<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kivts</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kivts"/>
	<link rel="alternate" type="text/html" href="https://cm-ss13.com/wiki/Special:Contributions/Kivts"/>
	<updated>2026-04-09T20:14:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=24830</id>
		<title>Pilot Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Pilot_Officer&amp;diff=24830"/>
		<updated>2023-03-06T02:14:07Z</updated>

		<summary type="html">&lt;p&gt;Kivts: Vastly expends and fixes the pilot page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Pilot.png&lt;br /&gt;
|jobtitle = Pilot Officer&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = Command staff&lt;br /&gt;
|unlock = Six hours as any squad role.&lt;br /&gt;
|duties = Pilot and maintain the dropships.&lt;br /&gt;
|guides = Located at the bottom of the page.&lt;br /&gt;
|description = Your job is to fly, protect, and maintain the ship&#039;s dropship.&lt;br /&gt;
While you are an officer, your authority is limited to the dropship, where you have authority over the enlisted personnel.&lt;br /&gt;
If you are not piloting, there is an autopilot fallback for command, but don&#039;t leave the dropship without reason.&lt;br /&gt;
&lt;br /&gt;
As the pilot officer you answer to the acting commander. Special circumstances may change this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We&#039;re in the pipe, five by five.&amp;quot;&#039;&#039; ― Cpl. Ferro, Aliens&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pilot Officer&#039;&#039;&#039;, as the name indicates, pilots the ships of [[USS Almayer]]. They transport marines between the Almayer and the Landing Zones (LZ), protect and maintain their dropships, and provide Close Air Support (CAS) for those marines who want a fireworks show earlier than the 4th of July.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Congratulations lieutenant! You finished your pilot training, got yourself a shiny commissioned rank, and have a badass ship to fly in the frontiers of space. Report to your fellow officers and command staff over the command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;). Your Pilot&#039;s Bunks (near the CIC), and your Office (south of medbay), should have everything you need for the mission, &#039;&#039;&#039;If you&#039;re going somewhere cold, grab a coif!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two dropships assigned to the piloting team at the hangar are the &#039;&#039;&#039;Alamo&#039;&#039;&#039;, and the &#039;&#039;&#039;Normandy&#039;&#039;&#039;, Both can go to any Landing Zone(LZ). They can fly two different kinds of missions: &#039;&#039;&#039;Transport&#039;&#039;&#039; and &#039;&#039;&#039;Fly By&#039;&#039;&#039;. You can jump in the Powerloaders at the repair bay to install specialized equipment and ammo onto the dropships to support these missions, You can also ask the engineering department(&#039;&#039;&#039;:e&#039;&#039;&#039;) to give you a hand and help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attaching the parts and loading weapons==&lt;br /&gt;
&lt;br /&gt;
To attach modules onto your dropship, you will first need to know how to operate a cargo loader. To board this iconic piece of hardware, simply drag your sprite onto it. Now, only people who are trained in the powerloaders skill can board and operate a cargoloader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Notice how you have 2 clamps on that thing? That means you can hold 2 items at the same time without having to drop anything. To pick up a module, weapon or ammunition, simply click on it with an empty clamp and you will collect it with your loader. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
* To install the module, click on one of the available slots on the dropship that corresponds to the module type with the module in your clamp to install it. &lt;br /&gt;
----&lt;br /&gt;
* To load ammunition into a module you need to click on the installed weapon with its corresponding ammunition type in the clamp to load it. To drop a module, simply click on an empty tile next to you. &#039;&#039;&#039;You can additionally combine ammunition by having both stacks of ammo in both clamps of the powerloader, and then just clicking on the other clamp holding one set of ammunition to combine them.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
* To remove a weapon from a slot, simply click on the weapon or the slot that it&#039;s in with an empty clamp.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Different Mounting Points ===&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;Mounting Point:&#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;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:engine.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Engine Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Engine Attachments here: Fuel Enhancers and the Cooling System.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:support.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Support Equipment Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Support equipment here: Med-Evac System, the Fulton Recovery System and optionally a machine gun or a sentry.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:weapon1.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapon Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Weapon Mounts here: Standard-Issue Rocket Pod, Standard-Issue Mini-Rocket Pod, GAU-21 &#039;Rattler&#039; 30mm Cannon, Laser Beam Gun, Sentry Deployment System, and the Machinegun Deployment System.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&amp;lt;center&amp;gt;[[File:electronic.png]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Electronics Mount Point&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Install Weapons on the OUTER fitting and Electronics on the INNER fitting. Same Weapons as on the other mounting point. The Electronics are: Spotlight, Targeting System and the Landing Zone Detector System.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Essentials of Piloting=&lt;br /&gt;
&lt;br /&gt;
The lions&#039; share of your piloting is orchestrated in the exclusive cockpit of your AUD-25 Cheyenne dropship. Seating two, it offers three consoles with plenty of buttons for you and your co-pilot to push while the autopilot does all the work:&lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;camera console&#039;&#039;&#039; on the left allows you to watch over the dropship&#039;s cameras as well as any extra sights provided by the installable LZ detector system, which allows you to see where will you inevitably land.&lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;flight console&#039;&#039;&#039; in the middle lets you launch the dropship, toggle the flight mode between transport and fly-by, and lock the shutters and doors. It also lets you &#039;&#039;optimize the flight path&#039;&#039; - only available to trained pilots like you - to cut down on transport and cooldown time at no cost. &lt;br /&gt;
----&lt;br /&gt;
* The &#039;&#039;&#039;weapons console&#039;&#039;&#039; at the right allows you to fire externally mounted weapons and deploy sentries and rappel marines to locations designated by a laser designator or signal flare. In the case of firing weapons, both via fire mission or direct fire, you are able to use a camera to view the area you are interested in firing upon before you commit to firing if there is no opaque roofing over head. If there is opaque roofing over head, the camera may default to viewing the shoulder cam of the marine who deployed the flare you are selecting. The console is also where you activate the fulton recovery module, medevac winch, and deploy external hardpoint mounted sentry guns.&lt;br /&gt;
----&lt;br /&gt;
So with that in mind, what are the differences between your two flight modes, &#039;&#039;&#039;transport&#039;&#039;&#039; and &#039;&#039;&#039;flyby&#039;&#039;&#039;? Well, in short, &#039;&#039;&#039;transport mode&#039;&#039;&#039; lets you move marines and supplies between the hangar and LZ, but sacrifices your ability to fire the bigger guns, while &#039;&#039;&#039;flyby&#039;&#039;&#039; mode lets you use the most deadly weaponry you can load, but your dropship will only return to where it launched from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! Transport&lt;br /&gt;
! Flyby (&amp;quot;Close Air Support and Med Evac&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
! Where does the dropship go?&lt;br /&gt;
| Moves you from A to B, or B to A. If you take off from the Almayer, you move to the LZ, and if you take off from the LZ, you move to the Almayer.&lt;br /&gt;
| Moves you from A to A, or B to B. If you take off from the Almayer, you return to the Almayer.&lt;br /&gt;
|-&lt;br /&gt;
! Which weapons and utilities can the dropship use mid-air?&lt;br /&gt;
| GAU-21, Laser beam gun, Fulton Recovery System, and Med-Evac System.&lt;br /&gt;
| All weapons that are available to you at the printer.&lt;br /&gt;
|-&lt;br /&gt;
! How long does the dropship stay in the air?&lt;br /&gt;
| Depends on engine upgrades and whether the flight plan was optimized, to move men and supplies as fast as possible.&lt;br /&gt;
| Also depends on the engine upgrade which extends your flight time by a good bit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Close Air Support =&lt;br /&gt;
&lt;br /&gt;
== Direct Bombardment ==&lt;br /&gt;
&lt;br /&gt;
Direct bombardment is using only one weapon at a time and firing at lazes and signal flares. To be able to do so, click on the weapon you want to use and you&#039;ll be brought into a new menu. This menu will highlight the ammunition as well as available targets. Simply click on the desired target and you will fire what you have loaded to the target. There is a delay between firing on the target and impact. Before impact, there will be a flashing green dot highlighting where the payload will land for a brief moment. Once it&#039;s gone, the payload will reach its target.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve fired your payload, there will be a short cool down before you&#039;re able to fire again.&lt;br /&gt;
All weapons can fire using direct bombardment and certain munitions can only be fired using direct bombardment.&lt;br /&gt;
&lt;br /&gt;
== Fire Missions ==&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Tutorial.png|thumb|link=https://www.youtube.com/watch?v=fN0PPvF8Iss |[https://www.youtube.com/watch?v=fN0PPvF8Iss &#039;&#039;Click to see the tutorial.&#039;&#039;]]]&lt;br /&gt;
&lt;br /&gt;
Fire Missions are custom made air strikes designed to fire in one direction that cover a wide or narrow area. They allow the pilot to unleash a full arsenal of democracy on any would be trouble maker that dares try to harm your marines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have access to a special channel primarily dedicated to coordinating with the ground troops who are able to ask for airstrikes. These include the Scout Specialist, Squad Leader and any one who has the JTAC kit or encryption key. Use &#039;&#039;&#039;:j&#039;&#039;&#039; to talk in that channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fire missions can only be used on flyby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
----&lt;br /&gt;
[[File:CAS_Menu_1.png]]&lt;br /&gt;
&lt;br /&gt;
In this menu, there&#039;s a new subset of buttons and menus you need to utilize.&lt;br /&gt;
Highlighted in blue is the new fire mission creator as well as the switch to the fire mission. It&#039;s where you&#039;ll create fire missions with the weapons you have installed on the dropship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have clicked on create new fire mission you will be prompted to name your fire mission and then how long the fire mission will be in tiles. 12 being the maximum and 1 being the bare minimum. The fire mission length determines how much fire power you&#039;re going to dispense within those tiles.&lt;br /&gt;
For example, having a fire mission length of 6 means whatever you have in 12 tiles you will fire at a length of 6 which means it compresses 12 into 6. &lt;br /&gt;
&lt;br /&gt;
Once you do so, click to edit the fire mission&lt;br /&gt;
on this screen and you&#039;ll be faced with a whole new set of buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Menu_2.png]]&lt;br /&gt;
&lt;br /&gt;
