark Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 burn damage.&lt;br /&gt;
| &lt;br /&gt;
*[[Researcher#CRS|CRS]] 6&lt;br /&gt;
|&lt;br /&gt;
Queen and Praetorians.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|eggplasma}}[[#eggplasma|Egg Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Infects with a xeno larva.&lt;br /&gt;
*Makes more of itself by draining blood.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HST|HST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Egg Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*80&lt;br /&gt;
*100&lt;br /&gt;
|&lt;br /&gt;
*Drains blood and replicates itself faster.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neurotoxinplasma}}[[#neurotoxinplasma|Neurotoxin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Not to be confused with the [[Drinks#neurotoxin|drink]].&lt;br /&gt;
*Deals 7 brain damage.&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NRT|NRT]] 4&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
*[[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neurotoxin Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 12 brain damage.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you more jittery.&lt;br /&gt;
*Makes you drowsy.&lt;br /&gt;
*Deals 2 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Applies the same effect as getting shot with [[Sentinel|neuro]].&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|pheromoneplasma}}[[#pheromoneplasma|Pheromone Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Helps you with knockdowns, knockouts and stuns.&lt;br /&gt;
*Fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HLG|HLG]] 8&lt;br /&gt;
*[[Researcher#NST|NST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Pheromone Plasma}}&lt;br /&gt;
| N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
|&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Deals 12 toxin damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 18 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasma}}[[#plasma|Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Base type for all of the following.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|purpleplasma}}[[#purpleplasma|Purple Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
*[[#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Purple Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalplasma}}[[#royalplasma|Royal Plasma]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you addicted to itself.&lt;br /&gt;
*Deals 4 brute damage.&lt;br /&gt;
*Makes you hallucinate.&lt;br /&gt;
*Makes you high.&lt;br /&gt;
*Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#BCD|BCD]] 4&lt;br /&gt;
*[[Researcher#ADT|ADT]] 1&lt;br /&gt;
*[[Researcher#HLG|HLG]] 4&lt;br /&gt;
*[[Researcher#CIP|CIP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Royal Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
| &lt;br /&gt;
*Deals 1 brain damage.&lt;br /&gt;
* Deals 8 brute damage.&lt;br /&gt;
*Makes you stumble around.&lt;br /&gt;
*Makes you hallucinate more.&lt;br /&gt;
*Makes you more jittery&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 brute damage.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This contains reagents that don&#039;t neatly fit into other categories.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; | Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ammonia}}&lt;br /&gt;
|4:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blackgoo}}[[#blackgoo|Black Goo]]&lt;br /&gt;
|&lt;br /&gt;
*Gives you the zombie virus.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#RAV|RAV]] 1&lt;br /&gt;
|{{:Chemical/Black Goo}}&lt;br /&gt;
|N/A&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blood}}[[#blood|Blood]]&lt;br /&gt;
|&lt;br /&gt;
*Spreads diseases if injected.&lt;br /&gt;
*Restores blood volume when injected into a human.&lt;br /&gt;
** Deals toxin damage if blood type is incorrect (Just use O-).&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#capsaicin|Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 2 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 1&lt;br /&gt;
|{{:Chemical/Capsaicin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#concentratedcapsaicin|Concentrated Capsaicin]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 8 per tick.&lt;br /&gt;
* Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*When applied topically, it instead knocks out the target, blurs vision, and blinds them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPR|HPR]] 4&lt;br /&gt;
|{{:Chemical/Condensed Capsaicin}}&lt;br /&gt;
|2:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#coniine|Coniine]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you fall asleep.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#SDT|HYP]] 5&lt;br /&gt;
|{{:Chemical/Coniine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*6&lt;br /&gt;
*10&lt;br /&gt;
|&lt;br /&gt;
*Knocks you out.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 25 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Spaceacillin|spaceacillin]].&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Cryptobiolin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|nanites}}[[#nanites|Nanites]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;01010100 01101000 01100101 00100000 01100110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00101110&#039;&#039;&#039;&lt;br /&gt;
** Beep boop, motherfucker.&lt;br /&gt;
*** Copper to counteract.&lt;br /&gt;
* Commented out because this doesn&#039;t actually work. The disease just vanishes after stage 5. Pretty sure this is a bug, since the &amp;quot;object spawner&amp;quot; item spawns on the ground briefly.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking#roburger|Roburgers]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|xenomicrobes}}[[#xenomicrobes|Xenomicrobes]]&lt;br /&gt;
|&lt;br /&gt;
* Commented out, since you can&#039;t get this without admins, and I&#039;d rather keep this whole thing reasonably secret.&lt;br /&gt;
** Takes a LONG time. Be patient.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;|-&lt;br /&gt;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
*Fertilizer.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Diethylamine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#digoxin|Digoxin]]&lt;br /&gt;
|&lt;br /&gt;
*Heals 1.5 heart damage per tick.&lt;br /&gt;
*Causes hair growth.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#CDP|CDP]] 3&lt;br /&gt;
*[[Researcher#FLF|TRI]] 1&lt;br /&gt;
|{{:Chemical/Digoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*10.5&lt;br /&gt;
