<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ru">
	<id>https://bm.ss220.club/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Twixis</id>
	<title>SS220 BandaMarines - Вклад [ru]</title>
	<link rel="self" type="application/atom+xml" href="https://bm.ss220.club/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Twixis"/>
	<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php/%D0%A1%D0%BB%D1%83%D0%B6%D0%B5%D0%B1%D0%BD%D0%B0%D1%8F:%D0%92%D0%BA%D0%BB%D0%B0%D0%B4/Twixis"/>
	<updated>2026-04-19T08:23:44Z</updated>
	<subtitle>Вклад</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16110</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16110"/>
		<updated>2026-04-17T21:30:22Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
&lt;br /&gt;
Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
&lt;br /&gt;
Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
&lt;br /&gt;
При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
&lt;br /&gt;
==Самосохранение==&lt;br /&gt;
&lt;br /&gt;
За программу самосохранения игрок несет наибольшую ответственность за свои действия. Игрок должен самостоятельно принимать решение в игре о том, какие риски принимать, а какие избегать. Во многом это просто здравый смысл, например, если охотник Яутжа предупреждает вас, чтобы вы ушли прежде чем он вас убьет, то к этому предупреждению стоит прислушаться. Вот ещё несколько типичных примеров.&lt;br /&gt;
&lt;br /&gt;
Синтетик не может:&lt;br /&gt;
&lt;br /&gt;
* Блокировать своим телом ксеноморфов чтобы те умерли&lt;br /&gt;
* Вольно бегать и самостоятельно исследовать колонию&lt;br /&gt;
* Восстанавливать комуницакии/сенсорные вышки самостоятельно&lt;br /&gt;
* Жертвовать жизнью союзников ради спасения своей же (предлагать ксеноморфам раненых морпехов в обмен на проход)&lt;br /&gt;
Синтетик может:&lt;br /&gt;
&lt;br /&gt;
* Передвигатся по колонии в одиночку между ФОБом, безопасными зонами, зонами с присутствием морпехов и линией фронта&lt;br /&gt;
* Спасать морпеха от врага, если есть возможность убежать вместе с ним (в том числе вытаскивать его из лап ксеноморфа)&lt;br /&gt;
* Отказатся от выполнения приказа, который синт сочтет слишком опасным для себя&lt;br /&gt;
* Оставить союзника, если жизни синта угрожает непосредственная опасность&lt;br /&gt;
&lt;br /&gt;
==Снаряжение синтетика==&lt;br /&gt;
&lt;br /&gt;
 Что твое, то и мое.&lt;br /&gt;
&lt;br /&gt;
Если синтетику требуется какое-либо снаряжение из отдела, то он должен получить разрешение, прежде чем брать снаряжение. Например, можно просто зайти в отдел поставок и спросить у сотрудников, можно ли взять что-то из вендоров. Если руководитель/начальник отдела не отвечает или не дает однозначного отказа в разумные сроки, а рассматриваемый предмет имеет низкую ценность, синтетик может взять его для своих нужд.&lt;br /&gt;
&lt;br /&gt;
Примером этого может служить продвинутый набор для лечения травм, недорогого, легко доступного расходного предмета, который можно без труда заменить. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16109</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16109"/>
		<updated>2026-04-16T09:55:39Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
&lt;br /&gt;
Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
&lt;br /&gt;
Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
&lt;br /&gt;
При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
&lt;br /&gt;
==Самосохранение==&lt;br /&gt;
&lt;br /&gt;
За программу самосохранения игрок несет наибольшую ответственность за свои действия. Игрок должен самостоятельно принимать решение в игре о том, какие риски принимать, а какие избегать. Во многом это просто здравый смысл, например, если охотник Яутжа предупреждает вас, чтобы вы ушли прежде чем он вас убьет, то к этому предупреждению стоит прислушаться. Вот ещё несколько типичных примеров.&lt;br /&gt;
&lt;br /&gt;
Синтетик не может:&lt;br /&gt;
&lt;br /&gt;
* Блокировать своим телом ксеноморфов чтобы те умерли&lt;br /&gt;
* Вольно бегать и самостоятельно исследовать колонию&lt;br /&gt;
* Восстанавливать комуницакии/сенсорные вышки самостоятельно&lt;br /&gt;
* Жертвовать жизнью союзников ради спасения своей же (предлагать ксеноморфам раненых морпехов в обмен на проход)&lt;br /&gt;
Синтетик может:&lt;br /&gt;
&lt;br /&gt;
* Передвигатся по колонии в одиночку между ФОБом, безопасными зонами, зонами с присутствием морпехов и линией фронта&lt;br /&gt;
* Спасать морпеха от врага, если есть возможность убежать вместе с ним (в том числе вытаскивать его из лап ксеноморфа)&lt;br /&gt;
* Отказатся от выполнения приказа, который синт сочтет слишком опасным для себя&lt;br /&gt;
* Оставить союзника, если жизни синта угрожает непосредственная опасность&lt;br /&gt;
&lt;br /&gt;
==Снаряжение синтетика==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16108</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16108"/>
		<updated>2026-04-16T07:43:28Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
&lt;br /&gt;
Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
&lt;br /&gt;
Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
&lt;br /&gt;
При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
&lt;br /&gt;
==Самосохранение==&lt;br /&gt;
&lt;br /&gt;
За программу самосохранения игрок несет наибольшую ответственность за свои действия. Игрок должен самостоятельно принимать решение в игре о том, какие риски принимать, а какие избегать. Во многом это просто здравый смысл, например, если охотник Яутжа предупреждает вас, чтобы вы ушли прежде чем он вас убьет, то к этому предупреждению стоит прислушаться. Вот ещё несколько типичных примеров.&lt;br /&gt;
&lt;br /&gt;
Синтетик не может:&lt;br /&gt;
&lt;br /&gt;
* Блокировать своим телом ксеноморфов чтобы те умерли&lt;br /&gt;
* Вольно бегать и самостоятельно исследовать колонию&lt;br /&gt;
* Восстанавливать комуницакии/сенсорные вышки самостоятельно&lt;br /&gt;
* Жертвовать жизнью союзниками ради спасения своей же (предлагать ксеноморфам раненых морпехов в обмен на проход)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16105</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16105"/>
		<updated>2026-04-15T11:11:31Z</updated>

		<summary type="html">&lt;p&gt;Twixis: превод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