In this menu, you&#039;ll be greeted with the gimbal. This new system allows you to off set your weapons on a fire mission to shoot further away from the designated target. Zero being the center and -6/6 being the farthest away you can shoot. This is directly linked to how the weapons are installed. For example, in the &amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt; green&amp;lt;/span&amp;gt; box above it shows which weapons are installed. The first two are installed on the right side of the dropship as the corresponding gimbals in the &amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt; box shows they can only fire from 0 to 6.  Vice versa with the bottom two in the negative form. This means they&#039;re installed on the left side of the dropship.&lt;br /&gt;
&lt;br /&gt;
====The Gimbal====&lt;br /&gt;
&lt;br /&gt;
Moving over to the actual gimbal highlighted in the &amp;lt;span style=&amp;quot;color:#021dd1&amp;quot;&amp;gt;blue&amp;lt;/span&amp;gt; box. This is where you&#039;ll setup your fire missions. Each row corresponds with the weapon on the left. Clicking on any of the boxes will prompt a small menu to open, allowing you to input the off set of the weapon. If you want to &#039;&#039;&#039;cancel&#039;&#039;&#039; where you&#039;re going to fire because of an error or you want to change it, simply put a hyphen ( - ) instead of a number to cancel it. &lt;br /&gt;
&lt;br /&gt;
An example of how Fire Missions works with a Minirockets, would follow like this:&lt;br /&gt;
[[File:CAS_Menu_2_2.1.png]]&lt;br /&gt;
&lt;br /&gt;
The numbers on the image above shows the off sets for the Minirockets. The numbers shown in this image will offset the direction of the impact point.&lt;br /&gt;
For example: The image above shows 5 - - 4 - - 1 - - 3 - -. This means if you are firing NORTH of your target, the impact point will be EAST 5 tiles away from the center. And the next one will be EAST 4 tiles away from the center etc. Zero will be directly in the center of the line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If for example the fire mission length is 12 and you&#039;re firing north without any additional offsets (more on that later).&lt;br /&gt;
&lt;br /&gt;
This would technically be visualized like this:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:CAS_Menu_2_2.2.png]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
The red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; indicate the impact points of where the fire mission will land in theory, at the target. Each red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circle&#039;&#039;&#039;&amp;lt;/span&amp;gt; corresponds with the example minirocket fire mission. Using a negative number would flip the red &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;circles&#039;&#039;&#039;&amp;lt;/span&amp;gt; onto the negative side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be mindful of the ammunition you have remaining. In the fire mission editor, highlighted in the &amp;lt;span style=&amp;quot;color:#e8dc00&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; box, it shows the ammunition you have left in each weapon. The color will change, indicating the how much ammo you have left for a fire mission. If the ammo counter is &amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you have enough ammo for the fire mission. If it&#039;s &amp;lt;span style=&amp;quot;color:#f28926&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you only have enough ammunition for 1 fire mission. And lastly when it&#039;s &amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt;, that means you don&#039;t have enough ammo at all to go on a fire mission and the console will give a error, prompting to change the firemission, or to reload the gun.&lt;br /&gt;
&lt;br /&gt;
A fire mission can&#039;t be used if any of the weapons don&#039;t have enough ammunition for it as well as it must be clear of any errors in the fire mission for it to be usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to keep in mind what weapons you have installed on the dropship as all 4 weapons usually combine into one set up, for more organized and increased damage, some commonly used CAS weapons choices are:&lt;br /&gt;
*  4 Minirockets [[File:Minirocket_Pod.png|16px]]&lt;br /&gt;
*  2 Minirockets [[File:Minirocket_Pod.png|16px]], 2 Rocket pods [[File:Rocket_Pod.png|16px]]&lt;br /&gt;
*  2 Minirockets [[File:Minirocket_Pod.png|16px]], 1 Rocket pod [[File:Rocket_Pod.png|16px]], 1 Laser Beam Gun [[File:Laser.png|16px]] or GAU-21 &#039;Rattler&#039; 30mm Cannon [[File:GAU.png|16px]]&lt;br /&gt;
*  2 Minirockets [[File:Minirocket_Pod.png|16px]], 2 Laser Beam Guns [[File:Laser.png|16px]] or GAU-21 &#039;Rattler&#039; 30mm Cannons [[File:GAU.png|16px]]&lt;br /&gt;
Each weapon has a different cool down on how fast you can fire it in firemission. Listed below will tell you the cool downs of each weapon available:&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;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Cool down:&#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;Rocket pod&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The rocket pod is a single shot weapon that can be placed anywhere on the gimbal. But due to it having only one rocket available in the rocket pod, you&#039;re going to need to reload it for every time you fire it.&lt;br /&gt;
&#039;&#039;&#039;Fires only one rocket.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire.&#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;Mini-Rocket Pod&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Mini-Rocket Pod has the ability to fire multiple small explosive rockets at a target. But they have a small cool down of two spaces.&lt;br /&gt;
&#039;&#039;&#039;Fires 1 mini-rocket, per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, fire.&#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;GAU-21 &#039;Rattler&#039; 30mm Cannon&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The GAU is an effective weapon that will be able to clear out large  areas as well as do plenty of damage on a target. It has the smallest cool down (barring the rocket pod) which allows you to fire in quick succession against a target.&lt;br /&gt;
&#039;&#039;&#039;Fires 20 rounds per step and 40 rounds with the high velocity rounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, fire.&#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;Laser Beam Gun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The laser beam gun is the most effective weapon available to the dropship pilots. It is perfectly suitable for the use of fire missions as it will shoot a line of extremely damaging fire against the target. But this weapon has the longest cool down of them all. Having to wait 3 steps before you can fire again, this weapon has a trade off of being extremely powerful for having a long cool down.&lt;br /&gt;
&#039;&#039;&#039;Fires 10% of the battery&#039;s power per step.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An example of how this would be seen on a gimbal is presented like this: &#039;&#039;&#039;Fire, wait, wait, wait, fire.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Executing Fire Missions ===&lt;br /&gt;
----&lt;br /&gt;
Once you&#039;ve created your custom fire mission, move back to the start up menu and await for one of your ground work colleges to call in some air support. Make sure you&#039;re in &#039;&#039;&#039;Fly-By&#039;&#039;&#039; mode to be able to use those fire missions. Once you&#039;re in the skies above, there will be a new button available to you at the bottom of the menu. Clicking on it will send you to the weapons control menu.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Menu_3.png]]&lt;br /&gt;
&lt;br /&gt;
This brings up the buttons where you will see all the action and determined the offsets for the fire mission. In the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b7b7b7&amp;quot;&amp;gt;grey&amp;lt;/span&amp;gt;&#039;&#039;&#039; box, the signals for where you can launch a fire mission from is displayed there. It&#039;s either from a signal flare or it&#039;s from a marine lazing an area to be strafed. Clicking on one of them will select it and you&#039;ll be able to Activate Camera on the signal flare. This allows you to see what is around the signal flare which will help you adjust your offsets to better lay waste to any hostile. Changing your offset will also place the camera to where the off set is. In the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#ed09ed&amp;quot;&amp;gt;purple&amp;lt;/span&amp;gt;&#039;&#039;&#039; box this is where the fire mission will fire. From the offsets in the menu above, it will fire from the signal&#039;s point of origin to the north by however many tiles the fire mission allows. It&#039;s better to offset your fire mission by however many tiles needed. You can set a maximum of 12 tiles offset from the signal in the cardinal direction (North, East, South, West). &#039;&#039;&#039;This is extremely helpful to prevent Friendly Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; &#039;&#039;You are only able to see the signals with the camera in the open or under a glass ceiling. Your camera will be obstructed if it&#039;s under a metal ceiling or underground. If it&#039;s under a metal ceiling or underground, you&#039;ll still be able to execute the fire mission and see the damage you caused when the fire mission is under way. But if it&#039;s deep underground, you won&#039;t be able to see anything or fire at all, yet still be able to Execute it without firing a single shot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with your off sets and the fire mission you&#039;ve selected, Execute your Fire Mission and Activate your Cameras to watch the dropship unleash &#039;&#039;FURY&#039;&#039; against anything standing in its way. After the fire mission is completed, you&#039;ll return to a sub-orbital route that&#039;ll allow you to commence another fire mission, provided you have the ammo and the time.&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrades=&lt;br /&gt;
&lt;br /&gt;
The key way to customize your dropship is to slap new systems on it, such as weapons, electronics, or engine upgrades. Some of these systems are available in the repair bay at the north of the hangar, with ammo for the weapons to be printed from the dropship fabricator.&lt;br /&gt;
&lt;br /&gt;
Simply climb into a powerloader (&#039;&#039;click-drag yourself onto it, or right click -&amp;gt; enter powerloader&#039;&#039;), pick up your desired attachment, and slap it into the appropriate port on your dropship. Before they can be fired, weapons need to be reloaded using their appropriate ammo (minirockets, 30mm, etc); just collect some with an empty clamp and stuff it into the weapons system. If there&#039;s already expended ammo inside, just take it out with an empty clamp. Finally for the engine upgrades, simple click on the engine attachment point with said upgrade and you&#039;ll install it easily.&lt;br /&gt;
&lt;br /&gt;
There is also a matrix upgrade for your camera, an upgrade that only the research department can create for you which gives you night vision or extended field of view. Ask them to learn more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Attachable Weapon and Utility Systems==&lt;br /&gt;
If you want to pimp your ride, the USCM&#039;s got nothing but the best and most dangerous armaments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Weapon System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Rocket Pod&lt;br /&gt;
|&amp;quot;If it ain&#039;t broke, don&#039;t fix it&amp;quot;. A time-tested delivery system that&#039;s been refined over the ages, these suckers pack one missile at a time, but have the largest selection of flavors of death to choose from.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Widowmaker_Rocket.png|64px]]&amp;lt;br&amp;gt;AIM-224&amp;lt;br&amp;gt;&#039;Widowmaker&#039;&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 300/40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 3 seconds&lt;br /&gt;
|One of the larger rockets, the Widowmaker is packed with high-grade explosives ready to make sure nothing it hits gets back up anytime soon. Basically a standard High Explosive Missile. An excellent option against large amounts of infantry.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Keeper_Rocket.png|64px]]&amp;lt;br&amp;gt;GBU-67&amp;lt;br&amp;gt;&#039;Keeper II&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 450/100&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 2 seconds&lt;br /&gt;