*20&lt;br /&gt;
|&lt;br /&gt;
*Deals 6 oxygen damage per tick.&lt;br /&gt;
* 25% chance of 1 brute damage per tick.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Applies a large amount of pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dinitroaniline}}[[#dinitroaniline|Dinitroaniline]]&lt;br /&gt;
|&lt;br /&gt;
*A herbicide and pesticide mixture used in hydroponics&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Dinitroaniline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
*Usable as fertilizer for plants.&lt;br /&gt;
*Deals 0.5 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 0,5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fertilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorosurfactant}}[[#fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
|&lt;br /&gt;
*Turns into foam when mixed with [[#water|water]] at a 1:1 ratio.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Fluorosurfactant}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|foamingagent}}[[#foamingagent|Foaming Agent]]&lt;br /&gt;
|&lt;br /&gt;
*Creates metal foam when 1u is mixed with 1u [[#polytrinicacid|polytrinic acid]] and 3u [[#aluminuim|aluminium]].&lt;br /&gt;
|N/A&lt;br /&gt;
&lt;br /&gt;
|{{:Chemical/Foaming Agent}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A &lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
*Creates a bright light that lasts for a while.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#exothermic|Exothermic]]|{{:Properties/Reactions/Exothermic}}}}&lt;br /&gt;
|{{:Chemical/Flash Powder}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Cooking#coldsauce|Frost Oil]]&lt;br /&gt;
|&lt;br /&gt;
*Decreases body temperature by 12 per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPO|HPO]] 6&lt;br /&gt;
|{{:Chemical/Frost Oil}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
*Used for making [[Chemistry#Nitroglycerin|nitroglycerin]].&lt;br /&gt;
| N/A&lt;br /&gt;
|{{:Chemical/Gylcerol}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
*Used for explosives.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Caution:&#039;&#039;&#039; {{Tooltip|[[#foaming|Foaming]]|{{:Properties/Foaming}}}}&lt;br /&gt;
|{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|ultraglue}}[[#ultraglue|Ultraglue]]&lt;br /&gt;
|&lt;br /&gt;
* Literally does nothing.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ultraglue}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor}}[[Chemistry#macho|Macho]]&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 16 per tick.&lt;br /&gt;
*Causes gasping.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#HPR|HPR]] 8&lt;br /&gt;
|{{:Chemical/Macho Sauce}}&lt;br /&gt;
|1:1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Increases body temperature by 32 per tick.&lt;br /&gt;
*Applies pain.&lt;br /&gt;
*&#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plantbgone}}[[#plantbgone|Plant-B-Gone]]&lt;br /&gt;
|&lt;br /&gt;
*Kills xeno weeds.&lt;br /&gt;
*Kills normal weeds.&lt;br /&gt;
*Harms helpful plants in hydro trays too.&lt;br /&gt;
*Deals 1 toxin damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Plant-B-Gone}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasticide}}[[#plasticide|Plasticide]]&lt;br /&gt;
|&lt;br /&gt;
*Deals 1 toxin damage.&lt;br /&gt;
*Turns into plastic when mixed at a 20:10 ratio with [[#sulphuricacid|Sulphuric Acid]].&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#TOX|TXC]] 1&lt;br /&gt;
|{{:Chemical/Plasticide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|serotrotium}}[[#serotrotium|Serotrotium]]&lt;br /&gt;
|&lt;br /&gt;
*Makes you sneeze, blink and cough.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#ALG|ALG]] 2&lt;br /&gt;
|{{:Chemical/Serotrotium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|smoke}}[[#smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
*Creates smoke.&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Smoke}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacecleaner}}[[#spacecleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
*Cleans objects when splashed/sprayed on them.&lt;br /&gt;
*Use a spray bottle filled with it to clean a dirty microwave.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Cleaner}} &lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
*30&lt;br /&gt;
*50&lt;br /&gt;
|&lt;br /&gt;
*Unless there&#039;s some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|stabilizedmetallicfoam}}[[#stabilizedmetallicfoam|Stabilized Metallic Foam]]&lt;br /&gt;
|&lt;br /&gt;
*Used in flamethrowers to produce a metal foam flamethrower. Has a range of 6 tiles and spreads like the pyrotechnician specialists green flame sideways.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stabilized Metallic Foam}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thermite}}[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
*Fire modifier.&lt;br /&gt;
*Deals 1 burn damage.&lt;br /&gt;
*Can be applied to walls either directly or with a spray bottle and then ignited to melt through them.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#FUL|FUL]] 7&lt;br /&gt;
*[[Researcher#OXI|OXI]] 5&lt;br /&gt;
*[[Researcher#VIS|VIS]] 4&lt;br /&gt;
*[[Researcher#CRS|CRS]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[#virusfood|Virus Food]]&lt;br /&gt;
| &lt;br /&gt;
*No pathology on CM. So this is entirely useless.&lt;br /&gt;
*Satiates you.&lt;br /&gt;
|&lt;br /&gt;
*[[Researcher#NTR|NTR]] 2&lt;br /&gt;
|{{:Chemical/Virus Food}}&lt;br /&gt;
&lt;br /&gt;
| 3:3&lt;br /&gt;
|0,2 &lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[Chemistry#xenogenic|Xenogenic]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 50 radiation damage per tick.&lt;br /&gt;
* Turns humans into xenos.&lt;br /&gt;
* Consumes 10u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s amount by 1 each tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#DDI|DDI]] 5&lt;br /&gt;
* [[Researcher#HST|HST]] 2&lt;br /&gt;
|{{:Chemical/Xenogenic}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 10&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Consumes 20u of blood per tick.&lt;br /&gt;
* Increases this chem&#039;s by 4 each tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Inflicts nervousness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives and flammable chems==&lt;br /&gt;
This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Power &lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Falloff&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Intensity&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Radius&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Fire colour&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&lt;br /&gt;