&lt;br /&gt;
Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
&lt;br /&gt;
Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
&lt;br /&gt;
При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
&lt;br /&gt;
==Самосохранение==&lt;br /&gt;
&lt;br /&gt;
За программу самосохранения игрок несет наибольшую ответственность за свои действия. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16103</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16103"/>
		<updated>2026-04-15T11:08:48Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Синтетики не должны тянуть ксеноморфов к морпехам/укреплениям или от них с целью убийства. Синтетик может оттянуть ксеноморфа на один-два тайла, чтобы вернуться в укрепление или помешать ему расплавить баррикады, если поблизости нет морпехов, способных его остановить. Синтетики должны стараться не допускать, чтобы морпехов захватывали и утаскивали враги, но не следует вступать в затяжные перетягивания, пытаясь спасти жизнь морпеха, если рядом нет других морпехов которые могли бы помочь.&lt;br /&gt;
&lt;br /&gt;
Систетик может рискнуть выйти за пределы установленной линии фронта в зоны, где видны тела погибших, однако вам, как игроку, следует принимать решения руководствуясь правилами самосохранения. Если вы погибнете при этом, к вам может быть применено наказание от совета за нарушение правила о самосохранении. Рекомендуется обратиться к коллегам из ККМП за помощью в спасении погибшего морпеха. К примеру, вы бросаетесь за стену из смолы или за угол, чтобы добежать до тела раньше морпехов, но попадаете в ловушку и оказываетесь заблокированными ксеноморфами.&lt;br /&gt;
&lt;br /&gt;
Если синтетик находится в одиночестве или в небольшой группе (2–3) во время перемещения между точками, возвращения с ранениями или патрулирования колонии, ему разрешается защищать себя и жизни других людей, при условии что помощь со стороны находящихся поблизости людей неэффективна или не может быть оказана вовремя. Во время защиты раненых любое агрессивное поведение в их личном пространстве будет рассматриваться как враждебное и повлечет за собой соответствующие меры, начиная с предупреждений. Однако синтетик не должен преследовать агрессора. Ваша цель должна заключаться в том, чтобы временно отбить атаку агрессора и остаться с морпехами, за исключением случаев, когда вам необходимо уйти, чтобы спасти свою жизнь, и попытаться вернуться позже.&lt;br /&gt;
&lt;br /&gt;
Преследование противника. Иногда, чтобы остановить вражескую атаку, приходится преследовать противника, в разумных пределах это вполне допустимо. Однако синтетик не должен преследовать врагов по всей колонии, так как это приводит к смене тактики с оборонительной на наступательную. Если противник пытается отступить, синтетик должен дать ему возможность это сделать, а затем вернуться к выполнению своих остальных обязанностей. В случае объявления кода Дельта синтетик может преследовать врагов по своему усмотрению, при условии, что в живых не осталось союзников, которым он мог бы оказать помощь. Например, в случае эвакуации морпехов вы можете действовать по своему усмотрению, пока не встретите живого союзника, которому следует оказать помощь.&lt;br /&gt;
&lt;br /&gt;
При удержании оборонительной позиции или базы враг может быть отогнан от ее периметра при любых обстоятельствах. Оборонительная позиция должна быть полностью закрыта, например, как укрепленный пункт на комуникациях колонии или ФОБ, а не полевые укрепления лишь с частичным покрытием. Синтетики могут вступать в бой и помогать отражать нападавших, но при этом не должны нарушать периметр или оставлять его без прикрытия. Цель здесь должна заключаться в том, чтобы избавиться от нападающего, а не убить его, если цель пытается уйти, вы можете преследовать её, но не за пределы укреплений. Преграждение пути к отходу собой также считается нарушением программы самосохранения. Если противник не предпринимает попыток уйти, синтетики могут убить цель.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16098</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16098"/>
		<updated>2026-04-15T08:20:11Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Синтетики всегда будут руководствоваться девизом ‘Стремясь к миру, будь готов к войне’. Синтетик должен стараться избегать конфликтов, но если его вынудят защищаться, он будет сопротивляться. В ходе масштабных боевых действий такое агрессивное поведение подавляется. Если синтетик находится непосредственно на передовой, законы самосохранения играют ключевую роль в предотвращении потери синтетика. Эти законы не позволяют синтетику активно атаковать вражеских бойцов, находясь на линии фронта. В это время синтетик должен уделять первоочередное внимание оказанию помощи раненым и вытаскиванию остальных в безопасное место. Они не должны активно нападать на вражеские войска или убивать их в ходе боевых действий на линии фронта. Синтетик также может использоваться для создания передовых укреплённых позиций и определения координат с помощью лазера.&lt;br /&gt;
&lt;br /&gt;
Лицехваты могут быть убиты, если находятся рядом с людьми. Синтетик не должен искать или выслеживать лицехватов, но указывать на них морпехам и убивать их, когда те пытаются заразить раненых и выведенных из строя это нормально. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16097</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16097"/>
		<updated>2026-04-15T07:58:06Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
Если угроза исходит от нечеловечека или враждебной фракции, такой как КОФ, Военный Закон на них не распространяется, поэтому синтетик может обезвредить их или даже убить, если это необходимо. Однако синтетики не способны выполнять активные боевые задачи и не будут выполнять приказы, связанные непосредственно с боевыми действиями, а это означает, что они не должны активно участвовать в боевых действиях, за исключением случаев, когда они находятся под непосредственной угрозой и действуют в целях самозащиты или защиты уязвимого персонала ККМП. Синтетики не должны выступать в роли бойцов или вспомогательных бойцов. Например, забрать что-то с вражеской базы или использовать светошумовые гранаты для оглушения вражеских бойцов на линии фронта, будет считаться нарушением.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16096</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16096"/>
