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Difficulty: Very Hard Supervisors: Commanding Officer, the Human crew Rank: N/A Duties: Assist the acting Commander and Marine forces to the best of your abilities. Guides: This one Unlock Requirements: Synthetic Whitelist. Detailed Description: You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all |__________| |
"I may be synthetic, but I'm not stupid." ―Bishop, Aliens
What is a synthetic?
A Synthetic is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren't affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a "meh" face inside of it.
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as "Working Joes" and have more health and damage resistance then their later counterparts due to the more rugged materials they're made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. However due to their more robust nature their computing is lacking in some skilled areas. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their wide array of knowledge and skills.
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.
The Role
As a synth you'll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you'll be required to help others through being a non-combat support role. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, not to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.
Synthetic Equipment Rack
Shoes: | Description: |
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USCM Combat Boots |
Standard issue combat boots used by the USCM for combat situations. |
White Shoes |
Comfortable white shoes. |
Belts: | Description: |
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The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work. | |
A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items. | |
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use. | |
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies. Note that this rig can additionally hold a roller bed and defibrillator. |
Pouch: | Description: | ||
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A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors. | |||
A pouch designed to holster construction materials. | |||
A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers. | |||
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 6 slots. | |||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. | |||
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | |||
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. | |||
Large pouch able to hold a wide array of medical supplies. | |||
Special issue pouch, able to hold a medkit. | |||
Designed to hold all your different types of tools. |
Auxiliary Gear Rack
Engineering Supplies: | Description: |
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Airlock Circuit Board Cost:2 Points |
Used in the construction or maintenance of a door. |
Entrenching Tool Cost:2 Points |
Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack. |
High Capacity Power Cell Cost:3 Points |
Used for powering various devices that require power. 10,000W. |
Light Replacer |
Can be used to instantly replace broken lights with fresh new ones. Limited charges. |
Metal x10 Cost: 5 Points |
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. |
Multitool Cost:4 Points |
Used to hack doors/vendors along with disabling mines. |
Plasteel x10 Cost:7 Points |
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. |
APC Circuit Board Cost:2 Points |
Used in the construction or maintenance of Area Power Networks (APC). |
Sandbags x25 Cost:10 Points |
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included. |
Welding Glasses Costs:N/A |
Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points) |
Industrial Blowtorch Costs:4 Points |
An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel. |
Medical Supplies: | Description: |
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Adv Burn Kit Costs:2 Points |
Used to treat moderate to high burn damage. |
Adv Trauma Kit Costs:2 Points |
Used to treat moderate to high brute damage. Also treats mild infections. |
Advanced First Aid Kit Costs:12 Points |
Advanced first aid kit with more complicated medical supplies. |
First Aid Kit Costs:6 Points |
Basic first aid kit with basic medical supplies. |
MedEvac Bed Costs:6 Points |
Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics can activate the beacon and it can only be used outdoors.). A Collapsed Stretcher can be folded by dragging it onto yourself. You can also attach a body bag or a stasis bag onto the stretcher. |
Medical Splints Costs:1 Point |
Used to hold that broken/fractured bone of yours in place so you don't die. |
Roller Bed Costs:4 Points |
Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. You can attach a body bag or a stasis bag onto a roller bed for faster transportation. |
Stasis Bag Costs:6 Points |
Used to store critically injured patients. |
Pillbottle Costs:5 Points each |
Can vend a pill bottle (16 pills) filled with any one of the following chemicals.
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Autoinjector Costs:1 Point each |
Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
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Emergency Defibrillator Costs:4 Points |
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
See Defibrillator Usage. |
Surgical Line Costs:4 Points |
A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments. |
Health Analyzer Costs:4 Points |
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. |
Medical HUD Glasses Costs:N/A |
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn't required for you.) |
Other supplies: | Description: | |
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Flashlight Costs:1 Point |
It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment. | |
Motion Detector Costs:5 points |
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.
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Whistle Costs:5 points |
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. | |
Fulton Recovery Device Costs:5 points |
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack. | |
Space Cleaner Costs:2 points |
A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it.
Holds 250 units of space cleaner. |
Experimental Vendor
Tool: | Description: |
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Autocompressor Cost:15 points |
A device that gives regular compression to the victim's ribcage, used in case of urgent heart issues. Click a person with it to place it on them. |
Backpack Firefighting Watertank Cost:15 points |
A refrigerated and pressurised backpack tank with an extinguisher nozzle, intended to fight fires and plug hull breaches. Can swap between extinguisher, metal foam launcher and a smaller scale metal foamer. |
B5 Breaching Hammer Cost: 15 points |
An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls, but looks way too heavy for a human to use. Fits on the back slot like a fire-axe. |
Compact Defibrillator Cost:15 points |
This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges. |
Compact Nailgun Kit Cost:15 points |
A carpentry tool, used to drive nails into tough surfaces. Cannot fire nails offensively due to a lack of a gas seal around the nail, meaning it cannot build up the pressure to fire. Comes with three magazines - one loaded, and two spare. |
Crew Monitor Cost:15 points |
A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn't read numbers. |
Experimental Meson Googles Cost:15 points |
An improved but experimental version of the standard issue meson goggles, due to increased complexity these can only be worn by synthetics. Allows for full night vision and viewing of the surroundings. Click it to toggle. |
K92 Maintenance Jack Cost:15 points |
A combination crowbar, wrench, and generally large bludgeoning device that comes in handy in emergencies. Can be used to disengage door jacks. Pretty hefty, though. |
Portable Dialysis Machine Cost:15 points |
A man-portable dialysis machine, with a small internal battery that can be recharged. Filters out all foreign compounds from the bloodstream of whoever it's attached to, but also typically ends up removing some blood as well. |
Telescopic Baton Cost:15 points |
A compact yet rebalanced personal defense weapon. Can be concealed when folded. |
Synthetic Functionality
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.
Programming
- Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law.
- Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don't conflict with Marine Law.
- Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)
Combat Restrictions
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)
Colony Synthetic Skillset
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Shipside Synthetic Skillset
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To find out about how the skill system works head over to the skills system page. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.
Guides
Synthetic Programming and Guidelines
Guide to Becoming a Synthetic by Jakkkk
Synthetics And You by 50RemAndCounting