|{{:Chemical/Ammonium Nitrate}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0.4&lt;br /&gt;
| 1.5&lt;br /&gt;
|0.5&lt;br /&gt;
|0&lt;br /&gt;
| -0.2&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|anfo}}[[#anfo|Ammonium Nitrate Fuel Oil]]&lt;br /&gt;
|{{:Chemical/Ammonium Nitrate Fuel Oil}}&lt;br /&gt;
|3:2&lt;br /&gt;
|1&lt;br /&gt;
| -0.6&lt;br /&gt;
|0&lt;br /&gt;
| 0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#carbon|Carbon]]&lt;br /&gt;
|{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|#ffd700 (gold)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1.6&lt;br /&gt;
| -0.08&lt;br /&gt;
| -0.8&lt;br /&gt;
|#ff9300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|[[#copper|Copper]]&lt;br /&gt;
|{{:Chemical/Copper}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
| 0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#78be5a (green)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|{{:Chemical/Cyclonite}}&lt;br /&gt;
|2:1&lt;br /&gt;
|1.5&lt;br /&gt;
| -0.4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#hexamine|Hexamine]]&lt;br /&gt;
|{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.5&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hcnapalm}}[[#hcnapalm|High-Combustion Napalm]]&lt;br /&gt;
|{{:Chemical/High-Combustion Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.8&lt;br /&gt;
|0.1&lt;br /&gt;
|0.5&lt;br /&gt;
|#742424 (dark red)&lt;br /&gt;
|-&lt;br /&gt;
|[[#hydrogen|Hydrogen]]&lt;br /&gt;
|{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A &lt;br /&gt;
|0.15&lt;br /&gt;
|0&lt;br /&gt;
| -0.5&lt;br /&gt;
|0.2&lt;br /&gt;
| -0.5&lt;br /&gt;
|#b6f8ff (super light blue)&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|ironphoridesulfate}}[[#ironphoridesulfate|Iron Phoride Sulfate]]&lt;br /&gt;
|{{:Chemical/Iron Phoride Sulfate}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.6&lt;br /&gt;
| -0.03&lt;br /&gt;
| -0.3&lt;br /&gt;
|#4b1f5e (dark purple)&lt;br /&gt;
|-&lt;br /&gt;
|[[#lithium|Lithium]]&lt;br /&gt;
|{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.35&lt;br /&gt;
| -0.01&lt;br /&gt;
| -0.1&lt;br /&gt;
|#ff356f (dark pink)&lt;br /&gt;
|-&lt;br /&gt;
|[[#methane|Methane]]&lt;br /&gt;
|{{:Chemical/Methane}}&lt;br /&gt;
|5:1&lt;br /&gt;
| 0.15&lt;br /&gt;
|0&lt;br /&gt;
| -0.35&lt;br /&gt;
|0.095&lt;br /&gt;
|0.25&lt;br /&gt;
|#00a5ff (blue)&lt;br /&gt;
|-&lt;br /&gt;
|[[#napalm|Napalm]]&lt;br /&gt;
|{{:Chemical/Napalm}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.45&lt;br /&gt;
|0.06&lt;br /&gt;
|0.75&lt;br /&gt;
|#D05006 (dark orange)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|{{:Chemical/Nitroglycerin}}&lt;br /&gt;
|3:2&lt;br /&gt;
|1&lt;br /&gt;
| -0.5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|octogen}}[[#octogen|Octogen]]&lt;br /&gt;
|{{:Chemical/Octogen}}&lt;br /&gt;
|4:2&lt;br /&gt;
|2&lt;br /&gt;
| -0.2&lt;br /&gt;
|0.4&lt;br /&gt;
| -0.02&lt;br /&gt;
| -0.2&lt;br /&gt;
|Orange&amp;lt;!--I have no clue what the exact hex code is. But it looks orange.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#oxygen|Oxygen]]&lt;br /&gt;
|{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.75&lt;br /&gt;
| -0.08&lt;br /&gt;
|0&lt;br /&gt;
|#58daff (light blue)&lt;br /&gt;
|-&lt;br /&gt;
|[[#phoron|Phoron]]&lt;br /&gt;
|{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.4&lt;br /&gt;
|0.05&lt;br /&gt;
| -0.8&lt;br /&gt;
|#e01e1e (red)&lt;br /&gt;
|-&lt;br /&gt;
|[[#phosphorus|Phosphorus]]&lt;br /&gt;
|{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
| -0.12&lt;br /&gt;
|0.1&lt;br /&gt;
|#ffdba4&lt;br /&gt;
|-&lt;br /&gt;
|[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#800080 (purple)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumhydroxide}}[[#potassiumhydroxide|Potassium Hydroxide]]&lt;br /&gt;
|&lt;br /&gt;
*Explodes INSTANTLY and can&#039;t be stabilized. Don&#039;t use this. It&#039;s garbage.&lt;br /&gt;
{{:Chemical/Potassium Hydroxide}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0.5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|stickynapalm}}[[#stickynapalm|Sticky Napalm]]&lt;br /&gt;
|{{:Chemical/Sticky Napalm}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.2&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|#f8e3b2 (barley white)&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|salt}}[[#salt|Table Salt]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Table Salt}}&lt;br /&gt;
|1:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0.1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|#ffff00 (yellow)&lt;br /&gt;
|-&lt;br /&gt;
|[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.5&lt;br /&gt;
|1&lt;br /&gt;
|0.3&lt;br /&gt;
| -0.08&lt;br /&gt;
|0.9&lt;br /&gt;
|#ffb300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
|[[#water|Water]]&lt;br /&gt;
|{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[#fuel|Welding Fuel]]&lt;br /&gt;
|{{:Chemical/Welding Fuel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0.12&lt;br /&gt;
| -0.1&lt;br /&gt;
|0.1&lt;br /&gt;
| -0.08&lt;br /&gt;
|0.7&lt;br /&gt;
|#ff9900 (orange)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Additional User made information=&lt;br /&gt;
*[https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40100</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40100"/>
		<updated>2026-01-10T12:08:44Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 9, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Updating Chem recipes because of the 500u bluespaces&lt;br /&gt;
*Update Researcher page with botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
**https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox==&lt;br /&gt;
Draft for https://cm-ss13.com/wiki/Chemistry#Chemical_mixes&lt;br /&gt;
=Chemical Mixes=&lt;br /&gt;
Various common mixes of medical reagents are ordered by [[Hospital_Corpsman|Hospital Corpsmen]]. &#039;&#039;&#039;All of these recipes assume that you are using a high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!How to Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNGA}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
Overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds.&lt;br /&gt;
&lt;br /&gt;
This mix of common medicines quickly heals brute and burn damage and gives oxycodone level painkilling for short bursts. It is typically mixed in reagent tanks and marines carry it in 60u flasks. &lt;br /&gt;