|A smaller casing, the Keeper delivers a strong, fast, concentrated blow. Put simply, your AP missile. While a direct hit obliterates armoured foes, don&#039;t expect it to be useful against large groups of hostiles due to its small area of effect.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Banshee_Rocket.png|64px]]&amp;lt;br&amp;gt;AGM-227&amp;lt;br&amp;gt;&#039;Banshee&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 175/20&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 4/15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The Banshee will scream &amp;quot;Welcome to Vietnam&amp;quot; for you, scorching its impact zone with a custom Napthal mix. Essentially your incendiary rocket. Effective against both light armor and decent groups of hostiles.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Napalm_Rocket.png|64px]]&amp;lt;br&amp;gt;XN-99&amp;lt;br&amp;gt;&#039;Napalm&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 6/60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|The XN-99 &#039;Napalm&#039; is an incendiary rocket used to engulf areas in giant fireballs. Exploding in a 9x9 fire ball, not much can survive the ensuing firestorm. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harpoon_Rocket.png|80px]]&amp;lt;br&amp;gt;AGM-84&amp;lt;br&amp;gt;&#039;Harpoon&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 4 seconds&lt;br /&gt;
|The AGM-84 Harpoon is an Anti-Ship Missile, designed and used to effectively take down enemy ships with a huge blast wave with low explosive power. This one is modified to use ground signals.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
![[File:Fatty_Rocket.png|64px]]&amp;lt;br&amp;gt;SM-17&amp;lt;br&amp;gt;&#039;Fatty&#039;&lt;br /&gt;
|The SM-17 &#039;Fatty&#039; is a special ordnance rocket. Nicknamed &#039;Fatty&#039; for its slow velocity and large payload, which splits into a large cluster of devastation preceded by a single centered hit. &#039;&#039;&#039;Can not be fired during a Fire Mission. Must be fired using direct bombardment.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_Pod.png|64px]]&amp;lt;br&amp;gt;Standard-Issue Mini-Rocket Pod&lt;br /&gt;
|Bigger rockets are all well and good, but when hostiles are right on top of your position, the last thing you want is to be lit up by a wide-area strafing run. The mini-rocket system steps in for these encounters by being a precise, moderate choice to soften up the enemy.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!width=120|[[File:Minirocket_Stack.png|64px]]&amp;lt;br&amp;gt;Minirocket Stack&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 8 seconds&lt;br /&gt;
| A pack of 6 laser guided minirockets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Minirocket_incin_Stack.png|64px]]&amp;lt;br&amp;gt;Incendiary Minirocket Stack&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 200/44&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 3/25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
| A pack of 6 laser guided incendiary minirockets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:GAU.png|64px]]&amp;lt;br&amp;gt;GAU-21 &#039;Rattler&#039; 30mm Cannon&lt;br /&gt;
|Military men and women know that the best solution for when brute force doesn&#039;t work, is to apply even more excessive amounts of brute force. The &#039;Rattler&#039; system delivers bursts of 30mm rounds in a general area around the designated target, ensuring any and all targets will feel the BRRRRRRRT.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!width=100|[[File:30mm_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-100 Multi-Purpose 30mm ammo crate&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 150/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 10 seconds&lt;br /&gt;
|PGU-100 30mm Multi-Purpose ammo designed to penetrate light (non reinforced) structures, and lightly armed targets. However, it lacks armor penetrating capabilities, for which Anti Tank 30mm ammo is needed. Contains 400 rounds per crate and uses 40 rounds per burst.&lt;br /&gt;
|-&lt;br /&gt;
![[File:30mm_Highvelocity_Ammo.png|64px]]&amp;lt;br&amp;gt;PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 95/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour Penetration&#039;&#039;&#039;: 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 6 seconds&lt;br /&gt;
|PGU-105 Specialized 30mm APFSDS Titanium-Tungsten alloy penetrators, made for countering heavily armoured targets. It is much less effective against soft targets however, in which case 30mm Multi-Purpose ammunition is recommended. Contains 400 rounds per crate and uses 40 rounds per burst&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser.png|64px]]&amp;lt;br&amp;gt;Laser Beam Gun&lt;br /&gt;
|The Laser Beam Gun has been recently developed by the USCM for dropship armament use. It fires a burst of battery-fed laser beams at lightspeed, perfect for roasting anyone who disagrees with the boots on the ground policy. Basically a souped up GAU if high-velocity ammunition was not enough for you. Note that this armament is still undergoing field testing during active operations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This weapons system can be fired while in Transport mode.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!width=100|[[File:Laser_Ammo.png|64px]]&amp;lt;br&amp;gt;High-capacity laser battery&lt;br /&gt;
|width=160|&lt;br /&gt;
&#039;&#039;&#039;Damage/Falloff&#039;&#039;&#039;: 0/0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Burn:&#039;&#039;&#039; 5/75&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travel Time&#039;&#039;&#039;: 1 second&lt;br /&gt;
|A high-capacity laser battery used to power laser beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sentry_Deployable.png|64px]]&amp;lt;br&amp;gt;Sentry Deployment System&lt;br /&gt;
|This handy-dandy system comes pre-packaged with one UA-577 Gauss Turret, an upgraded version of the standard UA-571-C Sentry Guns that stops would-be dropship assailants dead in their tracks. Can be repaired and reloaded just like standard Sentry Gun.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinegun_Deployable.png|64px]]&amp;lt;br&amp;gt;Machinegun Deployment System&lt;br /&gt;
|This container holds a modified M56D smart-gun attached to a sandbag nest, and goes in the crew served attach point in the back of the drop-ship or on the weapon attachment points on the wings of the dropship, providing a solid barrier against anyone sneaking in from the backyard and sides. Loaded with 1500 rounds and given an enhanced scope for extra range with IFF.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Med_Evac_System.png|64px]]&amp;lt;br&amp;gt;Med-Evac System&lt;br /&gt;
|A winch system to lift injured marines on medical stretchers onto the dropship. Attaches to the crew served attach point at the back of the drop-ship.. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;  &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over squad comms and medical comms for a squad medic requesting a med-evac.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire lift targets through the dropship weapons and utilities console.&lt;br /&gt;
*Once a target has been found go to the med-evac system at the back and click on it to winch up the injured marine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the winch system has a cooldown of 1 minute between each use and only a pilot can use it.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fulton_System.png|64px]]&amp;lt;br&amp;gt;Fulton Recovery System&lt;br /&gt;
|This container holds a Fulton recovery system that allows you to collect objects attached to Fulton recovery balloons. You can recover them in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039; You can recover crates and unreviveable dead bodies. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Listen out over any communications channel for someone to state a Fulton balloon is up.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, the Fulton Recovery System will automatically retrieve the package.&lt;br /&gt;
*This has small cool down once collected.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Launchbay.png|64px]]&amp;lt;br&amp;gt;Launch Bay System&lt;br /&gt;
|A standard issue launch bay, Primary used to launch area-of-denial sentries. You can use it  in &#039;&#039;&#039;Flyby mode&#039;&#039;&#039; AND &#039;&#039;&#039;transport mode.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Load in a sentry into the launch bay.&lt;br /&gt;
*Fly in either &#039;&#039;&#039;Flyby&#039;&#039;&#039; or &#039;&#039;&#039;Transport&#039;&#039;&#039;.&lt;br /&gt;
*Acquire targets with the weapons and utilities console.&lt;br /&gt;
*Once a target has been found, You may launch the sentry to the location.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rappel_System.png|64px]]&amp;lt;br&amp;gt;Rappel Deployment System&lt;br /&gt;
|This container holds rappel deployment systems which allows marines to tactically paradrop right into combat. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
*Fly in &#039;&#039;&#039;Flyby&#039;&#039;&#039;.&lt;br /&gt;
*Make sure you pack enough rappel harnesses.&lt;br /&gt;
*That&#039;s it! Marines can now paradrop by simply clicking on the rappel deployment system.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Electronics==&lt;br /&gt;
Want to improve the accuracy of your weapon systems? Or perhaps you&#039;d rather install a couple spotlights to ensure no LZ goes un-lit, either way keep in mind you&#039;ve only got 2 electronic slots when Detective Gadget&#039;ing up your ship with these fancy gubbinz:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Spotlight.png|64px]]&amp;lt;br&amp;gt;Spotlight&lt;br /&gt;
|A high-powered spotlight with a protective glass casing ensures you&#039;ll always have an illuminated landing zone, plus a bit extra.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Targeting_System.png|64px]]&amp;lt;br&amp;gt;Targeting System&lt;br /&gt;
|An advanced system that&#039;s much better at tracking laser-guided beacons than the standard equipment the drop-ships come with. Calculates optional firing patterns to minimize traveling time. Essential for drop-ships planning on making accurate and fast missile strikes or a few GAU strafing runs. &#039;&#039;&#039;Not necessary for Fire Missions&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;Speeds up traveling time of the missile as well as improves accuracy on direct strikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!---![[File:Laser_detector.png|64px]]&amp;lt;br&amp;gt;Laser Detector System&lt;br /&gt;
|Advance camera system that allows the operator to observe the target area of a painted laser target on the ground, can assist the operator to determine if a laser target is worth firing upon. &#039;&#039;&#039;You can use the camera before committing to firing direct or starting a fire mission without this module&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporarily unavailable.&#039;&#039;&#039;---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Landing_detector.png|64px]]&amp;lt;br&amp;gt;Landing Zone Detector System&lt;br /&gt;
|Camera system that lets a pilot observe all available landing zones via a long range camera. Can help the pilot assess the situation on the ground. Only works while in flight, not while docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attachable Engine Upgrades==&lt;br /&gt;
&lt;br /&gt;
Not getting enough thrust out of the standard engines? Tired of waiting so damn long for the suckers to cooldown before you can take-off again? Well here&#039;s a couple solutions to your problems. Using two of the &#039;&#039;&#039;same&#039;&#039;&#039; engine upgrades will &#039;&#039;&#039;not&#039;&#039;&#039; enhance your dropship. Two different engine upgrades &#039;&#039;&#039;will&#039;&#039;&#039; work however. (Double cooling systems or double fuel enhancers won&#039;t be more efficient, only one is counted for this purpose)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Attachable Electronic System:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cooling_System.png|64px]]&amp;lt;br&amp;gt;Cooling System&lt;br /&gt;
|A more efficient cooling system then the default one. Attach this in your engines and you&#039;ll see a huge decrease in engine cooldown times, ensuring you&#039;ll be ready to take-off at the drop of a hat, even if you just landed. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fuel_Enhancer.png|64px]]&amp;lt;br&amp;gt;Fuel Enhancer&lt;br /&gt;
|Improves thrust produced by fuel combustion, decreasing the time it takes to get from Point A to Point B and provides that extra bit of maneuverability when avoiding hostile fire. Additionally on flyby, it extends the amount of time you have for undertaking fire missions as well as using the medevac system. &#039;&#039;&#039;One spawns at the start of a round.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dropship Part Fabricator==&lt;br /&gt;