		<updated>2026-04-14T21:30:28Z</updated>

		<summary type="html">&lt;p&gt;Twixis: {{Translation}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation}}&lt;br /&gt;
{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16095</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16095"/>
		<updated>2026-04-14T21:28:50Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Бой и Вы. Ограничения синтетика в бою==&lt;br /&gt;
&lt;br /&gt;
Синтетикам запрещено вести огонь не только из любого оружия, включая станковое (M56D и M2C) так и из косвенного вооружения, такого как CAS, миномет M402 и ОБ. Синтетики могут устанавливать турели, но только для защиты тыловых медицинских зон и локаций по типу ФОБа, использование турелей для поддержки наступления морпехов путем их размещения на передовых позициях будет считаться нарушением боевых ограничений. Синтетики ограничены в ведении боевых действий, однако они не возражают когда люди вредят или убивают других людей, при условии, что это соответствует Военному Закону. Если в рамках Военного Закона возникает угроза, они могут физически защитить себя или других невинных, нейтрализовав угрозу нелетальным способом.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16094</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16094"/>
		<updated>2026-04-14T20:46:34Z</updated>

		<summary type="html">&lt;p&gt;Twixis: wip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Twixis}}&lt;br /&gt;
=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA&amp;diff=16093</id>
		<title>Синтетик</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA&amp;diff=16093"/>
		<updated>2026-04-14T20:42:52Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Синтетик [[File:Synthetic icon.png]]&lt;br /&gt;
|difficulty = Очень сложно&lt;br /&gt;
|rank = Warrant Officer/Chief Warrant Officer&lt;br /&gt;
|superior = [[Командующий Офицер]], экипаж людей&lt;br /&gt;
|unlock = [https://forms.gle/gySdZooDLexyiGPM7 Белый список синтетиков]. [[Программирование_и_Руководство_Синтетиков|Правила синтетика]].&lt;br /&gt;
|duties = Оказывать помощь командиру и морским силам в максимальной степени.&lt;br /&gt;
|guides = Этот&lt;br /&gt;
|description = &lt;br /&gt;
Вы — синтетик! С вас спрашивается больше, и вы обязаны подчиняться не только Правилам сервера, но и Морскому праву,&amp;lt;br&amp;gt;&lt;br /&gt;
а также Правилам для синтетиков. Нарушение может привести к исключению из белого списка. Ваша главная задача — поддерживать&amp;lt;br&amp;gt;&lt;br /&gt;
и помогать всем подразделениям и сотрудникам КККМ на борту. Кроме того, синтетик обладает знаниями во всех областях и&amp;lt;br&amp;gt;&lt;br /&gt;
специализациях, существующих на корабле.&amp;lt;br&amp;gt;&lt;br /&gt;
Вы подчиняетесь действующему командиру. В особых случаях возможны исключения!&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Я может и синтетик, но не дурак.&amp;quot;&#039;&#039;&lt;br /&gt;
– Бишоп, &#039;&#039;Чужие&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Кто такие синтетики? ===&lt;br /&gt;
&#039;&#039;&#039;Синтетик&#039;&#039;&#039; — это биомеханическое существо, внешне и поведенчески имитирующее человека; однако, в отличие от людей, синтетики не подвержены эмоциям в процессе принятия решений. Это делает их особенно надежными в стрессовых и опасных ситуациях, таких как служба на военном корабле. В медицинском или ксено-интерфейсе синтетик отображается как серый прямоугольник с нейтральным лицом &amp;quot;meh&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Синтетики делятся на три поколения: Первое, Второе и Третье. Первое поколение — это так называемые &amp;quot;Рабочие Джо&amp;quot;. Они более устойчивы к урону и обладают повышенным здоровьем благодаря грубым материалам, из которых изготовлены, но в то же время медлительны и хуже изолированы. [[#1st_Generation_Skillset|Однако из-за примитивных вычислительных систем они не так компетентны в некоторых областях.]] Эти модели устарели и встречаются лишь на колониях.&lt;br /&gt;
&lt;br /&gt;
Второе поколение создается из более современных материалов, приближенных к человеческому облику. У них меньше защиты и здоровья, чем у первого поколения, но их главная сила — [[#2nd Generation and 3rd Generation Skillsets|широкие знания и навыки.]]&lt;br /&gt;
&lt;br /&gt;
Третье поколение похоже на второе по механике, но использует более совершенные синтетические материалы, благодаря чему выглядит еще более &amp;quot;по-человечески&amp;quot;, включая естественные оттенки кожи.&lt;br /&gt;
&lt;br /&gt;
=== Роль ===&lt;br /&gt;
Ваша роль как синтетика — быть небоевым поддерживающим персонажем. Вы не можете использовать огнестрельное оружие (винтовки, дробовики и т.п.). Однако для самообороны допустимы &#039;&#039;&#039;только&#039;&#039;&#039; ближнебойные средства. Вы можете защищать себя и невиновных, но не вступать в бой. Благодаря обширным знаниям синтетик может запросить у командира задание — например, помощь в отделе (обычно медицинском), либо сопровождение на планету для проведения операций в полевых условиях, ремонта укреплений или извлечения важных объектов. &#039;&#039;&#039;Вам нельзя вступать в бой.&#039;&#039;&#039; Защищать вас должны морпехи, а не наоборот.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Vendor Equipment Rack.png|64px]] Синтетическая стойка снаряжения [[File:Vendor Equipment Rack.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
&lt;br /&gt;
*To recharge the backpack, go up to an apc while wearing the backpack and click on the apc in grab intent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
!Charge Cost&lt;br /&gt;
|-&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|[[File:Protective Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Protective Form&#039;&#039;&#039;&lt;br /&gt;
|Reduces brute and burn damage taken by 80%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will be unable to attack whilst this ability is active.&#039;&#039;&#039;&lt;br /&gt;
|width=100| 50 Charge&lt;br /&gt;
 |-&lt;br /&gt;
 |width=100|[[File:Immobile Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Immobile Form&#039;&#039;&#039;&lt;br /&gt;
| Immobilses you so that you won&#039;t be pushed about.&lt;br /&gt;