|&lt;br /&gt;
This is mixed in a reagent tank. Two can be found in the Chemistry Lab, and more can be found in maintenance.&lt;br /&gt;
&lt;br /&gt;
Add bottles from the Wey-Chem Plus in the lab, or to save on energy, the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby. &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:  &lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
Add the beaker&#039;s contents to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name !!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
* Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricord}} [[Chemistry#tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdoes at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick and removes toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;causes&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
#Insert your beaker&lt;br /&gt;
#Load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster 3000&lt;br /&gt;
#Check &amp;quot;Fill bottle&amp;quot; for the two bottles&lt;br /&gt;
#Move your chems from the Beaker to the Buffer&lt;br /&gt;
#Create 16 pills &lt;br /&gt;
#*Creating 16 pills makes 16 for &#039;&#039;&#039;each&#039;&#039;&#039; bottle&lt;br /&gt;
#** &#039;&#039;&#039;32&#039;&#039;&#039; total pills are made&lt;br /&gt;
#Set the Label and Color&lt;br /&gt;
#Transfer the bottles to the Smart Chemical Storage or eject into your hand&lt;br /&gt;
|[[file:chemmaster two bottles.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;  &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
* Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Chemmaster_two_bottles.png&amp;diff=40099</id>
		<title>File:Chemmaster two bottles.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Chemmaster_two_bottles.png&amp;diff=40099"/>
		<updated>2026-01-10T12:01:27Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: HungerJames uploaded a new version of File:Chemmaster two bottles.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Shows the UI for filling two pill bottles at a time in a ChemMaster 3000&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40094</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40094"/>
		<updated>2026-01-09T10:52:32Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 9, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Updating Chem recipes because of the 500u bluespaces&lt;br /&gt;
*Update Researcher page with botany tips/ticks&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
**https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox==&lt;br /&gt;
Draft for https://cm-ss13.com/wiki/Chemistry#Chemical_mixes&lt;br /&gt;
=Chemical Mixes=&lt;br /&gt;
Various common mixes of medical reagents are ordered by [[Hospital_Corpsman|Hospital Corpsmen]]. &#039;&#039;&#039;All of these recipes assume that you are using a high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!How&amp;amp;nbsp;to&amp;amp;nbsp;Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNGA}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
Overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds.&lt;br /&gt;
&lt;br /&gt;
This mix of common medicines quickly heals brute and burn damage and gives oxycodone level painkilling for short bursts. It is typically mixed in reagent tanks and marines carry it in 60u flasks. &lt;br /&gt;
|&lt;br /&gt;
This is mixed in a reagent tank. Two can be found in the Chemistry Lab, and more can be found in maintenance.&lt;br /&gt;
&lt;br /&gt;
Add bottles from the Wey-Chem Plus in the lab, or to save on energy, the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:  &lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
Add the beaker&#039;s contents to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricord}} [[Chemistry#tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdoes at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick and removes toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;causes&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
When making two bottles of chems at a time, load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster 3000 and check &amp;quot;Fill bottle&amp;quot; for two of them. If you create 16 pills, then you make 16 pills for &#039;&#039;&#039;each&#039;&#039;&#039; bottle. This means that&#039;&#039;&#039;32&#039;&#039;&#039; pills total pills are made.&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:chemmaster two bottles.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix Name!!Wey-Chem &amp;amp; Dispenser!!Chem Dispenser!!Abbreviations!!Color&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Chemmaster_two_bottles.png&amp;diff=40093</id>
		<title>File:Chemmaster two bottles.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Chemmaster_two_bottles.png&amp;diff=40093"/>
		<updated>2026-01-09T10:51:51Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: Shows the UI for filling two pill bottles at a time in a ChemMaster 3000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Shows the UI for filling two pill bottles at a time in a ChemMaster 3000&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40083</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40083"/>
		<updated>2026-01-07T16:03:12Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; January 7, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Updating Chem recipes because of the 500u bluespaces&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update Researcher page&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the CM13 History page &lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
**https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
==My Sandbox==&lt;br /&gt;
Draft for https://cm-ss13.com/wiki/Chemistry#Chemical_mixes&lt;br /&gt;
=Chemical Mixes=&lt;br /&gt;
Various common mixes of medical reagents are ordered by [[Hospital_Corpsman|Hospital Corpsmen]]. &#039;&#039;&#039;All of these recipes assume that you are using a high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;&amp;amp;&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}} &lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (3 bottles)&lt;br /&gt;
* Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}} &lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (3 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
* Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;  &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!How&amp;amp;nbsp;to&amp;amp;nbsp;Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNGA}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
Overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds.&lt;br /&gt;
&lt;br /&gt;
This mix of common medicines quickly heals brute and burn damage and gives oxycodone level painkilling for short bursts. It is typically mixed in reagent tanks and marines carry it in 60u flasks. &lt;br /&gt;
|&lt;br /&gt;
This is mixed in a reagent tank. Two can be found in the Chemistry Lab, and more can be found in maintenance.&lt;br /&gt;
&lt;br /&gt;
Add bottles from the Wey-Chem Plus in the lab, or to save on energy, the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (1 bottle)&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:  &lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
Add the beaker&#039;s contents to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;&amp;amp;&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!! Common&amp;amp;nbsp;Colorings &lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}} &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Create &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Creating 8 pills saves on power, and this is typically enough for standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (1 bottle)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind 1 bar in the All-In-One Grinder to make 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;  &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricord}} [[Chemistry#tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdoes at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick and removes toxins from the bloodstream. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (2 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}} (2 bottles)&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;causes&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
Create 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
When making two bottles of chems at a time, load at least &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles into the ChemMaster 3000 and check &amp;quot;Fill bottle&amp;quot; for two of them. If you create 16 pills, then you make 16 pills for &#039;&#039;&#039;each&#039;&#039;&#039; bottle. This means that&#039;&#039;&#039;32&#039;&#039;&#039; pills total pills are made.&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:chemmaster two bottles.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (4 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
You add 20u of [[Chemistry#nitrogen|Nitrogen]] four times, rather than 80u once, because of the 500u maximum of the high-capacity beakers.&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
* Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot; &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}} &lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;  &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
* Add &#039;&#039;&#039;360u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (6 bottles)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} using the ChemMaster 3000&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock them. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Create 16 pills, and have &#039;&#039;&#039;two&#039;&#039;&#039; pill bottles set to &amp;quot;Fill bottle.&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40069</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40069"/>
		<updated>2026-01-05T17:04:14Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; December 16, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Updating Chem recipes because of the 500u bluespaces&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/s&amp;gt;&lt;br /&gt;
*Update Researcher page&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the CM13 History page&lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
**https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
== My Sandbox ==&lt;br /&gt;
=Chemical Mixes=&lt;br /&gt;
Various common mixes of medical reagents are ordered by [[Hospital_Corpsman|Hospital Corpsmen]]. &#039;&#039;&#039;All of these recipes assume that you are using a high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039; &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (You can add 3 bottles of [[Chemistry#bicaridine|Bicaridine]] (180u) to your beaker, place it in the Chemical Dispenser, then remove 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (You can add 3 bottles of [[Chemistry#kelotane|Kelotane]] (180u) to your beaker, place it in the Chemical Dispenser, then remove 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!How&amp;amp;nbsp;to&amp;amp;nbsp;Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNGA}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of [[Slang#All_Medical_Slang_&amp;amp;_acronyms|&#039;UNGA&#039;]]. This should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
Overdose limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical. By itself, this is below all the OD thresholds.&lt;br /&gt;
&lt;br /&gt;
This mix of common medicines quickly heals brute and burn damage and gives oxycodone level painkilling for short bursts. It is typically mixed in reagent tanks and marines carry it in 60u flasks. &lt;br /&gt;
|&lt;br /&gt;
This is mixed in a reagent tank. Two can be found in the Chemistry Lab, and more can be found in maintenance.&lt;br /&gt;
&lt;br /&gt;
Add bottles from the Wey-Chem Plus in the lab, or to save on energy, the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:  &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
Add the beaker&#039;s contents to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==More Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;does not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Repeat the recipe for a full bottle, but 8 pills are generally enough for a standard operations.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (You can add 4 bottles of [[Chemistry#dexaline|Dexalin]] (240u) to your beaker, place it in the Chemical Dispenser, then remove 30u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind one bar for 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the Chem Master&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Chemistry#tricordrazine|&#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdoes at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick and removes toxins from the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;causes&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;210u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (You can add 4 bottles of [[Chemistry#dylovene|Dylovene]] (240u) to your beaker, place it in the Chemical Dispenser, then remove 30u)&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it.&lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