[[File:Dropship_part_fabricator.png|thumb]]The dropship part fabricator is the primary way for you to get equipment for your dropships, or to replace ammunition that you&#039;ve completely run out of. It works by a point system, with &#039;&#039;&#039;one point being earned every two seconds&#039;&#039;&#039;. Points can be spent on the below items if you have enough of them, and the part will usually print after a dozen seconds or more.&lt;br /&gt;
&lt;br /&gt;
[[File:CAS_Partfab_1.1.png|600px]]&lt;br /&gt;
&amp;lt;br&amp;gt;Highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equipment for all your needs including Engine Upgrades, Weapons, and Support modules, and highlighted in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;red&amp;lt;/span&amp;gt;&#039;&#039;&#039; is the ammo to supply all the weaponry at your disposal. To print something, simply click &amp;quot;Fabricate&amp;quot; and, if it has enough points, it will start printing. Below are detailed prices and estimated time to accumulate that much points.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Equipment&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|Sentry deployment system&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Machinegun deployment system&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Launch bay&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Fuel enhancer&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Cooling system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Spotlight&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Targeting system&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
&amp;lt;!---|-&lt;br /&gt;
|Laser detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|LZ detector&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GAU-21 30mm cannon&lt;br /&gt;
|400&lt;br /&gt;
|13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Rocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Minirocket pod&lt;br /&gt;
|600&lt;br /&gt;
|20 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Laser beam gun&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ammo&lt;br /&gt;
!Cost in points&lt;br /&gt;
!Amount of time required to generate that many points &lt;br /&gt;
|-&lt;br /&gt;
|PGU-105 30mm Anti-tank ammo crate.&lt;br /&gt;
|325&lt;br /&gt;
|Around 11 minutes&lt;br /&gt;
|-&lt;br /&gt;
|PGU-100 Multi-Purpose 30mm ammo crate &lt;br /&gt;
|275&lt;br /&gt;
|Around 9 minutes&lt;br /&gt;
|-&lt;br /&gt;
|High-Capacity laser battery&lt;br /&gt;
|200&lt;br /&gt;
|6 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AIM-224 &#039;Widowmaker&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|AGM-227 &#039;Banshee&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|GBU-67 &#039;Keeper II&#039;&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|XN-99 &#039;Napalm&#039;&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary mini rocket stack&lt;br /&gt;
|500&lt;br /&gt;
|17 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Mini rocket stack&lt;br /&gt;
|300&lt;br /&gt;
|10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Multi-purpose Area Denial Sentry&lt;br /&gt;
|800&lt;br /&gt;
|27 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Communication=&lt;br /&gt;
&lt;br /&gt;
It&#039;s all well and good to know how your dropship works, but at the end of the day you&#039;re also an officer with a duty to plan, coordinate, and share information regarding your flights. The key to being a successful Pilot Officer is to use your downtime wisely to communicate with others on the various channels to ensure everything goes as smooth as possible. &lt;br /&gt;
== Command channel (&#039;&#039;&#039;:v&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
As the PO, you&#039;ll want to reach out over the command channel to inform them of the status of your dropship, flights, and the LZ, as well as communicate with Squad Leaders lasing targets on the ground. The most effective fire missions are the ones that communicate clearly to determine the purpose of the mission, and use the appropriate payload.&lt;br /&gt;
&lt;br /&gt;
== JTAC channel (&#039;&#039;&#039;:j&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
In case you choose to do CAS ( Close Air Support ) Instead of transport, you will be communicating more in this channel as Squad leaders and JTAC kit users will be calling you for fire support and you have to provide it to ensure the victory on the ground. They will laze targets for you and sometimes specifying which type of ammo they want to be dropped. You can also watch the effect of your fire support by watching the cameras in the weapons console.&lt;br /&gt;
Ex: &amp;quot; Alpha lead here, Requesting CAS 6 west of my laze, Fire when ready ! &amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Intel channel (&#039;&#039;&#039;:t&#039;&#039;&#039;) ==&lt;br /&gt;
&lt;br /&gt;
The Intel channel is good to liaise with RTO&#039;s or marines who have decided to take the fulton recovery device to recover xeno corpses, or with Intelligence Officers who have intel to deliver and load, unload or fulton onto and from your dropship.&lt;br /&gt;
&lt;br /&gt;
==Squad Channels (&#039;&#039;&#039;:a, :b, :c, :d&#039;&#039;&#039;) ==&lt;br /&gt;
 &lt;br /&gt;
Keeping an ear out to listen over comms for incoming threats or FOB breaches to be ready for hot Landing Zone is a good practice as you know how to act when you land.&lt;br /&gt;
&lt;br /&gt;
==Medical Channel (&#039;&#039;&#039;:m&#039;&#039;&#039;) ==&lt;br /&gt;
The medical channel is good to communicate with medics that try to Med-Evac their patients up to your dropship, usually they will ask if you installed the Med-Evac module, and if you about to Med-Evac someone, ask injuries with the patient so you know how to stabilize the patient and if you need to land immediately(e.g. infected with xenomorph larva.)&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;
|leadership=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=2&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;
=Tips=&lt;br /&gt;
&lt;br /&gt;
* Try to wait a bit for the marines to load up the wounded and late comers to load up in the shuttle before making a trip. Announce on the Squad&#039;s frequency when you&#039;ve just arrived and are about to depart. You want to be efficient with your trips as much as possible. &lt;br /&gt;
* A special benefit to being a Pilot Officer is that you&#039;re allowed to boss around marines while they&#039;re on your shuttle. Don&#039;t tolerate rowdy and loud marines but be ready if they fight back. Follow proper escalation procedures. Remember, you out rank them and its your ship (and the USCM&#039;s ship and thus the Commanding Officer&#039;s ship).&lt;br /&gt;
* Leaving the dropship is not recommended unless you have just landed. Try not to stray too far from your craft. Retrieving marines is okay but if it leaves without you then you are in deep shit. You have a high chance of being 1. killed, 2. maimed, 3. captured, 4. killed again, 5. wounded. Although competent command staff will ask for you in the radio before manually piloting your craft.&lt;br /&gt;
* If there is damage to your craft, be sure to request for a Maint Tech or the Chief Engineer to come repair it, the next time you&#039;re on the Almayer.&lt;br /&gt;
* If you want to run CAS using direct bombardment while on trasport, consider using the fuel efficiency module. More time in the air is good if you want to maximize your chances of being airborne when a CAS request comes through.&lt;br /&gt;
* You can combine partially used mini rocket racks/30mm ammo boxes together with the power loaders. Simply take one of them into one claw and click on the other one. It will either combine or transfer ammunition to the other one.&lt;br /&gt;
* You can install two medevac systems onto the same dropship to allow you to recover more wounded.&lt;br /&gt;
* You cannot launch the dropship if the APC is blocking the rear door.&lt;br /&gt;
*Grabbing a more heavy gun than your side arm when you are on the transport dropship to deal with hostiles that try to get a ride up to the ship more reliably is usually a good choice&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
Below are user made guides for more in-depth learning. &#039;&#039;&#039;Information may be outdated&#039;&#039;&#039;&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15560 CAS Weaponry, Loadouts, and You] by Tisx on 22 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=15341 Guide to being &amp;quot;Death From Above&amp;quot; -A PO CAS Guide] by mizolo on 02 Nov 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=13902 How to have great CAS] by Roland410 on 11 Jul 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11874 What makes a good PO?] by liltiptop on 22 Mar 2017&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16939 Smashing that motherfucking lockdown button] by Bronimin on 19 Apr 2018&lt;/div&gt;</summary>
		<author><name>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:CAS_Partfab_1.1.png&amp;diff=24829</id>
		<title>File:CAS Partfab 1.1.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:CAS_Partfab_1.1.png&amp;diff=24829"/>
		<updated>2023-03-06T01:11:41Z</updated>

		<summary type="html">&lt;p&gt;Kivts: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:CAS_Menu_2_2.1.png&amp;diff=24827</id>
		<title>File:CAS Menu 2 2.1.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:CAS_Menu_2_2.1.png&amp;diff=24827"/>
		<updated>2023-03-05T20:59:48Z</updated>

		<summary type="html">&lt;p&gt;Kivts: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:CAS_Menu_2_2.2.png&amp;diff=24826</id>
		<title>File:CAS Menu 2 2.2.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:CAS_Menu_2_2.2.png&amp;diff=24826"/>
		<updated>2023-03-05T20:59:05Z</updated>

		<summary type="html">&lt;p&gt;Kivts: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=24818</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=24818"/>
		<updated>2023-03-02T16:11:39Z</updated>

		<summary type="html">&lt;p&gt;Kivts: Adds a matrix guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&lt;br /&gt;
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.&lt;br /&gt;
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command.&lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. &lt;br /&gt;
&lt;br /&gt;
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &#039;&#039;&#039;Unless the beaker only has a &#039;&#039;single&#039;&#039; reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.&#039;&#039;&#039;&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Clearance&#039;&#039;&#039;&lt;br /&gt;
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&lt;br /&gt;
&#039;&#039;&#039;Transmit&#039;&#039;&#039;&lt;br /&gt;
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. &#039;&#039;What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publish&#039;&#039;&#039;&lt;br /&gt;
The CMO&#039;s data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. &amp;lt;POTENCY&amp;gt; is the level of the property. &lt;br /&gt;
&lt;br /&gt;
The DISABLED rarity means this property can&#039;t appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.&lt;br /&gt;
&lt;br /&gt;
All effects are applied once per life tick. Life ticks happen once every two seconds.&lt;br /&gt;
&lt;br /&gt;
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- to add new properties, make a new page at Properties/[property name] and fill out the template on the root page Properties --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Antitoxic}}&lt;br /&gt;
{{:Properties/Anticorrosive}}&lt;br /&gt;
{{:Properties/Neogenetic}}&lt;br /&gt;
{{:Properties/Repairing}}&lt;br /&gt;
{{:Properties/Hemogenic}}&lt;br /&gt;
{{:Properties/Neutralizing}}&lt;br /&gt;
{{:Properties/Disrupting}}&lt;br /&gt;
{{:Properties/Nervestimulating}}&lt;br /&gt;
{{:Properties/Musclestimulating}}&lt;br /&gt;
{{:Properties/Painkilling}}&lt;br /&gt;
{{:Properties/Hematopeutic}}&lt;br /&gt;
{{:Properties/Nephropeutic}}&lt;br /&gt;
{{:Properties/Pneumopeutic}}&lt;br /&gt;
{{:Properties/Oculopeutic}}&lt;br /&gt;
{{:Properties/Cardiopeutic}}&lt;br /&gt;
{{:Properties/Neuropeutic}}&lt;br /&gt;
{{:Properties/Bonemending}}&lt;br /&gt;
{{:Properties/Fluxing}}&lt;br /&gt;
{{:Properties/Neurocrygenic}}&lt;br /&gt;
{{:Properties/Crystallization}}&lt;br /&gt;
{{:Properties/Photosensitive}}&lt;br /&gt;
{{:Properties/Antiparasitic}}&lt;br /&gt;
{{:Properties/Organstabilizing}}&lt;br /&gt;
{{:Properties/Electrogenetic}}&lt;br /&gt;
{{:Properties/Defibrillating}}&lt;br /&gt;
{{:Properties/Hyperdensificating}}&lt;br /&gt;
{{:Properties/Neuroshielding}}&lt;br /&gt;
