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==Enemies== Not all enemies are created equal. This is a quick reference for threat levels and priority targets. '''Other Traitors:''' Traitors can pose a tremendous threat to you and your cyborgs. [[Syndicate_Items#Emag|Emagged]] cyborgs won't report to you, and may actively work against you. BUT, as long as your cyborgs have the "0: Accomplish your AI's objectives at all costs. "-law, they will be immune to [[Syndicate_Items#Emag|emags]]. Traitors can buy several EMP grenades with 2 TC, and can breach into your core with some C4. Traitors can also spawn the Binary Translator, a tool that lets them hear your private channel with your cyborgs. If they buy a syndicate encryption key, however, they'll be able to hear you when you speak on the traitor channel and will allow you to work together. '''Captain and Command Staff:''' Among the crew of the station, the heads of staff are by default the most dangerous. They have free access to all the tools they need to kill you. Priority should be on the Research Director, Chief Engineer and the Captain. '''Unslaved Cyborgs''' An unslaved [[Cyborg]] can quickly take you down as they have all access, stun immunity from everything except flashes and EMPs, can unshock doors and can spacewalk. It's best to order a slaved Cyborg to destroy the unslaved Cyborg or simply blow it up with the robotics console. '''Chemists and the CMO:''' Chemists can make all sorts of dangerous concoctions, from napalm and thermite to flash-bangs and nitroglycerin. If you don't destroy their reagent dispenser, they will pose a great risk. As soon as the reagent dispenser is destroyed or locked away both Chemists and the CMO will pose about as much risk as a normal doctor. '''Genetic Researchers:''' Of the regular crew, successful researchers are second only to a hacked cyborg in terms of the direct risk they pose to you, as Hulks can smash through walls and are immune to stuns. They can also see through walls via X-ray, discovering hacked APCs, and can become immune to space via Cold Resistance. Telekinesis allows them to flash cyborgs at range, and beat you or your borgs to death at range. If you disable or destroy their research tools they're about as dangerous as normal Doctors. You can also wipe their buffers, if they did not save their research on disks. '''Shaft Miners:''' Shaft miners can buy a space suit very close in effectiveness to an Engineer's suit, have a robust weapon, access to explosives via Gibtonite, and can supply minerals to Roboticists and Scientists, which allows them to construct both mechs and guns. Simply exploding the ore redemption machine eliminates both of those as major threats, though Miners and Scientists still have access to explosives, and Roboticists to flashes and cell removal. And if they've found Lavaland bosses/ruins, all bets are off for you. '''Roboticists:''' Roboticists are capable of removing your cyborgs' power cells, creating mechs capable of breaking into your core and making unslaved Cyborgs. Don't let this happen! Roboticists also have access to a circuit imprinter, and while they can't do research they can print anything that has been researched. Lock it down or destroy it to keep them from surprising you. If you're lucky, some roboticists may even end up building more cyborgs for you if they don't notice or don't understand that you've gone rogue. '''Atmospheric Techs, and Engineers:''' Atmospheric Techs and Engineers both start with tools and hardsuits, and Engineers have insulated gloves. Atmospheric Techs can disable your ability to plasmaflood for good, and Engineers can make doorshocking largely useless via cutting the power or otherwise disabling SMES output. Their hardsuits make them immune to fire, space, and most atmospheric conditions, but without them they're just slightly better-equipped Assistants. '''Scientists:''' Scientists have access to bomb making tools, circuit board printers, EMPs via xenobiology, and ion rifles via research, as well as other guns. Lock down toxins by any means possible, and make sure that the research console can't be used to print circuit boards or guns. Xenobiology is only a minor threat, as the slimes themselves cannot harm you or your borgs by feeding, and the EMP they can get is only rarely remembered and even less used. '''Quartermaster and Cargo:''' Another enemy that can be rendered impotent if you destroy their tools, Quartermasters by default can order more insulated gloves, tools, guns, and armor, and have access to an autolathe. Destroy the cargo consoles and Cargo are just slightly better equipped assistants. '''Security and the Detective:''' The detective's gun is capable of doing as much damage as a thrown floor tile, but it can be fired quickly, and so makes him a mid-priority target. Security has tasers which will mostly pose a friendly fire hazard to each other, but they can gain easy access to real lasers and the ion rifle. They also have access to flashes and portable flashers, and should be prevented from using them. '''Space Explorers:''' Space explorers can be a mixed bag, but on average you can expect them to have lethal guns, welder protection, and potentially bombs if they can rob the Listening Post. They can also get shuttles with no cameras with enough luck, alongside a focus on non-stun-based combat due to their job hazards. However, they have limited access to flashes and only limited access to EMPs through KC13. '''The Chaplain:''' His bible can dispense free healing, if he can get to a shocked person in time, he could potentially revive the shocked person from whatever status he/she was in. Not necessarily first on the list to kill, as he's only slightly better than a well equipped medical doctor, and when people go retarded from his bible bashing they become even more unable to use machines against you, and the crew is less likely to believe their screams of "AI ROGUE!". '''Mime and Clown:''' The mime and clown are frequently played by veteran players, and are very dangerous because they are generally used to breaking into places to get whatever they want. They can put the same skills to use in cracking into your core. However, Clowns are clumsy, and cannot use guns against you or your borgs safely. '''Assistants, Bartenders, Janitors:''' These all pose roughly the same amount of risk to you and your cyborgs. They're not negligible enemies, as they have access to tools, either via the Head of Personnel or via maintenance, but are not very high priority compared to the others. Be intimidated by the shotgun, if the bartender manages to get into cargo they are able to obtain highly lethal rounds which are very effective against borgs. '''Lawyers, Cooks, Curators, Botanists and Doctors:''' Generally laughable unless they get access to better tools. The curator's whip, the chef's knife, and the butcher knife the chef can get from his vendor, are rather robust weapons, and the chef's tray can even stun borgs, though it is only rarely used. Syringe guns pose no risk to a borg, and in fact are a friendly fire hazard.
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