 &lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- I think TriBica has lost its usefulness since pressurized chemical dispensers were added. But here is its entry in case anyone wants to ever re-add it -HungerJames, Jan 2026&lt;br /&gt;
&lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser !! Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}} (the beaker can only hold 500u, you will have to add 20u of Nitrogen four times)&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles). &lt;br /&gt;
| &lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (You can add 6 bottles of [[Chemistry#bicaridine|Bicaridine]] (360u) to your beaker, place it in the Chemical Dispenser, then remove 40u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
* Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles)&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (You can add 6 bottles of [[Chemistry#kelotane|Kelotane]] (360u) to your beaker, place it in the Chemical Dispenser, then remove 40u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}} &lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40068</id>
		<title>User:HungerJames</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:HungerJames&amp;diff=40068"/>
		<updated>2026-01-05T16:40:32Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;Forums Account:&amp;lt;/b&amp;gt; https://forum.cm-ss13.com/u/hungerjames/summary&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Last Updated:&amp;lt;/b&amp;gt; December 16, 2025&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I am working on:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;Make a medal &amp;amp; ribbon template&amp;lt;/s&amp;gt; On hold&lt;br /&gt;
*Updating Chem recipes because of the 500u bluespaces&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to work on when I have the time:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/s&amp;gt;&lt;br /&gt;
*Update Researcher page&lt;br /&gt;
*Update the specialist page with common tips, tricks, &amp;amp; tech&lt;br /&gt;
*Update the CM13 History page&lt;br /&gt;
**https://cm-ss13.com/wiki/History&lt;br /&gt;
**https://cm-ss13.com/wiki/User:TopHatPenguin&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;Things I want to do if/when they get merged:&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
*Update hydro chem properties&lt;br /&gt;
**https://github.com/cmss13-devs/cmss13/pull/11209&lt;br /&gt;
&lt;br /&gt;
== My Sandbox ==&lt;br /&gt;
=Chemical Mixes=&lt;br /&gt;
Various common mixes of medical reagents are ordered by [[Hospital_Corpsman|Hospital Corpsmen]]. &#039;&#039;&#039;All of these recipes assume that you are using a high-capacity beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Most Common Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
| &lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;IA&#039;&#039;&#039; &lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 120u of [[Chemistry#Meralyne|Meralyne]] and 120u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#Meralyne|Meralyne]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (You can add 3 bottles of [[Chemistry#bicaridine|Bicaridine]] (180u) to your beaker, place it in the Chemical Dispenser, then remove 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (You can add 3 bottles of [[Chemistry#kelotane|Kelotane]] (180u) to your beaker, place it in the Chemical Dispenser, then remove 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. Adding [[Chemistry#sugar|Sugar]] &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==UNGA Tanks==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!How&amp;amp;nbsp;to&amp;amp;nbsp;Mix&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNGA}}[[#unga|UNGA]]&amp;lt;br&amp;gt;&lt;br /&gt;
This is a mix of commonly used medicines combined into a reagent tank for marines to carry in 60u flasks.&lt;br /&gt;
&lt;br /&gt;
This makes &#039;&#039;&#039;720u&#039;&#039;&#039; of UNGA. It should have &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]], [[Chemistry#kelotane|Kelotane]], [[Chemistry#oxycodone|Oxycodone]], [[Chemistry#tricordrazine|Tricordrazine]], [[#bicaridine|Bicaridine]], and [[Chemistry#dermaline|Dermaline]]. &lt;br /&gt;
&lt;br /&gt;
Overdoes limits depend on the chemicals, but a single 60u flask only holds 10u of each chemical below all of the OD thresholds.&lt;br /&gt;
&lt;br /&gt;
This quickly heals brute and burn damage and gives oxycodone level painkilling for short bursts.&lt;br /&gt;
|&lt;br /&gt;
This is mixed in a reagent tank. Two can be found in the Chemistry Lab, and more can be found in maintenance.&lt;br /&gt;
&lt;br /&gt;
Add bottles from the Wey-Chem Plus in the lab, or to save on energy, the Wey-Med Plus in the Medical Storage room at the other side of Medbay Lobby.&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxycodone|Oxycodone]]|{{:Chemical/Oxycodone}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Add the following to a beaker:  &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
Add the beaker&#039;s contents to the tank.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Custom Mixes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ironnutriment}}[[#ironnutriment|&#039;&#039;&#039;IronNutriment (7.5u, 7.5u)&#039;&#039;&#039;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#nutriment|Nutriment]] and &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#iron|Iron]]. This is stronger than normal [[Chemistry#iron|Iron]] pills.&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#nutriment|Nutriment]] can&#039;t be dispensed, and is gained by grinding various foods, most commonly protein bars. A full satchel of 15 protein bars ground up will result in exactly 120 [[Chemistry#nutriment|Nutriment]]. A syringe can also extract [[Chemistry#nutriment|Nutriment]] from most food, but this is slower than grinding.&lt;br /&gt;
&lt;br /&gt;
The [[Chemistry#iron|Iron]] overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills).&lt;br /&gt;
&lt;br /&gt;
Creates 4u of blood per tick and restores hunger.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nutriment|Nutriment]]|{{:Chemical/Nutriment}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;FN&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IN&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[Chemistry#nitrogen|Nitrogen]] and [[Chemistry#water|Water]]. &lt;br /&gt;