{{:Properties/Antiaddictive}}&lt;br /&gt;
{{:Properties/Transformative}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Cardiostabilizing}}&lt;br /&gt;
{{:Properties/Aiding}}&lt;br /&gt;
{{:Properties/Oxygenating}}&lt;br /&gt;
{{:Properties/Anticarcinogenic}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
{{:Properties/Cryometabolizing}}&lt;br /&gt;
{{:Properties/Thanatometabolizing}}&lt;br /&gt;
{{:Properties/Excreting}}&lt;br /&gt;
{{:Properties/Nutritious}}&lt;br /&gt;
{{:Properties/Ketogenic}}&lt;br /&gt;
{{:Properties/Neuroinhibiting}}&lt;br /&gt;
{{:Properties/Alcoholic}}&lt;br /&gt;
{{:Properties/Hallucinogenic}}&lt;br /&gt;
{{:Properties/Relaxing}}&lt;br /&gt;
{{:Properties/Hyperthermic}}&lt;br /&gt;
{{:Properties/Hypothermic}}&lt;br /&gt;
{{:Properties/Balding}}&lt;br /&gt;
{{:Properties/Fluffing}}&lt;br /&gt;
{{:Properties/Allergenic}}&lt;br /&gt;
{{:Properties/Euphoric}}&lt;br /&gt;
{{:Properties/Emetic}}&lt;br /&gt;
{{:Properties/Psychostimulating}}&lt;br /&gt;
{{:Properties/Antihallucinogenic}}&lt;br /&gt;
{{:Properties/Hypometabolic}}&lt;br /&gt;
{{:Properties/Sedative}}&lt;br /&gt;
{{:Properties/Hyperthrottling}}&lt;br /&gt;
{{:Properties/Viscous}}&lt;br /&gt;
{{:Properties/Thermostabilizing}}&lt;br /&gt;
{{:Properties/Focusing}}&lt;br /&gt;
{{:Properties/Unknown}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Hypoxemic}}&lt;br /&gt;
{{:Properties/Toxic}}&lt;br /&gt;
{{:Properties/Corrosive}}&lt;br /&gt;
{{:Properties/Biocidic}}&lt;br /&gt;
{{:Properties/Intravenous}}&lt;br /&gt;
{{:Properties/Paining}}&lt;br /&gt;
{{:Properties/Hemolytic}}&lt;br /&gt;
{{:Properties/Hemmorrhaging}}&lt;br /&gt;
{{:Properties/Carcinogenic}}&lt;br /&gt;
{{:Properties/Hepatotoxic}}&lt;br /&gt;
{{:Properties/Nephrotoxic}}&lt;br /&gt;
{{:Properties/Pneumotoxic}}&lt;br /&gt;
{{:Properties/Oculotoxic}}&lt;br /&gt;
{{:Properties/Cardiotoxic}}&lt;br /&gt;
{{:Properties/Neurotoxic}}&lt;br /&gt;
{{:Properties/Hypermetabolic}}&lt;br /&gt;
{{:Properties/Addictive}}&lt;br /&gt;
{{:Properties/Hemositic}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Boosting}}&lt;br /&gt;
{{:Properties/Regulating}}&lt;br /&gt;
{{:Properties/Hypergenetic}}&lt;br /&gt;
{{:Properties/Fire penetrating}}&lt;br /&gt;
{{:Properties/DNA disintegrating}}&lt;br /&gt;
{{:Properties/Ciphering}}&lt;br /&gt;
{{:Properties/Crossmetabolizing}}&lt;br /&gt;
{{:Properties/Embryonic}}&lt;br /&gt;
{{:Properties/Ravening}}&lt;br /&gt;
{{:Properties/Curing}}&lt;br /&gt;
{{:Properties/Omnipotent}}&lt;br /&gt;
{{:Properties/Radius}}&lt;br /&gt;
{{:Properties/Intensity}}&lt;br /&gt;
{{:Properties/Duration}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Property Combinations===&lt;br /&gt;
You can combine some properties to create special properties, You don&#039;t actually need to do anything to combine them, Just have them both on the same chemical. -Thank you Jarek&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: 25%; margin: auto;&amp;quot; |Properties Required&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#DFB|Defibrilating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#TMB|Thanatometabolizing]]&lt;br /&gt;
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HDN|Hyperdensificating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HTR|Hyperthrottling]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#NRS|Neuroshielding]]&lt;br /&gt;
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#AAD|Antiaddictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#ADT|Addictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]]&lt;br /&gt;
|-&lt;br /&gt;
|Find out in game!&lt;br /&gt;
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical&#039;s properties, given enough clearance.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
==Chemical Distribution==&lt;br /&gt;
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO&#039;s approval before performing mass distribution, because if an accident happens it will be &#039;&#039;your&#039;&#039; medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It&#039;s an efficient way to store a lot of chemical volume, but that&#039;s the only upside, really.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_harness.png|64px]]|| ACID Harness || &#039;&#039;&#039;A&#039;&#039;&#039;utomated &#039;&#039;&#039;C&#039;&#039;&#039;hemical &#039;&#039;&#039;I&#039;&#039;&#039;ntegrated &#039;&#039;&#039;D&#039;&#039;&#039;elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple of harnesses will be available in the test lab, but if you need more then you can make one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.C.I.D. Core Configuration&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Config&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Type&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user&#039;s condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Threshold || Setting || How much damage must be present in any &#039;&#039;damage type&#039;&#039; configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.&lt;br /&gt;
|-&lt;br /&gt;
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Damage || External brute damage.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Damage || External burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || Damage || Internal toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || Damage || Internal oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || Damage || Genetic cell damage.&lt;br /&gt;
|-&lt;br /&gt;
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Condition || Whether or not the user is bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Internal || Condition || Whether or not the user has internal bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Bloodloss || Condition || Whether or not the user has less than 40% blood.&lt;br /&gt;
|-&lt;br /&gt;
| Fracture || Condition || Whether or not the user has a bone fracture.&lt;br /&gt;
|-&lt;br /&gt;
| Splinted || Condition || Whether or not the user is wearing a splint.&lt;br /&gt;
|-&lt;br /&gt;
| Organ damage || Condition || Whether or not an organ has 10 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Organ failure || Condition || Whether or not an organ has 30 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Death || Condition || Whether or not the user is currently dead.&lt;br /&gt;
|-&lt;br /&gt;
| Defibrillation || Condition || Whether or not the user has just been defibrillated.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.&lt;br /&gt;
|-&lt;br /&gt;
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Object || Condition || Whether or not the user contain a foreign object.&lt;br /&gt;
|-&lt;br /&gt;
| Optimal || Vitals || User is 100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Nominal || Vitals || User is between 80-100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Low || Vitals || User is between 40-80% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || Vitals || User is between 10-40% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Critical || Vitals || User is between -10-10% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Emergency || Vitals || User is less than -10% healthy, but not dead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alien Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each alien will have two or more unique liquids/blood samples to collect. To analyze alien blood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 &#039;units&#039; of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Blood properties: ====&lt;br /&gt;
* Acidic Blood - Deals 3 burn damage.&lt;br /&gt;
* Dark Acidic Blood - Deals 6 burn damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - &#039;&#039;&#039;Makes you faster&#039;&#039;&#039;.&lt;br /&gt;
* Chitin Plasma - &#039;&#039;&#039;Prevents fractures.&#039;&#039;&#039;&lt;br /&gt;
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.&lt;br /&gt;
* Anti-Neurotoxin - &#039;&#039;&#039;Neuro-Shielding, Prevents being stunned by all neurotoxin.&#039;&#039;&#039;&lt;br /&gt;
* Purple Plasma - Deals 2 brute damage.&lt;br /&gt;
* Egg Plasma - Infects with Xeno larva, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
* Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
You will need the Marines&#039; assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER,&#039;&#039;&#039; making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.&lt;br /&gt;
&lt;br /&gt;
The better solution is making &#039;&#039;&#039;Corrupted Hive&#039;&#039;&#039;. These are &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; friendly Xenos that can be used to help in combat and ship security.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
* Clearance Level 5X&lt;br /&gt;
* Egg plasma - extracted from Xeno eggs&lt;br /&gt;
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)&lt;br /&gt;
&lt;br /&gt;
==== Let&#039;s Start Making Xenos ====&lt;br /&gt;
* Make sure you have Level 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly.&lt;br /&gt;
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process. It will also take some time to gestate.&lt;br /&gt;
* Infect monkey with an egg, or by injecting Egg plasma.&lt;br /&gt;
* Inject 5 units of your chemical containing Ciphering 2 before the larva hatches.&lt;br /&gt;
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.&lt;br /&gt;
&lt;br /&gt;
=Dropship Upgrade=&lt;br /&gt;
&lt;br /&gt;
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.&lt;br /&gt;
&lt;br /&gt;
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view.&lt;br /&gt;
The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, &#039;&#039;&#039;you cannot remove the vial after it`s inserted&#039;&#039;&#039; screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.&lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&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:100;&amp;quot;|&#039;&#039;&#039;Machine:&#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; 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;Items&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:100;&amp;quot;|&#039;&#039;&#039;Item:&#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; 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&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:100;&amp;quot;|&#039;&#039;&#039;Subject:&#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; 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;
&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;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|intel=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;
= 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>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=21908</id>
		<title>Nurse</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=21908"/>
		<updated>2022-02-04T02:03:38Z</updated>

		<summary type="html">&lt;p&gt;Kivts: updates detailed desc. to militray medbay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Almayer Nurse&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = None.&lt;br /&gt;
|duties = Maintain Medbay, assist the Doctors, conduct Chemistry, and ensure that the patients are organized and healed for Surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine],  [https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = &lt;br /&gt;
You are tasked with keeping the marines healthy and strong, through the form of basic drugs and medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite advanced when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Be nice to the Nurses. They keep the doctors from accidentally killing you.&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A  Random Patient&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Nurse is in charge of overseeing that each and every patient has been prepped and healed enough for their visit to the Doctor. Your goal is to assist wherever needed in Medbay and provide helping hands to anyone who needs it. Much like a real Nurse, however with additional tasks. &lt;br /&gt;
&lt;br /&gt;
=== Duties ===&lt;br /&gt;
&lt;br /&gt;
Like I said before, you are essentially a tad above a Squad Medic. You get access to do little more than them, but less than a Doctor. You will find yourself double checking patients that are sent up, prioritizing treatments, getting Marines ready for more advanced First Aid. You can do things such as: &lt;br /&gt;
&lt;br /&gt;
* Perform Chemistry duties.&lt;br /&gt;
*Use the Cryo Tubes.&lt;br /&gt;
*Provide First Aid. &lt;br /&gt;
*Give Medications (Pills). &lt;br /&gt;
*Transfer Blood. &lt;br /&gt;
*Assign Holo Tags.&lt;br /&gt;
*Provide aid in Triage. &lt;br /&gt;
