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== There's No I In Team == Your official responsibility is to ensure that nobody does anything they shouldn’t. This means making sure the Geneticists don’t turn the Captain into a monkey, that Roboticists don’t kidnap and borg the Clown, that Xenobio doesn't spawn angry mobs everywhere, that R&D doesn't see what happens when they put two bags of holding together, and that Toxins does not destroy the Station. Do not try to stop Toxins from igniting itself; if they are stupid enough to set themselves on fire, no amount of shouting or threatening will stop them from doing so. As long as the fire is contained to Toxins, nobody gets hurt. Nobody important, anyway. === In Case of Wizard, Assume Brace Position === With a wizard on board, Science can often find itself in all sorts of trouble - There are several high-risk items inside your department that the magical intruder might be after, and beyond that, your very life could be in danger! In fact, it probably is, between fireballs, animated objects, and polymorphed xenomorphs. Try to ride out the storm until it's time to go home; or, if the Wizard is horribly incompetent (As is often the case), settle down for a long shift of relative quiet. If the wizard has EI NATH then you have to focus more on Robotics, and deal with borging the steady stream of brains into a robotic army. === No Nuclear Fire Today === Sometimes, groups of angry terrorists with spiffy red hardsuits and scary black borgs will board the station. They want to ruin your day, so make no mistakes and take no prisoners. It's pretty much a given that you'll be evacuating, so strap up on your favorite gear and get stuck in. Remember that two easy-access weapons of yours (The Telescopic Baton and Flamethrower) are both very effective against nuclear strike teams, being able to totally invalidate energy shields and swords. Just try not to get shot. === Computer Maintenance And You === In the event of AI damage or deactivation, there is a computer in your office which can be used to restore and repair its systems. Simply put an IntelliCard loaded with an AI into the console and start the process. The AI should be functional again at 50% integrity. This is a long process, but it is still usually better than having no AI at all. In addition, it is possible to build a new AI from the circuit also found in your office. Using plasteel and glass, it is constructed just like any other computer up until the human brain is inserted (only if you want a new AI, else you'll get an empty core you can transfer existing AIs into). Keep the existence of the human component hush-hush! It's a [[Backstory#Nanotrasen|trade secret]]! Please be aware that a freshly constructed [[AI]] comes with the default Asimov laws, unless you put a law circuit with a different lawset in during construction. === ROGUE AI – When the Spotlight Shines Your Way === The Robotics Control in your office will be your primary weapon against the deadly worldwide gangster communist frankenstein computer god! Using it, you can lock cyborgs as well as view their relevant stats: This includes charge, selected module, operational status, and arguably most importantly, their status as slaved or otherwise to the AI(s). An unslaved Cyborg almost always warrants investigation if you have not received a notice from Robotics about unslaving a borg! If you have reason to believe a cyborg is rogue, lock it down so you can find the cyborg and check its wiring. You can also deconstruct the borg frame in entirety to retrive and question the MMI, although whether or not it cooperates varies heavily. ====KNOW YOUR SILICON==== There are three types of rogue silicons that you should be familiar with. Each has a slew of different options regarding how you can deal with it. * Subverted: A traitor (Or unscrupulous Captain) has used either a Freeform module of a Hacked Law Module to upload a law (or several) that is dangerous to the crew ** Subverted AIs can be fixed very easily via using a Purge and Default board on an Upload Console. ** Subverted AIs cannot hack their cyborgs ** Subverted AIs can be downloaded to an Intellicard *Malfunctioning: The AI has an irremovable hacked law and the ability to hack APCs. It can access several special powers by spending it's CPU. ** Malfunctioning AIs cannot be fixed. They must be destroyed. They can and will shunt into a hacked APC before dying, requiring you to deconstruct the APC (ENTIRELY) to finish it off. ** Malfunctioning AIs can hack their cyborgs. === How To Tell A Traitor From A Disillusioned Doctor === A revolution is a bad time for both research and directing it - As such, you're in for a wild and dangerous ride where you will live as a robust freedom warrior or die the endless hordes of greyshirt commies. The sad reality is that you are extremely vulnerable, as you start in a department where dangerous things are easily put together, along with the fact that the high department population typically means there is a head revolutionary hidden somewhere inside. At the FIRST sign of danger, you need to be RD outski and get to Brig. This means: * People flashing each other * People following you around and not doing their job * People milling around in firesuits with flamethrowers You will either be one of the first to die (Along with the CMO) or the last in line, dragged kicking and screaming into the afterlife. Or, you will be a robust hero. The choice is yours. === AI Overpopulation: The Core Circuit And You === Whether to reduce the load on primary AI, circumvent AFKing players, increase your chances of survival during AI malfunction or just to increase information chaos, with this nifty AI Core circuit board found in your office and some additional components, you can [[Guide_to_construction#AI_Core|make a second, working AI]]. Be sure to place it near an intercom or radio and you now have two working AIs on the station.
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