&lt;br /&gt;
This has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;; however, [[Chemistry#tramadol|Tramadol]] and [[Chemistry#paracetamol|Paracetamol]] creates [[Chemistry#generictoxin|Generic Toxin]] when mixed. Health scanners will give a warning if [[Chemistry#paracetamol|Paracetamol]] is present, but always double-check the patient for high levels of [[Chemistry#tramadol|Tramadol]] before using &#039;&#039;&#039;NW&#039;&#039;&#039; and plan for any toxic buildups. [[Chemistry#tricordrazine|Tricordrazine]], [[Chemistry#dylovene|Dylovene]], and [[Chemistry#atd|AriTricaDylo]] all directly remove [[Chemistry#generictoxin|Generic Toxin]] from the bloodstream and heal any toxin damage.&lt;br /&gt;
&lt;br /&gt;
This helps deal with [[Chemistry#tramadol|Tramadol]] overdoses by reacting with [[Chemistry#tramadol|Tramadol]] in the body to create [[Chemistry#paracetamol|Paracetamol]]. This has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[Chemistry#tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This does &#039;&#039;&#039;not&#039;&#039;&#039; fix the toxin damage caused by the overdose.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. &lt;br /&gt;
&lt;br /&gt;
Repeat the recipe for a full bottle, but 8 pills are generally enough for a standard operations.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;NW&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#dexalinplus|Dexalin Plus]]. Sometimes called &#039;&#039;&#039;Dex+&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Hospital_Corpsman|Hospital Corpsmen]] can use the pressurized chemical dispensers in their prep room and lower medical to make bottles/vials of D+.&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[Chemistry#dexalinplus|Dexalin Plus]] (2 pills). &lt;br /&gt;
&lt;br /&gt;
Dexalin Plus removes &#039;&#039;&#039;all&#039;&#039; oxygen damage while present in the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dexalin|Dexalin]]|{{:Chemical/Dexalin}}}} (You can add 4 bottles of [[Chemistry#dexaline|Dexalin]] (240u) to your beaker, place it in the Chemical Dispenser, then remove 30u)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} (grind one bar for 20u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
*Remove &#039;&#039;&#039;16u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phoron|Phoron]]|{{:Chemical/Phoron}}}} using the Chem Master&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;D+&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:blue pill bottle.png]]&amp;lt;br&amp;gt;Blue&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tricord&#039;&#039;&#039; (15u)&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Overdoes at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). This OD causes eye damage!&lt;br /&gt;
&lt;br /&gt;
Heals 0.5 brute, 0.5 burn, 0.5 toxin, 0.5 oxygen damage per tick and removes toxins from the bloodstream.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Tc&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;TC&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tri&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|atd}}[[Chemistry#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (3.75u, 7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;60u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;120u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]], and &#039;&#039;&#039;120u&#039;&#039;&#039; of  [[Chemistry#dylovene|Dylovene]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[Chemistry#tricordrazine|Tricordrazine]] and [[Chemistry#dylovene|Dylovene]] (4 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 3.5 toxin damage, heals 0.5 burn damage, removes 3u of toxins, and &#039;&#039;&#039;causes&#039;&#039;&#039; 0.5 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;210u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}} (You can add 4 bottles of [[Chemistry#dylovene|Dylovene]] (240u) to your beaker, place it in the Chemical Dispenser, then remove 30u)&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it.&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;70u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
 &lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;ATD&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:light green pill bottle.png]]&amp;lt;br&amp;gt;Light Green&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Making Two Pill Bottles at a Time==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Mix&amp;amp;nbsp;Name!!Wey-Chem&amp;amp;nbsp;and&amp;amp;nbsp;Chem&amp;amp;nbsp;Dispenser!!Chem&amp;amp;nbsp;Dispenser!!Common&amp;amp;nbsp;Abbreviations!!Common&amp;amp;nbsp;Colorings&lt;br /&gt;
|-&lt;br /&gt;
|[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;320u&#039;&#039;&#039; of [[Chemistry#imidazoline|Imidazoline]] and &#039;&#039;&#039;160u&#039;&#039;&#039; of [[Chemistry#alkysine|Alkysine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (3 and 6 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Used for healing 3 brain and 1 eye damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
* Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}} (the beaker can only hold 500u, you will have to add 20u of Nitrogen four times)&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#chlorine|Chlorine]]|{{:Chemical/Chlorine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#hydrogen|Hydrogen]]|{{:Chemical/Hydrogen}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;IA&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[file:cyan pill bottle.png]]&amp;lt;br&amp;gt;Cyan&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in 240u of [[Chemistry#Meralyne|Meralyne]] and 240u of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at 15u of [[Chemistry#Meralyne|Meralyne]] and 30u of [[Chemistry#bicaridine|Bicaridine]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 brute damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}} (You can add 6 bottles of [[Chemistry#bicaridine|Bicaridine]] (360u) to your beaker, place it in the Chemical Dispenser, then remove 40u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#water|Water]]|{{:Chemical/Water}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles)&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;MB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;240&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; of [[Chemistry#dermaline|Dermaline]] and &#039;&#039;&#039;15u&#039;&#039;&#039; of [[Chemistry#kelotane|Kelotane]] (2 and 4 pills, respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals 2.5 burn damage per tick. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;320u&#039;&#039;&#039; {{Tooltip|[[Chemistry#kelotane|Kelotane]]|{{:Chemical/Kelotane}}}} (You can add 6 bottles of [[Chemistry#kelotane|Kelotane]] (360u) to your beaker, place it in the Chemical Dispenser, then remove 40u)&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; {{Tooltip|[[Chemistry#phosphorus|Phosphorus]]|{{:Chemical/Phosphorus}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;KD&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:yellow pill bottle.png]]&amp;lt;br&amp;gt;Yellow&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}. Adding {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}} &#039;&#039;&#039;does not&#039;&#039;&#039; restore more blood.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; (2 pills). &lt;br /&gt;