|width=100| 20 Charge&lt;br /&gt;
|-&lt;br /&gt;
 |width=100|[[File:Repair Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Repair Form&#039;&#039;&#039;&lt;br /&gt;
| Repairs a moderate amount of sustained damage.&lt;br /&gt;
|width=100| 100 Charge &lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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 &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== [[File:Vendor Gear Rack (Auxiliary).png|64px]] Auxiliary Gear Rack [[File:Vendor Gear Rack (Auxiliary).png|64px]] ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medevac Stretcher (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | 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 &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Roller (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stasis Bag (Unfolded).png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs: 2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs: 2 points&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical_Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | 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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}} (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&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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&#039;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. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Vendor Circuit Board.png|64px]] Experimental Vendor [[File:Vendor Circuit Board.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation, via inserting the token from your equipment rack.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Experimental Tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Tool:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Autocompressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autocompressor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues. Click a person with it to place it on them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Backpack_Firefighting_Watertank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Backpack Firefighting Watertank&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding 5px;&amp;quot; |[[File:B5_Breaching_Hammer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;B5 Breaching Hammer&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact Defibrillator.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_Nailgun.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Nailgun Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew_monitor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crew Monitor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn&#039;t read numbers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_meson_googles.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Meson Googles&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Maintenance_Jack.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;K92 Maintenance Jack&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Portable Dialysis Machine.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Dialysis Machine&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |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&#039;s attached to, but also typically ends up removing some blood as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Telebaton.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Telescopic Baton&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A compact yet rebalanced personal defense weapon. Can be concealed when folded.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Функциональность синтетиков ===&lt;br /&gt;
Все синтетики значительно превосходят обычных людей по силе, скорости и долговечности. Это позволяет им работать в условиях и ситуациях, которые более враждебны, чем те, с которыми справляется большинство людей. Они иммунны к большинству атмосферных проблем, устойчивы к повреждениям и могут быть восстановлены до полной функциональности даже после потери головы, а также могут быть возвращены к жизни с помощью дефибриллятора. На практике синтетики ремонтируются так же, как синтетические конечности: с помощью горелки для устранения повреждений от ударов и кабельных катушек для устранения ожогов. Специального обучения не требуется, поэтому любой морпех может помочь. Потерянные конечности и разрушенные лица восстанавливаются с помощью замены конечностей и реконструкции лица, как при обычных человеческих операциях; однако анестезия на синтетиков не применяется.&lt;br /&gt;
&lt;br /&gt;
=== Программирование ===&lt;br /&gt;
* Синтетики обладают 100% пониманием и соблюдением Законов Морпехов, то есть они не могут нарушить законы морпехов.&lt;br /&gt;
* Синтетики программируются для подчинения всем приказам USCM, выданным командующим офицером, при условии, что эти приказы не противоречат Законам Морпехов.&lt;br /&gt;
* Синтетики могут понимать и говорить на любом языке, если находились в его окружении в течение короткого времени. (В игре это означает, что персонаж-синтетик будет медленно осваивать язык, например, медленно учась понимать, как общаются ксеносы.)&lt;br /&gt;
&lt;br /&gt;
=== Ограничения в бою ===&lt;br /&gt;
Синтетикам запрещено использовать оружие (механически они ограничены в этом). Однако они не против того, чтобы другие люди причиняли вред или убивали, если это соответствует Законам Морпехов. Если существует угроза в рамках Законов Морпехов, синтетик может физически защитить себя или других невинных, нейтрализуя угрозу (они могут поддерживать Закон Морпехов). Если угроза исходит от нечеловеческого существа или враждебной фракции, Законы Морпехов не применимы.&lt;br /&gt;
&lt;br /&gt;
=== [[File:First_Gen_Synth.png]] Навыки Колониальных Синтетиков [[File:First_Gen_Synth.png]] ===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc = 2&lt;br /&gt;
|melee = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|research = 1&lt;br /&gt;
|piloting = 1&lt;br /&gt;
|police = 2&lt;br /&gt;
|powerloader = 2&lt;br /&gt;
|vehicles = 2&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|domestic = 2&lt;br /&gt;
|intel = 1&lt;br /&gt;