*Treat basic Wounds and Infections.&lt;br /&gt;
*Move patients from the Dropships to Medbay.&lt;br /&gt;
*Move bodies to the Morgue.&lt;br /&gt;
*And Assist Doctors wherever needed.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
As a Nurse you have access to the exact same equipment that any Doctor or Medic has. However, does this mean you can use some advanced tools, no. &lt;br /&gt;
&lt;br /&gt;
What can I use?&lt;br /&gt;
As a Nurse you can use:&lt;br /&gt;
&lt;br /&gt;
*Cryogenic Tubes.&lt;br /&gt;
*Chemistry Dispensers. &lt;br /&gt;
*IV Drips. &lt;br /&gt;
*Defibrillators. &lt;br /&gt;
*Any Autoinjector and Pill Bottle. &lt;br /&gt;
*Advanced Trauma Kits and Burn Kits. &lt;br /&gt;
*Health Scanners.&lt;br /&gt;
*[[Surgery#The_Autodoc_System|Autodocs.]]&lt;br /&gt;
*and Body Scanners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you can see from this basic list, you can use all the same equipment as a medic and almost as much as a Doctor. So what is the difference from Doctor and Nurse? The answer is that the Nurse role is meant to be an interim training role for newer players who don&#039;t want the stress of [[Squad Medic]] or the more advanced procedures of a [[Doctor]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, what can I not do?&lt;br /&gt;
You cannot: &lt;br /&gt;
&lt;br /&gt;
*Perform Surgery. &lt;br /&gt;
*Conduct Research. &lt;br /&gt;
&lt;br /&gt;
== Rank Structure ==&lt;br /&gt;
&lt;br /&gt;
While in Medbay their is no Military Ranking like the Marines, you do still have orders to follow. As a Nurse you will find yourself listening to Doctors mostly, as they will be the ones working closest to you. However, the CMO will be there to give you direction on what course of action they prefer most. &lt;br /&gt;
&lt;br /&gt;
So in the end the [[Chief Medical Officer]] has complete control of the department and final say on everything that takes place within it.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
&lt;br /&gt;
As soon as you wake up from Cryo bay you should head down to Medbay. This is located to the East of the Hangar and West of the Brig. Upon arrival you should gather your things as quick as possible, you have around 20ish minutes until the department will become flooded. &lt;br /&gt;
&lt;br /&gt;
So first thing you should do is wander into the medical storage room to the bottom left corner of Medbay. There you will be able to grab any gear that you need for your day. Once said is done you can make yourself useful by either performing Chemistry for Squad Medics or making a Cryo mix for the Cryogenic Cells, you can also prep the operating rooms for the Doctors, and perhaps sanitize the area. You should ensure that all of Medbay is prepped, because in 20 minutes it will most likely be hectic. How you spend your round is up to you, as a trainer/beginner role not much should be expected, just read up on your guides and you will succeed. &lt;br /&gt;
&lt;br /&gt;
*Medical Hud&#039;s. &lt;br /&gt;
*Splints&lt;br /&gt;
*Lifesaver Belts.&lt;br /&gt;
*Emergency Defibrillators.&lt;br /&gt;
*Advanced First Aid Kits. &lt;br /&gt;
*Latex Gloves and Sterile Masks. &lt;br /&gt;
*Health Scanners. &lt;br /&gt;
*Blood Dispensers. &lt;br /&gt;
*Personal Closets. &lt;br /&gt;
*And Medical Dispensers. &lt;br /&gt;
&lt;br /&gt;
Essentially everything stated above you can find in the storage room. &lt;br /&gt;
&lt;br /&gt;
(Refer yourself to the Medical Equipment, which can be found here [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== What should I grab? ===&lt;br /&gt;
&lt;br /&gt;
Each person might choose something different. However it is mainly what you are comfortable with. Since you will be operating in Medbay the whole operation you have access to a plethora of supplies at your will. So will you have to cram like a medic, no. &lt;br /&gt;
&lt;br /&gt;
I will be going through each slot and what is the optimal decision for each:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head&#039;&#039;&#039; - For this slot a basic a scrub hat will do, you do not want your hair getting into the patients, do you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; - The mask slot is a great place to for a sterile mask, not only does it help stop the spread of infection and disease, but also looks very professional. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039; - If you have anything other than a Med Hud here, stop. A Medical Hud will allow you to visibly see whether or not a patient is dying or stable; as well as if they have holo tags assigned to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ears&#039;&#039;&#039; - Obviously your Department Radio, this allows you to communicate with the Medics and Doctors more efficiently. ((:m to speak over med comms))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undershirt/Uniform&#039;&#039;&#039; - For this slot I recommend wearing your basic scrubs, which now come in various colours!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshirt&#039;&#039;&#039; - Not much can go here other than a lab coat, with a coat you gain access to two more slots to add anything you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039; - Sterility is the best choice, so latex gloves would be the best option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoes&#039;&#039;&#039; - Running shoes or sneakers will help you move quickly from patient to patient. White shoes should be avoided unless you want blood all over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; - Holds your ID, allows you to gain entry to your department. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt&#039;&#039;&#039; - This is by far the most important, here I would recommend the Lifesaver Belt. The belt can hold more objects and is the personal choice of nearly anyone in the medical field. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Back&#039;&#039;&#039; - This is honestly a personal choice, the satchel allows more quick methods of grabbing objects, but the backpack can hold more at the cost of time. Essentially you can either be a portable pharmacy, or be a fast treatment. The choice is yours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pouches&#039;&#039;&#039; - I suggest placing your Health Scanner in one pouch, and the other occupied with a medical pouch, inside said pouch I usually place autoinjectors for a fast treatment if needed.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
Being a Nurse you will be always on your feet, moving from place to place you should always be on the lookout, because in a matter of seconds you could have seven critical patients wandering into Medbay with missing limbs or overdoses. &lt;br /&gt;
&lt;br /&gt;
What are some tips?&lt;br /&gt;
&lt;br /&gt;
*Remember you are just a beginner, don&#039;t expect to be great of the bat. Take your time and enjoy yourself. &lt;br /&gt;
**(Be sure to read all the guides and fully understand them)&lt;br /&gt;
*If Doctors are swamped performing manual surgery, you can use the Autodocs to get critical surgeries performed (Excluding larval infection)&lt;br /&gt;
*Organise patients from worst condition to least, this way when the Doctor can finally aid them he doesn&#039;t leave the dying guy in the back. &lt;br /&gt;
*Put infected patients into stasis bags, this will help slow down the chest bursting. &lt;br /&gt;
*Always close any bleeding or open wounds, this can lead to blood loss and infection. &lt;br /&gt;
*Inject Marines with Epinephrine when Defibbing, this increases their chances, get nearby people to perform CPR to slow the death timer. &lt;br /&gt;
*If you successfully Defib and the patient dies it resets the death timer. If you have lots of near dead people, give them a quick zap to give more time. &lt;br /&gt;
*If you run out of meds in your autoinjectors you can refill them at med vendors. &lt;br /&gt;
*Overdosing a person on 3 Bicardine Pills and Offsetting with 1 Kelotane can heal Internal Bleeding. The Cryocell also heals IB. &lt;br /&gt;
*Always try to make advanced pills, ImiAlky, Keloderm, Tribica, etc. These can be really helpful in stressful situations. &lt;br /&gt;
*Double check all treated patients at the body scanner, sometimes Doctors miss things. &lt;br /&gt;
*If a patient is low on blood you can feed them Iron pills.&lt;br /&gt;
&lt;br /&gt;
=== Guidance === &lt;br /&gt;
Don&#039;t leave patients waiting in Medbay, pull them into triage, give meds and form a line. As a Nurse this will be your main job, to organize and admit new patients to Medbay. By organizing patients and providing basic treatment, you reduce the work that has to be done for the Doctor; making their life generally better.&lt;br /&gt;
&lt;br /&gt;
Moving dead bodies to the Morgue will earn yourself a gold sticker, not only does the CMO appreciate this but so does everyone in Medbay. Also moving Xenomorph corpses outside of Research is helpful, this way the Research team doesn&#039;t have to run downstairs to get them. &lt;br /&gt;
&lt;br /&gt;
Always listen for the sound of a Dropship landing, you should always expect a boat load of injured Marines to come limping out. Be ready at the side with a roller bed for fast movement. &lt;br /&gt;
&lt;br /&gt;
=== Communication === &lt;br /&gt;
Talk with the Medics and Doctors over comms, ask how the groundside operation is, what are the losses, etc. This can give you a good sense of what to expect during your shift. Listen over Medical comms for MEDEVAC requests, this lets you know if critical patients are inbound and require assistance. Talk with Doctors over comms about an influx of patients, who is the most important, who has the worst injuries, what forms of treatment are needed. Communication is key.&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
[[File:Nurseskill.PNG|800px]]&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;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 All out Doctor Guide]&lt;/div&gt;</summary>
		<author><name>Kivts</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=21907</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=21907"/>
		<updated>2022-02-04T01:58:19Z</updated>

		<summary type="html">&lt;p&gt;Kivts: Adds bit more hints and updates outdated stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&lt;br /&gt;
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.&lt;br /&gt;
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command.&lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official.&lt;br /&gt;
&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. &lt;br /&gt;
&lt;br /&gt;
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &#039;&#039;&#039;Unless the beaker only has a &#039;&#039;single&#039;&#039; reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.&#039;&#039;&#039;&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Clearance&#039;&#039;&#039;&lt;br /&gt;
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&lt;br /&gt;
&#039;&#039;&#039;Transmit&#039;&#039;&#039;&lt;br /&gt;
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. &#039;&#039;What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publish&#039;&#039;&#039;&lt;br /&gt;
The CMO&#039;s data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. &amp;lt;POTENCY&amp;gt; is the level of the property. &lt;br /&gt;
&lt;br /&gt;
The DISABLED rarity means this property can&#039;t appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.&lt;br /&gt;
&lt;br /&gt;
All effects are applied once per life tick. Life ticks happen once every two seconds.&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ATX}}[[#ATX|ATX]]&lt;br /&gt;
|Antitoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Accelerates removal of [[#toxin|toxin subtypes]].&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you sleepy.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACR}}[[#ACR|ACR]]&lt;br /&gt;
|Anticorrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NGN}}[[#NGN|NGN]]&lt;br /&gt;
|Neogenetic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REP}}[[#REP|REP]]&lt;br /&gt;
|Repairing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FOR CYBERNETIC LIMBS/ORGANS&#039;&#039;&#039;&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMG}}[[#HMG|HMG]]&lt;br /&gt;
|Hemogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Restores &amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* &#039;&#039;&#039;POTENCY OVER 3&#039;&#039;&#039;&lt;br /&gt;