&lt;br /&gt;
Restores 3u of blood per tick. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;480u&#039;&#039;&#039; {{Tooltip|[[Chemistry#iron|Iron]]|{{:Chemical/Iron}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;32&#039;&#039;&#039; pills (16 pills in two bottles).&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Fe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FE&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:light grey pill bottle.png]]&amp;lt;br&amp;gt;Light Grey&amp;lt;br&amp;gt;[[file:black pill bottle.png]]&amp;lt;br&amp;gt;Black&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
I think TriBica has lost its usefulness since pressurized chemical dispensers were added: &lt;br /&gt;
|{{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&amp;lt;br&amp;gt;&lt;br /&gt;
Results in &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#tricordrazine|Tricordrazine]] and &#039;&#039;&#039;240u&#039;&#039;&#039; of [[Chemistry#bicaridine|Bicaridine]].&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals 1.5 brute, 0.5 burn, 0.5 toxin, and 0.5 oxygen damage per tick.  &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#inaprovaline|Inaprovaline]]|{{:Chemical/Inaprovaline}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; {{Tooltip|[[Chemistry#bicaridine|Bicaridine]]|{{:Chemical/Bicaridine}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; {{Tooltip|[[Chemistry#dylovene|Dylovene]]|{{:Chemical/Dylovene}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the above recipe for another 8 pills. &lt;br /&gt;
&lt;br /&gt;
Use empty bottles on the Wey-Chem Plus to refill or restock it. &lt;br /&gt;
|&lt;br /&gt;
*Add &#039;&#039;&#039;100u&#039;&#039;&#039; {{Tooltip|[[Chemistry#carbon|Carbon]]|{{:Chemical/Carbon}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#oxygen|Oxygen]]|{{:Chemical/Oxygen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; {{Tooltip|[[Chemistry#sugar|Sugar]]|{{:Chemical/Sugar}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#nitrogen|Nitrogen]]|{{:Chemical/Nitrogen}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#potassium|Potassium]]|{{:Chemical/Potassium}}}}&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; {{Tooltip|[[Chemistry#silicon|Silicon]]|{{:Chemical/Silicon}}}}&lt;br /&gt;
&lt;br /&gt;
Split into &#039;&#039;&#039;8&#039;&#039;&#039; pills. Repeat the recipe for another 8 pills.&lt;br /&gt;
|*&#039;&#039;&#039;TB&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;center&amp;gt;[[file:red pill bottle.png]]&amp;lt;br&amp;gt;Red&amp;lt;br&amp;gt;[[file:orange pill bottle.png]]&amp;lt;br&amp;gt;Orange&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Black_pill_bottle.png&amp;diff=40067</id>
		<title>File:Black pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Black_pill_bottle.png&amp;diff=40067"/>
		<updated>2026-01-05T15:31:15Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Red_pill_bottle.png&amp;diff=40066</id>
		<title>File:Red pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Red_pill_bottle.png&amp;diff=40066"/>
		<updated>2026-01-05T15:31:06Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Grey_pill_bottle.png&amp;diff=40065</id>
		<title>File:Grey pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Grey_pill_bottle.png&amp;diff=40065"/>
		<updated>2026-01-05T15:30:55Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Aquamarine_pill_bottle.png&amp;diff=40064</id>
		<title>File:Aquamarine pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Aquamarine_pill_bottle.png&amp;diff=40064"/>
		<updated>2026-01-05T15:30:45Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Bordeaux_pill_bottle.png&amp;diff=40063</id>
		<title>File:Bordeaux pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Bordeaux_pill_bottle.png&amp;diff=40063"/>
		<updated>2026-01-05T15:30:36Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Cyan_pill_bottle.png&amp;diff=40062</id>
		<title>File:Cyan pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Cyan_pill_bottle.png&amp;diff=40062"/>
		<updated>2026-01-05T15:30:28Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Light_green_pill_bottle.png&amp;diff=40061</id>
		<title>File:Light green pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Light_green_pill_bottle.png&amp;diff=40061"/>
		<updated>2026-01-05T15:30:20Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:White_pill_bottle.png&amp;diff=40060</id>
		<title>File:White pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:White_pill_bottle.png&amp;diff=40060"/>
		<updated>2026-01-05T15:30:10Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Light_grey_pill_bottle.png&amp;diff=40059</id>
		<title>File:Light grey pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Light_grey_pill_bottle.png&amp;diff=40059"/>
		<updated>2026-01-05T15:29:44Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Light_purple_pill_bottle.png&amp;diff=40058</id>
		<title>File:Light purple pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Light_purple_pill_bottle.png&amp;diff=40058"/>
		<updated>2026-01-05T15:29:28Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Yellow_pill_bottle.png&amp;diff=40057</id>
		<title>File:Yellow pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Yellow_pill_bottle.png&amp;diff=40057"/>
		<updated>2026-01-05T15:29:11Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Blue_pill_bottle.png&amp;diff=40056</id>
		<title>File:Blue pill bottle.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Blue_pill_bottle.png&amp;diff=40056"/>
		<updated>2026-01-05T15:29:02Z</updated>

		<summary type="html">&lt;p&gt;HungerJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HungerJames</name></author>
	</entry>
</feed>