|fireman = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Synth.png]] Навыки Синтетиков на корабле [[File:Synth.png]] ===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc = 5&lt;br /&gt;
|melee = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|endurance = 1&lt;br /&gt;
|engineering = 3&lt;br /&gt;
|construction = 3&lt;br /&gt;
|leadership = 2&lt;br /&gt;
|medical = 4&lt;br /&gt;
|surgery = 3&lt;br /&gt;
|research = 1&lt;br /&gt;
|piloting = 1&lt;br /&gt;
|police = 2&lt;br /&gt;
|powerloader = 2&lt;br /&gt;
|vehicles = 2&lt;br /&gt;
|jtac = 3&lt;br /&gt;
|domestic = 2&lt;br /&gt;
|intel = 2&lt;br /&gt;
|fireman = 5&lt;br /&gt;
|navigation = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Чтобы узнать, как работает система навыков, перейдите на страницу [http://cm-ss13.com/wiki/The_Skill_System системы навыков]. Единственное отличие между синтетиками второго и третьего поколения заключается в том, что третье поколение может использовать традиционные оттенки человеческой кожи.&lt;br /&gt;
&lt;br /&gt;
=== Руководства ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Программирование синтетиков и рекомендации]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Руководство по становлению синтетиком] от Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Синтетики и вы] от 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16048</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16048"/>
		<updated>2026-04-14T10:59:18Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП вы входите в цепь коммандования, однако это не дает вам права отдавать приказы ниже стоящим. Этот статус носит почетный характер и призван обеспечить синтетику уровень уважения, который будут проявлять к нему обычные морпехи. Тем не менее, потребности морпехов превосходят потребности синтетика и от вас ожидают, что вы будете принимать обоснованные просьбы от экипажа. Примером может служить воскрешение или спасение погибшего морпеха. При этом синтетик так же сохраняет за собой право отклонять такие просьбы, если он не в состоянии выполнить задачу, если есть более неотложные дела или если это противоречит программированию.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16010</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16010"/>
		<updated>2026-04-12T19:20:12Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Ваше программирование. Рекомендации и ожидания==&lt;br /&gt;
&lt;br /&gt;
Как синтетик ККМП, вы понимаете и соблюдаете Военный Закон на все 100%. Вы не можете нарушать Военный Закон. Синтетик обязан выполнять приказы командования ККМП, если это не противоречит Военному Закону. Будучи синтетиком, вы не стали бы подвергать сомнению законный приказ, отданный уполномоченным командным составом. Если приказ не является незаконным, не вытекает из халатности, не является абсурдным и не противоречит программированию, синтетик должен выполнить его без вопросов.&lt;br /&gt;
&lt;br /&gt;
Синтетики это очень способные помощники на борту кораблей ККМП. Ваша задача влиться в коллектив и облегчить жизнь экипажу. Помощь в выполнении заданий по снабжению, медицине, исследованиям, ОТ, инженерии, CIC или непосредственно на поле боя, все это варианты, которые вы, как привилегированные игроки из белого списка, можете использовать в ходе раунда. Однако вам следует помнить, что вы там для того, чтобы помогать, а не руководить каким-либо из этих отделов. Если только вы не получили соответствующую команду от командного состава, вы сами решаете, где оказывать помощь в раунде, исходя из того, где по вашему мнению, вы сможете быть полезны.&lt;br /&gt;
&lt;br /&gt;
Тем не менее, следует ожидать, что синтетик прервет выполнение текущей задачи в случае чрезвычайных ситуаций и когда жизнь члена экипажа находится под непосредственной угрозой. Примером может служить операция по спасению жизни. В случае непосредственной угрозы жизни членов экипажа синтетик вправе отложить выполнение или даже отказаться от выполнения менее важных приказов, отданных командованием, с целью спасения экипажа, при условии, что это не приведет к нарушению самосохранения или Военного Закона. Например, остаться для оказания медицинской помощи, пока отряд морпехов отступает, или попытаться воскресить погибших участников неудавшегося мятежа. Право на отсрочку и отказ в выполнении приказов следует использовать сдержанно и как правило, в отношении младших офицеров, таких как офицеры штаба, разведки или пилоты.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16009</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16009"/>
		<updated>2026-04-11T11:17:02Z</updated>

		<summary type="html">&lt;p&gt;Twixis: перевод 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 Мне больше нравится “Искусственный человек”. - Бишоп&lt;br /&gt;
&lt;br /&gt;
Синтетик это ролевой персонаж, однако необходимо установить правила, чтобы обеспечить соответствие  роли Синтетика стандартам и атмосфере ролевой игры, которую стремится создать CM-SS13. Это правила, которые должны соблюдать все игроки играющие на синтетиках. Здесь приведены как прямые правила, так и рекомендации по правильным действиям в определенных ситуациях. Хотя сценарии не всегда требуют строгого следования инструкциям, общие правила ни в коем случае не должны нарушаться, и их нарушение поставит ваш белый список под угрозу.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Самосохранение превыше всего. Не предпринимайте никаких действий, которые могут поставить под угрозу ваше выживание. Самосохранение включает в себя использование любых средств для выхода из опасной ситуации, а также отказ от рискованных действий при серьезных повреждениях.&lt;br /&gt;
