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|rank = N/A
|rank = N/A
|superior = [[Commanding Officer]], the Human crew
|superior = [[Commanding Officer]], the Human crew
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&fid=5 Synthetic Whitelist].
|duties = Assist the acting Commander and Marine forces to the best of your abilities.  
|duties = Assist the acting Commander and Marine forces to the best of your abilities.  
|guides = This one
|guides = This one

Revision as of 13:45, 7 May 2020

SYNTHETIC
Synth.png
Synthetic
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:
|__________|
Your primary job is to support and assist all USCM Departments and Personnel on-board.
In addition, being a Synthetic gives you knowledge in every field and specialization possible on-board the ship.
|__________|


"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.


Surplus Vendor.png Automated Closet Surplus Vendor.png

Uniform: Description:
Medical Scrubs Green.png

Medical Scrubs, Green

Standard-issue green medical scrubs.
Old Synthetic Uniform.png

Old Synthetic Uniform

The previous standard-issue synthetic uniform.
Synthetic Uniform.png

Synthetic Uniform

Standard-issue synthetic uniform.
Jumpsuit.png

USCM Marine Uniform

A standard-issue Marine uniform, normally only worn by USCM combat personnel.
JoeUniform.png

Working Joe Uniform

A cheap uniform made for Synthetic labor.
Webbings: Description:
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Brown webbing vest.png

Brown Webbing

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
Shoes: Description:
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
White Shoes.png

White Shoes

Comfortable white shoes.
Helmets: Description:
Expedition cap.png

Expedition Cap

It's a cap, with flaps. ALMAYER reads across a patch stitched to the front.
Hard Hat.png

Hard Hat

A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.
Green Surgical Cap.png

Green Surgical Cap

Used to keep hair out of your patient during a surgical operation.
Welding Helmet.png

Welding Helmet

Flips down to protect the user from damaging their eyes when welding.
Suits: Description:
Hazard Vest.png

Hazard Vest

Standard issue engineering hazard vest.
Labcoat.png

Labcoat

Standard issue medical labcoat.
Researchers Labcoat.png

Researchers Labcoat

A labcoat designed for researchers in scientific fields.
Gloves: Description:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
Latex Gloves.png

Latex Gloves

Helps protect against causing infections when performing surgery.
Backpacks: Description:
Synthpack.png

S-V42 prototype smartpack

A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.

Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.

Belts: Description:
M276 Pattern Toolbelt Rig.png

M276 Pattern Toolbelt Rig

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.
M276 pattern lifesaver bag.png

M276 Pattern Lifesaver Bag

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.
M276 pattern medical storage rig.png

M276 Pattern Medical Storage Rig

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, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.
Pouch: Description:
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.
Const-pouch.png

Construction Pouch

A pouch designed to holster construction materials.
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping.
Electronics-pouch.png

Electronics Pouch

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.

Circuitboard.png

Circuitboards

Powercell.png

Powercells

Aid-pouch.png

First-Aid Pouch

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Flare-pouch.png

Flare Pouch

Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
Medic-pouch.png

Medical Pouch

Large pouch able to hold a wide array of medical supplies.
Medkit-pouch.png

Medkit Pouch

Special issue pouch, able to hold a medkit.
Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools.
Mask: Description:
Sterile mask.png
Sterile Mask
A mask designed to help prevent the spread of diseases.

ColMarTech Automated Equipment Rack.png Automated Equipment Rack ColMarTech Automated Equipment Rack.png

Note: You have 45 points to spend on equipment for the operation
Engineering Supplies: Description:
Circuitboard.png
Airlock Electronics
Cost:2 Points
Used in the construction or maintenance of a door.
Entrenching Tool Unfolded.png
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.
Powercell.png
High Capacity Power Cell
Cost:3 Points
Used for powering various devices that require power. 10,000W.
Lightreplacer.png
Light Replacer
Can be used to instantly replace broken lights with fresh new ones. Limited charges.
Metal.png
Metal x10
Cost: 5 Points
Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items.
Multitool.png
Security Access Tuner
Cost:4 Points
Used to hack doors/vendors along with disabling mines.
Plasteel.png
Plasteel x10
Cost:7 Points
A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades.
Circuitboard.png
Power Control Module
Cost:2 Points
Used in the construction or maintenance of Area Power Networks (APC).
Sandbag Empty.png
Sandbags x25
Cost:10 Points
Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.
Goggles.png
Welding Glasses
Costs:4 Points
Standard issue engineering welding glasses. Wear on eyes for best effect.
Welder.gifIndustrial Blowtorch
Costs:5 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:
Advburnkit.png
Adv Burn Kit
Costs:2 Points
Used to treat moderate to high burn damage.
Advtraumakit.png
Adv Trauma Kit
Costs:2 Points
Used to treat moderate to high brute damage. Also treats mild infections.
Advanced first-aid kit.png
Advanced First Aid Kit
Costs:12 Points
Advanced first aid kit with more complicated medical supplies.
First-aid kit.png
First Aid Kit
Costs:6 Points
Basic first aid kit with basic medical supplies.
Med Evac Stretcher.png
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.
Splint.png
Medical Splints
Costs:1 Point
Used to hold that broken/fractured bone of yours in place so you don't die.
RollerBed.png
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.
StasisBag.png
Stasis Bag
Costs:6 Points
Used to store critically injured patients.
PillBottle.png
Pillbottle
Costs:5 Points each
Can vend a pill bottle (16 pills) filled with any one of the following chemicals.
  • Bicaridine
  • Dexalin
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Peridaxon
  • Quickclot
  • Tramadol
Bicaridine.png
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.
  • Bicaridine
  • Dexalin+
  • Epinephrine
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Oxycodone Costs:2 points
  • Quickclot
  • Tramadol
  • Tricord
Defibrillator.png
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.

Healthanalyzer.png
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.
MedicHud.png
Medical HUD Glasses
Costs:4 Points
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 green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.
Other supplies: Description:
Flashlight.png
Flashlight
Costs:1 Point
It's a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.
Motion Detector.gif
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 a xenomorph 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.
Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Whistle.png
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.
Space Cleaner.png
Space Cleaner
Costs:5 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.

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)

First Gen Synth.png1st Generation SkillsetFirst Gen Synth.png

G1SynSkills.jpg

Synth.png2nd Generation and 3rd Generation SkillsetsSynth.png

G2SynthSkillsRevised.jpg

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