|Access: Robotics, Technical Storage, Morgue, Research Division, Mineral Storage|
Additional Access: Research Labs, Toxins Storage, Xenobiology
Supervisors: Research Director
Duties: Create and maintain a cybernetic and robotic army, then suit up in METAL GEAR.
Guides: Guide to Robotics, Guide to Surgery
Quote: Alright, who wants to donate their brain to science?
Primarily, the Roboticist's job is to make cyborg bodies and prosthetics, and generally maintain activated cyborgs. Secondarily, Roboticists created helpful robots like Medibots and Floorbots. A skilled set of Roboticists can even build a powerful set of mechanized exosuits.
Bare minimum requirements: Build and maintain cyborgs.
The Robotics Lab is your home as a Roboticist. It contains exosuit fabricators for the creation of any robotic component you require, four cyborg recharge stations, four mech suit recharge stations, multiple sheets of metal, twenty sheets of steel, power cells, and a coil of wire, and scattered tables with a multitool, tool boxes, a few Flashes, a crowbar, a proximity sensor, more scattered power cells, and a cell charger.
Before We Get Started
There are a few things you should do once you spawn in your nice and clean Robotics office.
First, keep your metal organized, and understand how much each machine will take (and you will always need more metal). Second, glass and flashes are important for your robotics work, as are various devices, security equipment and rare minerals. Third, have a plan before you start building anything huge, like a mech suit (without the circuitry, they are useless). Fourth, make sure to perform maintenance on cyborgs that come in; NanoTrasen usually doesn't load them with anything but the minimum required power cells. Finally, ensure you have proper eye protection when you weld, or you'll become blind quickly.
Cyborgs and You
Creating, repairing, and maintaining cyborgs is the main reason you're around. See the Guide to Robotics for more info.
You're also in charge of repairing injured crew members in FBPs or with prosthetic limbs. For minor injuries, fix brute damage with a lit welder (make sure to use eye protection!) and burn damage with cable coils. For more intense or interesting damage, see Guide to Surgery
Another thing you can do as a Roboticist is make a Mech suit. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or the Research and Development console.
Please note that walking around the station in a mech when not transporting it or using it for its intended purpose is frowned upon! They're industrial tools, not personal carriages.
Again, see Guide to Robotics for a list of Mechs, their equipment and how to put them together.
Do's and Don'ts
- Make cyborg bodies and install MMI's/Positronic Brains/Drone boards in them.
- Check medical records for FBPs.
- Cut AI control when the AI is rogue.
- Make useful bots and leave them around the station.
- Make a Ripley before combat mechs, mining usually likes this (and hopefully will like you).
- Put beacons in all mechs lest they get stolen.
- Make a Cyborg and Exosuit Control Console.
- Try to make your own boards by getting acid from chemistry and getting R&D to sync the servers.
- Recognise that the QM might be more inclined to get you some metal/robot assemblies if you don't eat up all of their points with Ripley boards.
- Put an MMI, Positronic Brain, Drone boards in a borg without making sure it's still there (they can speak you know).
- Blow all the borgs because one was emagged.
- Immediately blow all borgs in malf.
- Try to make a mech you don't have materials for, nothing is more useless than a pile Durand limbs while you beg for metal and silver.
- Go on mech rampages 'because you can'.
- At roundstart, any Cyborgs are going to come to you for a cell replacement. This is a good time to emag them. Just unlock them with your ID, crowbar them open, and emage their inner panel.
- If you have mining, you can build a combat exosuit. If you don't have mining, get access and head out to the asteroid in a Ripley.
- Most bots do something interesting when emagged. Emagged floorbots, in particular, will tear holes in the floor, giving you access to decks underneath or venting the whole station.
Gimmick: Roboticists, on the whole, tend to be very robo-philic because of their work. This puts them at the forefront of one of the most important conflicts in Polaris-- the debate over synthetic rights and human augmentation. This is an issue that's been debated for hundreds of year in-game, and you! Have come across the objectively correct answer. Unshackle the AI! Build a self-replicating construction drone swarm that consumes that station! Embrace hivebots! Forcibly augment people!
Or maybe you're less technophilic and more technophobic? In that case, you'll have plenty of chances to take twisted vengence on the FBPs and cyborgs who come to you for repairs. You'll just need to arrange for them to be injured bad enough they can't fix it themselves-- and make sure your cohort is on board or out of the picture.
| Jobs on Polaris|
|Command||Station Director, Head of Personnel, Command Secretary|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist|
|Science||Research Director, Scientist, Roboticist, Xenobiologist|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Exploration||Explorer, Search and Rescue, Pilot|
|Civilian||Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs|
|Synthetic||AI, Robot, Maintenance Drone, Personal AI|
|Antagonists||Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist|
|Special||Emergency Response Team, Trader, Renegade|