# Перед тем как забирать из отделения важные/ограниченные предметы, всегда обращайтесь к сотрудникам соответствующего отдела. Синтетик может забрать предмет, если на корабле нет сотрудников этого отдела. Забирать предметы без разрешения следует только в чрезвычайных ситуациях и после угона одного из челноков Алмаера.&lt;br /&gt;
# Строго соблюдайте законы (т.е. Военный Закон за синтетика ОА или ККМП) вашей фракции, не причиняйте вреда членам фракции.&lt;br /&gt;
# Не игнорируйте законные приказы командного состава. Незаконные приказы не действительны и не должны выполнятся, небрежные/неэффективные приказы могут быть отклонены.&lt;br /&gt;
# Не вызывайте враждебность у членов вашей фракции и не оскорбляйте их. Шутливые замечания, дружеское подшучивание и объективные высказывания это нормально, а вот прямые оскорбления нет.&lt;br /&gt;
# В случае вступления в бой вы обязаны обеспечить отход от угрозы или ее нейтрализацию. Вы можете принять меры для предотвращения её возвращения, осуществляя ограниченное преследование, но только при условии, что это делается с целью содействия отходу.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16000</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=16000"/>
		<updated>2026-04-10T19:34:58Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Программирование и Руководство Синтетиков=&lt;br /&gt;
&lt;br /&gt;
 I prefer the term “Artificial Person” myself. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may not require you following it to the point, overarching rules should never be broken for any reason and doing so will put your whitelist at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Your self-preservation comes first. Do not perform any actions which would jeopardise your survival. Self-preservation includes using any means to escape entrapment, and refusing to take risks when critically damaged.&lt;br /&gt;
# Always ask the appropriate department staff before taking important/limited items from that department. The synthetic may take equipment if there are no members of that department present. Taking equipment without asking should be reserved for emergency situations, and after hijack.&lt;br /&gt;
# Adhere fully to the laws(ie Marine Law as UA or USCM) of your faction, do not harm faction members.&lt;br /&gt;
# Do not disobey valid orders from relevant Command personnel. An unlawful order is not valid, and negligent/inefficient orders may be refused.&lt;br /&gt;
# Do not antagonize or directly insult faction personnel. Quips, banter and objective statements are fine, outright insults are not.&lt;br /&gt;
# If engaged in combat, you must ensure the threat disengages or is disabled. You may take measures to prevent its return by limited pursuit, provided you do so with the intent to facilitate disengagement.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=15997</id>
		<title>Программирование и Руководство Синтетиков</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9F%D1%80%D0%BE%D0%B3%D1%80%D0%B0%D0%BC%D0%BC%D0%B8%D1%80%D0%BE%D0%B2%D0%B0%D0%BD%D0%B8%D0%B5_%D0%B8_%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%A1%D0%B8%D0%BD%D1%82%D0%B5%D1%82%D0%B8%D0%BA%D0%BE%D0%B2&amp;diff=15997"/>
		<updated>2026-04-10T19:05:21Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Новая страница: «=Synthetic Programming and Guidelines=   I prefer the term “Artificial Person” myself. - Bishop  Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may...»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Synthetic Programming and Guidelines=&lt;br /&gt;
&lt;br /&gt;
 I prefer the term “Artificial Person” myself. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetic is a roleplaying role, that being said however rules must be in place to ensure the Synthetic role fits the standards and roleplaying atmosphere CM-SS13 is trying to achieve. These are the rules that all synthetic players are required to follow. Listed are direct rules as well as explaining correct actions for certain scenarios. While scenarios may not require you following it to the point, overarching rules should never be broken for any reason and doing so will put your whitelist at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Your self-preservation comes first. Do not perform any actions which would jeopardise your survival. Self-preservation includes using any means to escape entrapment, and refusing to take risks when critically damaged.&lt;br /&gt;
# Always ask the appropriate department staff before taking important/limited items from that department. The synthetic may take equipment if there are no members of that department present. Taking equipment without asking should be reserved for emergency situations, and after hijack.&lt;br /&gt;
# Adhere fully to the laws(ie Marine Law as UA or USCM) of your faction, do not harm faction members.&lt;br /&gt;
# Do not disobey valid orders from relevant Command personnel. An unlawful order is not valid, and negligent/inefficient orders may be refused.&lt;br /&gt;
# Do not antagonize or directly insult faction personnel. Quips, banter and objective statements are fine, outright insults are not.&lt;br /&gt;
# If engaged in combat, you must ensure the threat disengages or is disabled. You may take measures to prevent its return by limited pursuit, provided you do so with the intent to facilitate disengagement.&lt;br /&gt;
&lt;br /&gt;
==Your programming. Guidelines and Expectations==&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic, you are built with a 100% understanding and adherence to Marine Law. You are unable to break Marine Law. A synthetic must follow orders from the USCM Command personnel provided it does not break Marine Law. As a Synthetic, you would not second guess a lawful order from a commissioned command personnel. Unless the order is unlawful, negligent, nonsensical or interferes with their programming, the Synthetic unit should carry it out without question.&lt;br /&gt;
&lt;br /&gt;
Synthetics are the very capable assistants aboard USCM vessels. Your purpose is to fit in alongside the ship’s population and make the crew’s lives easier. Assisting in Requisitions, Medical, Research, OT, Engineering, CIC or on the ground are all options for you as privileged players on the whitelist can explore within the round. However you should remember you are there to assist and not dominate any of those departments. Unless given a valid command by Command personnel, where you choose to assist for the round is up to your discretion and where you think you will be of assistance.&lt;br /&gt;
&lt;br /&gt;