** If blood amount goes over the maximum amount in a human:&lt;br /&gt;
*** Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
*** Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
*** Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Removes 5*&amp;lt;POTENCY&amp;gt; nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NST}}[[#NST|NST]]&lt;br /&gt;
|Nervestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Knockout duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Knockdown duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Stun duration reduced by 1.5*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;IF POTENCY&amp;gt;2&#039;&#039;&#039;. Reduces the duration of all following effects by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** Stuttering&lt;br /&gt;
** Confusion&lt;br /&gt;
** Blurry vision&lt;br /&gt;
** Drowsyness&lt;br /&gt;
** Dizziness&lt;br /&gt;
** Jitteriness&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MST}}[[#MST|MST]]&lt;br /&gt;
|Musclestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces movement delay by 0.25*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* Makes you twitch, shiver and blink rapidly.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNK}}[[#PNK|PNK]]&lt;br /&gt;
|Painkilling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPP}}[[#HPP|HPP]]&lt;br /&gt;
|Hematopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPP}}[[#NPP|NPP]]&lt;br /&gt;
|Nephropeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNP}}[[#PNP|PNP]]&lt;br /&gt;
|Pneumopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCP}}[[#OCP|OCP]]&lt;br /&gt;
|Oculopeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
* Reduces the remaining duration of blurry vision and blindness by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDP}}[[#CDP|CDP]]&lt;br /&gt;
|Cardiopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Applies a lot of pain.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRP}}[[#NRP|NRP]]&lt;br /&gt;
|Neuropeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BNM}}[[#BNM|BNM]]&lt;br /&gt;
|Bonemending&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Mends broken bones one by one.&lt;br /&gt;
* The chest and groin take the longest, then head, then arms and legs, hands and feet are the fastest.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Breaks limbs randomly.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLX}}[[#FLX|FLX]]&lt;br /&gt;
|Fluxing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* With a 10*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Removes shrapnel and implants.&lt;br /&gt;
** Also deals 2*&amp;lt;POTENCY&amp;gt; burn damage to prosthetic limbs.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRC}}[[#NRC|NRC]]&lt;br /&gt;
|Neurocrygenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Stuns and knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;ONLY ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Increases the defib timer by 5 seconds *&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|APS}}[[#APS|APS]]&lt;br /&gt;
|Antiparasitic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Decreases the larva stage counter by &amp;lt;POTENCY&amp;gt;&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;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OGS}}[[#OGS|OGS]]&lt;br /&gt;
|Organstabilize&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Prevents the effects of organ damage. Does &#039;&#039;&#039;not&#039;&#039;&#039; actually repair the organs.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EGN}}[[#EGN|EGN]]&lt;br /&gt;
|Electrogenetic&lt;br /&gt;
|COMMON&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 4*&amp;lt;POTENCY&amp;gt; brute, burn and toxin damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DFB}}[[#DFB|DFB]]&lt;br /&gt;
|Defibrillating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;DEAD ONLY&#039;&#039;&#039;&lt;br /&gt;
** Removes oxygen damage.&lt;br /&gt;
** Tries to defib the body.&lt;br /&gt;
** Combine this with inaprov, painkillers and something that will heal the marine when he is revived.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HDN}}[[#HDN|HDN]]&lt;br /&gt;
|Hyperdensificating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Prevents bone fractures.&lt;br /&gt;
|&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRS}}[[#NRS|NRS]]&lt;br /&gt;
|Neuroshielding&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Applies the neurotoxin resistance effect.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AAD}}[[#AAD|AAD]]&lt;br /&gt;
|Antiaddictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;POTENCY&amp;gt;4&#039;&#039;&#039;&lt;br /&gt;
** Cures all addictions.&lt;br /&gt;
* &#039;&#039;&#039;Otherwise:&#039;&#039;&#039;&lt;br /&gt;
** Reduces withdrawal and addiction progression by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** When the addiction progression gets below the potency value, cures the addiction.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACG}}[[#TRF|TRF]]&lt;br /&gt;
|Transformative&lt;br /&gt;
|RARE IRRITANT&lt;br /&gt;
|&lt;br /&gt;
* Converts 0.75 * &amp;lt;POTENCY&amp;gt;  brute and 0.75 * &amp;lt;POTENCY&amp;gt; burn damage to 0.15 * &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Causes 0.375 * &amp;lt;POTENCY&amp;gt; toxin damage&lt;br /&gt;
|&lt;br /&gt;
* Causes 1.125 * &amp;lt;POTENCY&amp;gt; toxin damage&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FUL}}[[#FUL|FUL]]&lt;br /&gt;
|Fueling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Fueling Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXI}}[[#OXI|OXI]]&lt;br /&gt;
|Oxidizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Oxidizing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLW}}[[#FLW|FLW]]&lt;br /&gt;
|Flowing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Flowing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXP}}[[#EXP|EXP]]&lt;br /&gt;
|Explosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Explosive Effects}}&lt;br /&gt;
|&lt;br /&gt;
* Explodes if amount mixed is higher than OD level&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CSL}}[[#CSL|CSL]]&lt;br /&gt;
|Cardiostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Slightly reduces pain.&lt;br /&gt;
* Prevents you from taking oxygen damage due to crit.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Deals 0.5 heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AID}}[[#AID|AID]]&lt;br /&gt;
|Aiding&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* Confuses you.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXG}}[[#OXG|OXG]]&lt;br /&gt;
|Oxygenating&lt;br /&gt;
|DISABLED &amp;lt;!--y tho--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; [[Chemistry#lexorin|lexorin]] units.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACG}}[[#ACG|ACG]]&lt;br /&gt;
|Anticarcinogenic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CMB}}[[#CMB|CMB]]&lt;br /&gt;
|Cryometabolizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT DOES NOT WORK AT TEMPERATURES ABOVE 170K&#039;&#039;&#039;&lt;br /&gt;
** Boosts the effect of all other properties in the reagent by 0,5*&amp;lt;POTENCY&amp;gt; levels.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TMB}}[[#TMB|TMB]]&lt;br /&gt;
|Thanatometabolizing&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT ONLY WORKS ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Reagent now works on corpses. &amp;lt;!--I&#039;m almost sad that this clarification is probably needed.--&amp;gt;&lt;br /&gt;
** Caps the effectiveness of all other properties.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXT}}[[#EXT|EXT]]&lt;br /&gt;
|Excreting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all other reagents from the marine&#039;s body.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NTR}}[[#NTR|NTR]]&lt;br /&gt;
|Nutritious&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you less hungry.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|KTG}}[[#KTG|KTG]]&lt;br /&gt;
|Ketogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and all it&#039;s [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
* Makes you hungry.&lt;br /&gt;
|&lt;br /&gt;
* Makes you more hungry.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NIH}}[[#NIH|NIH]]&lt;br /&gt;
|Neuroinhibiting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]].&#039;&#039;&#039;&lt;br /&gt;
* Applies near-sightedness.&lt;br /&gt;
* If potency is over 1, applies blindness.&lt;br /&gt;
* If potency is over 2, applies deafness.&lt;br /&gt;
* If potency is over 3, applies muteness.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Makes you nervous.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AOL}}[[#AOL|AOL]]&lt;br /&gt;
|Alcoholic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]]&#039;&#039;&#039;&lt;br /&gt;
* Makes you drunk. Confusion, sleepyness, etc. All chems that have this are [[Drinks#Alcoholic|subtypes]] of [[Chemistry#ethanol|ethanol]], which also has snowflake code for this. Therefore the effect is way stronger than it should be.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Makes you more drunk.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HLG}}[[#HLG|HLG]]&lt;br /&gt;
|Hallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* If potency &amp;gt; 2&lt;br /&gt;
** Makes you hallucinate.&lt;br /&gt;
** Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* Increases the potency of the previous effects.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RLX}}[[#RLX|RLX]]&lt;br /&gt;
|Relaxing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Has a 15*&amp;lt;POTENCY&amp;gt;% chance to knock you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPR}}[[#HPR|HPR]]&lt;br /&gt;
|Hyperthermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* If potency&amp;gt;2: applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPO}}[[#HPO|HPO]]&lt;br /&gt;
|Hypothermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Decreases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BLD}}[[#BLD|BLD]]&lt;br /&gt;
|Balding&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Liquid baldness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLF}}[[#FLF|FLF]]&lt;br /&gt;
|Fluffing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* More hair.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance of taking &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ALG}}[[#ALG|ALG]]&lt;br /&gt;
|Allergenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EPH}}[[#EPH|EPH]]&lt;br /&gt;
|Euphoric&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you giggle, laugh, smile, etc.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance to *collapse&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EME}}[[#EME|EME]]&lt;br /&gt;
|Emetic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;AMOUNT&amp;gt;*&amp;lt;POTENCY&amp;gt;% chance of vomiting.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PST}}[[#PST|PST]]&lt;br /&gt;
|Psychostimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about feeling more focused.&lt;br /&gt;
* Reduces confusion.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AHL}}[[#AHL|AHL]]&lt;br /&gt;
|Antihallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 5 units of [[Chemistry#spacedrugs|space drugs]] and [[Chemistry#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Reduces remaining duration of hallucinations by 10*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMB}}[[#OMB|OMB]]&lt;br /&gt;
|Hypometabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Sets the reagent&#039;s metabolism to &amp;lt;METABOLISM&amp;gt;/(1+0,35*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|SDT}}[[#SDT|SDT]]&lt;br /&gt;
|Sedative&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HTR}}[[#HTR|HTR]]&lt;br /&gt;
|Hyperthrottling&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Slows you by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Lets you speak every language.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|VIS}}[[#VIS|VIS]]&lt;br /&gt;
|Viscous&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* -0,025*&amp;lt;POTENCY&amp;gt; fire radius modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TSL}}[[#TSL|TSL]]&lt;br /&gt;
|Thermostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Tries to get your temperature to 310K.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FCS}}[[#FCS|FCS]]&lt;br /&gt;
|Focusing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and [[Drinks#Alcoholic|various subtypes]].&lt;br /&gt;
* Reduces stuttering, confusion, sleepyness, etc.&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNK}}[[#UNK|UNK]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Used for chems that have weird special snowflake coded effects to give them OD effects.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPX}}[[#HPX|HPX]]&lt;br /&gt;
|Hypoxemic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TOX}}[[#TOX|TOX]]&lt;br /&gt;
|Toxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRS}}[[#CRS|CRS]]&lt;br /&gt;
|Corrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BCD}}[[#BCD|BCD]]&lt;br /&gt;
|Biocidic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage. &lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNG}}[[#PNG|PNG]]&lt;br /&gt;
|Paining&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Applies 0,5*&amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
|&lt;br /&gt;
* Applies &amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HML}}[[#HML|HML]]&lt;br /&gt;
|Hemolytic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 4*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
|&lt;br /&gt;
* Removes 8*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Increases move delay by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt;% oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMR}}[[#HMR|HMR]]&lt;br /&gt;
|Hemmorrhaging&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt; chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
** Makes you cough up blood.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; damage to a random organ.&lt;br /&gt;
|&lt;br /&gt;
* 20*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRG}}[[#CRG|CRG]]&lt;br /&gt;
|Carcinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPT}}[[#HPT|HPT]]&lt;br /&gt;
|Hepatotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPT}}[[#NPT|NPT]]&lt;br /&gt;
|Nephrotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNT}}[[#PNT|PNT]]&lt;br /&gt;
|Pneumotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCT}}[[#OCT|OCT]]&lt;br /&gt;
|Oculotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts blindness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDT}}[[#CDT|CDT]]&lt;br /&gt;
|Cardiotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRT}}[[#NRT|NRT]]&lt;br /&gt;
|Neurotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 1,75*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Slowly inficts drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* 15*&amp;lt;POTENCY&amp;gt;% chance to apply neuro.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EMB}}[[#EMB|EMB]]&lt;br /&gt;
|Hypermetabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Changes the chem&#039;s metabolism according to the following formula: &amp;lt;BASE_METABOLISM&amp;gt;*(1+0,25*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ADT}}[[#ADT|ADT]]&lt;br /&gt;
|Addictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to the chem. Addictions cause hallucinations, slows, stuns, organ damage and take HOURS to go away.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HST}}[[#HST|HST]]&lt;br /&gt;
|Hemositic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Consumes 5*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 1.&lt;br /&gt;
|&lt;br /&gt;
* Consumes 10*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|}&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BST}}[[#BST|BST]]&lt;br /&gt;
|Boosting&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Increases the level of all other properties by 1 for every level of itself.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REG}}[[#REG|REG]]&lt;br /&gt;
|Regulating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* Prevents OD.&lt;br /&gt;
|&lt;br /&gt;
* Prevents crit OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Hypergenetic&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DDI}}[[#DDI|DDI]]&lt;br /&gt;
|DNA disintegrating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Deals 10*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
* WY wants this an awful lot, even considering how deadly it is. &amp;lt;!--No precise instructions.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CIP}}[[#CIP|CIP]]&lt;br /&gt;
|Ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* What every researcher wants to accomplish.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|PCI}}[[#PCI|PCI]]&lt;br /&gt;
|Pred ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|XMB}}[[#XMB|XMB]]&lt;br /&gt;
|Crossmetabolizing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is less than 2 this only works on preds.&lt;br /&gt;
* Otherwise works on both preds and humans.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MYO}}[[#MYO|MYO]]&lt;br /&gt;
|Embryonic&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Larva infection.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Transfroming&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with an otherwise incredibly hard to obtain disease.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAV}}[[#RAV|RAV]]&lt;br /&gt;
|Ravening&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with black goo (the zombie virus).&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CUR}}[[#CUR|CUR]]&lt;br /&gt;
|Curing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is 2 or more, cures diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMN}}[[#OMN|OMN]]&lt;br /&gt;
|Omnipotent&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all subtypes of [[Chemistry#generictoxin|generic toxin]].&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Sets all other damage types to 0.&lt;br /&gt;
* Removes all status effects.&lt;br /&gt;
* Cures all diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAD}}[[#RAD|RAD]]&lt;br /&gt;
|Radius&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel range by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire radius for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|INT}}[[#INT|INT]]&lt;br /&gt;
|Intensity&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel intensity by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire intensity for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DUR}}[[#DUR|DUR]]&lt;br /&gt;
|Duration&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel duration by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire duration for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PTR}}[[#PTR|PTR]]&lt;br /&gt;
|Fire penetrating&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Makes fire pierce fire immunity.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical&#039;s properties, given enough clearance.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
==Chemical Distribution==&lt;br /&gt;
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO&#039;s approval before performing mass distribution, because if an accident happens it will be &#039;&#039;your&#039;&#039; medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It&#039;s an efficient way to store a lot of chemical volume, but that&#039;s the only upside, really.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_harness.png|64px]]|| ACID Harness || &#039;&#039;&#039;A&#039;&#039;&#039;utomated &#039;&#039;&#039;C&#039;&#039;&#039;hemical &#039;&#039;&#039;I&#039;&#039;&#039;ntegrated &#039;&#039;&#039;D&#039;&#039;&#039;elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple of harnesses will be available in the test lab, but if you need more then you can one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.C.I.D. Core Configuration&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Config&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Type&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user&#039;s condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Threshold || Setting || How much damage must be present in any &#039;&#039;damage type&#039;&#039; configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.&lt;br /&gt;
|-&lt;br /&gt;
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Damage || External brute damage.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Damage || External burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || Damage || Internal toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || Damage || Internal oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || Damage || Genetic cell damage.&lt;br /&gt;
|-&lt;br /&gt;
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Condition || Whether or not the user is bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Internal || Condition || Whether or not the user has internal bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Bloodloss || Condition || Whether or not the user has less than 40% blood.&lt;br /&gt;
|-&lt;br /&gt;
| Fracture || Condition || Whether or not the user has a bone fracture.&lt;br /&gt;
|-&lt;br /&gt;
| Splinted || Condition || Whether or not the user is wearing a splint.&lt;br /&gt;
|-&lt;br /&gt;
| Organ damage || Condition || Whether or not an organ has 10 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Organ failure || Condition || Whether or not an organ has 30 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Death || Condition || Whether or not the user is currently dead.&lt;br /&gt;
|-&lt;br /&gt;
| Defibrillation || Condition || Whether or not the user has just been defibrillated.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.&lt;br /&gt;
|-&lt;br /&gt;
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Object || Condition || Whether or not the user contain a foreign object.&lt;br /&gt;
|-&lt;br /&gt;
| Optimal || Vitals || User is 100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Nominal || Vitals || User is between 80-100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Low || Vitals || User is between 40-80% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || Vitals || User is between 10-40% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Critical || Vitals || User is between -10-10% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Emergency || Vitals || User is less than -10% healthy, but not dead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alien Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each alien will have two or more unique liquids/blood samples to collect. To analyze alienblood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Blood properties: ====&lt;br /&gt;
* Acidic Blood - Deals 3 burn damage.&lt;br /&gt;
* Dark Acidic Blood - Deals 6 burn damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - Deals 4 brute damage, &#039;&#039;&#039;makes you faster&#039;&#039;&#039;.&lt;br /&gt;
* Chitin Plasma - &#039;&#039;&#039;Prevents fractures.&#039;&#039;&#039;&lt;br /&gt;
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.&lt;br /&gt;
* Anti-Neurotoxin - &#039;&#039;&#039;Neuro-Shielding Level 1, Level 2 make marines immune to Queen spit.&#039;&#039;&#039;&lt;br /&gt;
* Purple Plasma - Deals 2 brute damage.&lt;br /&gt;
* Egg Plasma - Infects with Xeno larva, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
* Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
You will need the Marines&#039; assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.&lt;br /&gt;
&lt;br /&gt;
The better solution is making &#039;&#039;&#039;Corrupted Hive&#039;&#039;&#039;. These are &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; friendly Xenos that can be used to help in combat and ship security.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
* Clearance Level 5X&lt;br /&gt;
* Egg plasma - extracted from Xeno eggs&lt;br /&gt;
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)&lt;br /&gt;
&lt;br /&gt;
==== Let&#039;s Start Making Xenos ====&lt;br /&gt;
* Make sure you have Level 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator called Cyphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc.&lt;br /&gt;
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process.&lt;br /&gt;
* Infect monkey with egg or Egg plasma.&lt;br /&gt;
* Inject 5 units of modified Royal Plasma, before larva hatches.&lt;br /&gt;
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.&lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&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:100;&amp;quot;|&#039;&#039;&#039;Machine:&#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; 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;Items&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:100;&amp;quot;|&#039;&#039;&#039;Item:&#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; 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&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:100;&amp;quot;|&#039;&#039;&#039;Subject:&#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; 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;
&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;
==Your Skillset==&lt;br /&gt;
[[File:Researcher_skill_set.png]]&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;
= 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>Kivts</name></author>
	</entry>
</feed>