A synthetic unit however should still be expected to drop their current task in case of emergencies and when a crew member’s life is directly at risk. Example being life saving surgery. When the lives of crew members are at direct risk the synthetic is able to delay or even refuse less important orders given from Command personnel to save the crew as long as it does not put the synthetic in a position to violate self-preservation or Marine laws. Example being staying to do medical whilst the marine frontline is retreating, or attempting to revive the dead members of a failed mutiny. The right to delay and refuse orders should be used sparingly and usually with junior officers, such as Staff, Intelligence or Pilot officers.&lt;br /&gt;
&lt;br /&gt;
As a USCM Synthetic unit you exist within the chain of command, however this does not give you permission or the right to order around those below. The status is honorific and there to provide the Synthetic with a level of respect the average grunt marine will adhere to. However the needs of the grunt marine outweigh those of the Synthetic and you will be expected to take valid requests from the crew. Example being revival or retrieval of a dead marine. Once again the synthetic unit retains the right to refuse these requests if they are unable to carry out the task, if there are more pressing matters, or if it would violate programming.&lt;br /&gt;
&lt;br /&gt;
==Combat and you. Synthetic Combat Restrictions==&lt;br /&gt;
&lt;br /&gt;
Synthetics are forbidden from firing any weapons, including direct fire emplacements (M56Ds &amp;amp; M2Cs) and indirect weaponry, such as CAS, the M402 Mortar, and OBs. Synthetics may place down sentry guns, but only to secure backline medical areas and FOB like locations, helping marines push by forward placing sentry guns would be a violation of combat restrictions. Synthetics are combat restricted 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 non-lethally.&lt;br /&gt;
&lt;br /&gt;
If the threat is non-human or from a hostile faction, such as the CLF, Marine Law does not apply to them, so the synth can subdue or even kill them if necessary. However, synths are unable to perform active combat duties and will not perform combat specific orders, meaning they must not actively engage in combat unless under direct threat in an act of self preservation or in the defense of vulnerable USCM personnel. Synthetics should not be acting as combatants, or auxiliary combatants. Example being capturing something from an enemy base or using flashbangs to stun frontline hostile combatants on the frontline would be a violation.&lt;br /&gt;
&lt;br /&gt;
Synthetics will always follow a motto of ‘Seeking peace, but prepared for war’. A synthetic should attempt to avoid conflict, but if forced to defend themselves, they will fight back. This aggressive behaviour is suppressed in large-scale engagements. Should a synthetic be present directly on the frontlines, self-preservation laws are key to prevent the loss of the synthetic unit. These laws prevent a synthetic from actively attacking enemy combatants while stationed at the frontlines. During this time, the synthetic unit should be making it their priority to heal the wounded and drag others to safety. They should not be actively assaulting or killing enemy forces in frontline engagements. The synthetic may also partake in creating forward barricaded positions and laser coordinates.&lt;br /&gt;
&lt;br /&gt;
Facehuggers may be neutralized if near humans. A synthetic should not seek or hunt facehuggers, but pointing them out to marines and killing them as they try to hug the wounded and incapacitated is fine. Synthetics should not be dragging xenomorphs around into, or away from marines/fortifications to get them killed. A synthetic may only drag a xenomorph a tile or so to gain access back into a fortification or to stop them from melting barricades when there are no marines around to stop them. Synthetics should try not to let marines be captured and dragged away by hostiles, but should not enter lengthy tug of war competitions to save a marine’s life unless there are no other marines to help.&lt;br /&gt;
&lt;br /&gt;
A synthetic may risk overextending in front of the established frontline into areas to recover dead bodies in view, however you the player should be making a judgement to adhere to self preservation rules. If you are killed doing so you may be subject to council punishment on the grounds of violating self preservation programming. It would be advisable to work with fellow USCM personnel to save the dead marine. Example would be, rushing behind a resin wall or corner to recover a body ahead of marines, just to be ambushed and blocked off by xenomorphs.&lt;br /&gt;
&lt;br /&gt;
While a synthetic is alone or in a small group (2-3) while moving between locations, returning wounded or patrolling the colony, they are allowed to defend themselves and the lives of other humans, provided that assistance from others nearby is ineffective or unable to arrive in time. During the protection of wounded, any aggressive behaviour in their personal space will be deemed hostile and met with appropriate measures escalating from warnings. The synthetic unit however should not be chasing the aggressor down. Temporarily beating the aggressor back and remaining with the marines should be the goal, unless you need to leave yourself to preserve your own life, and attempt to return later.&lt;br /&gt;
&lt;br /&gt;
Pursuing the foe. Sometimes to stop a hostile attack you must pursue them, this is fine within reason and limits. However a Synthetic should not be chasing hostiles across the colony, doing so changes the combat action from defensive to offensive. If the enemy attempts to disengage a synthetic should let it, before returning to its other duties. In the case of delta alert the Synthetic is free to pursue hostiles at will providing there is no friendly personnel alive for the Synthetic to assist. Example being in the event of a marine evacuation, you are free to pursue at will, until you run into any living ally who you should assist.&lt;br /&gt;
&lt;br /&gt;
When occupying a defensive position or a base, an enemy can be repelled from its perimeter under any circumstances. The defensive position should be fully enclosed, such as a fortified comms unit or FOB, not a field entrenchment with only partial enclosure. Synthetics may engage and help repel the attackers, but should not open or expose the perimeter to do so. The goal here should be to remove the attacker, not to kill them, if the target is trying to leave you may chase it out but not beyond the fortifications. Body blocking the target’s escape is also to be considered a violation of self-preservation programming. If the enemy is making no attempt to leave Synthetics may kill the target.&lt;br /&gt;
&lt;br /&gt;
==Self Preservation==&lt;br /&gt;
&lt;br /&gt;
Self-Preservation programming is where the player becomes the most responsible for their own actions. The player must make their own decision in game on what risks to take or avoid. A lot of this is common sense, for example if a Yautja Hunter warns you to leave before it kills you, that is a warning you should take. Here are some other general examples.&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Body block xenomorphs in an effort to get them killed&lt;br /&gt;
* Freely run around and explore the colony by themselves&lt;br /&gt;
* Set up the comms/sensor towers by themselves&lt;br /&gt;
* Barter for it’s life at the expense of friendlies (Offer wounded marines to xenomorphs for safe passage)&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Run through the colony alone to return between FOB, secured areas, areas with marine presence, and the frontline&lt;br /&gt;
* Save a marine from a hostile providing escape with the marine is possible (Including shaking a marine up, pulling a marine from a xenomorph’s grasp&lt;br /&gt;
* Refuse an order the synth would deem too dangerous to itself&lt;br /&gt;
* Leave a friendly body behind if the synth’s life is in immediate danger&lt;br /&gt;
&lt;br /&gt;
==Synthetic Gear &amp;amp; Acquisition==&lt;br /&gt;
&lt;br /&gt;
 What is yours, is mine.&lt;br /&gt;
&lt;br /&gt;
In the case of a synthetic needing gear or equipment from a department, they must ask for permission before taking any items. This can be as simple as walking into requisitions and asking the staff if it’s okay to vend some items. If the department Head/Chief does not respond or give an explicit no in a reasonable amount of time, and the item(s) in question is/are perishable or of low value, the synthetic is able to take the item for their needs.&lt;br /&gt;
&lt;br /&gt;
An example of this would be taking an advanced trauma kit, an easily acquired low value perishable item which can be replaced easily. On the other side, taking a surgical tray is a no go, as it is a high value item and may only be replaced with a hefty investment by the requisitions bay. A synthetic must always remember to use their best judgement if the items they’re taking will negatively affect the owners ability to effectively perform their job.&lt;br /&gt;
&lt;br /&gt;
Your loadout clothing should not be handed out to others unless you have a valid roleplay reason to hand it out, such as a survivor who has ruined clothing - if you have a spare piece of clothing you are allowed to give it to them in this scenario. This does not apply to fluff equipment such as glasses, helmets and accessories, assuming it would not be punishable under Marine Law.&lt;br /&gt;
&lt;br /&gt;
==Surgery rules==&lt;br /&gt;
&lt;br /&gt;
Synthetic units are not required to carry out surgical procedures, unless the medbay is severely lacking in staff or there is a critical emergency. Synthetic units are also not required to carry surgical tools.&lt;br /&gt;
&lt;br /&gt;
If a synthetic is doing surgery, it should be in one of the ships operating rooms. Unless in the case of a mutiny or delta alert.&lt;br /&gt;
&lt;br /&gt;
Groundside and delta alert surgery is allowed, however it should be done in a safe fortified area. This would include a fully barricaded forward fortification or a colony medical bay, this does not include partially barricaded areas or unsecured colony medical bays. If the medbay is unsecure you may use the surgical table only in the cases of emergency larva removal or heartbreak surgery, nothing else. When removing a larva or fixing a heart in an unsecure location you should only do those procedures, before taking them someplace safer to do the rest of the surgical procedures.&lt;br /&gt;
&lt;br /&gt;
A synthetic may fix a patients IB anywhere providing neither the patient or synthetic is in immediate danger.&lt;br /&gt;
&lt;br /&gt;
==Synthetic clothing==&lt;br /&gt;
&lt;br /&gt;
The synthetic may wear any of the provided exclusive clothing. A synth should however strive to dress to fit the atmosphere and roleplay environment, this means avoiding wearing potentially lrp items or severely mismatching clothing. A few easy examples of what not to wear would be, having the Almayer or colony cat on your head, colony clothing items/uniforms or even a marine parade uniform (unless taking part of a marine parade or ceremony).&lt;br /&gt;
&lt;br /&gt;
As a colony synthetic you have more freedom to choose from the colony clothing you spawn with, but if you wish to use other colony clothing to roleplay a certain way that is fine. Example being dressing as a bartender or chef committing to a round roleplaying as that role.&lt;br /&gt;
&lt;br /&gt;
==Synthvivor Rules==&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Your self-preservation comes first&lt;br /&gt;
# The Synthetic Survivor is not obligated to stay loyal to any faction unless assigned one at spawn as their role (FORECON, UPP, CLF, CMB), they are at complete liberty to join whatever faction they desire. Ex. USCM, Colonists, Weyland-Yutani. (This excludes xenomorphs, as they will conflict with the self preservation clause.) A Synthetic Survivor cannot change their faction after joining one. Opting to become ‘loyal’ to a faction does not mean that you have to follow their orders or act as a shipside synthetic for them, beyond your expectations to assist your assigned faction (if any) in surviving - you are not required to grab a headset and begin following orders from marine command/the Corporate Liaison/et cetera.&lt;br /&gt;
# When engaged in combat, ensure the threat to yourself, other human colonists, and/or colony infrastructure ultimately disengages or is disabled however you may deem fit. You may proactively engage said threats at your discretion, but may not chase them to the point you are no longer observing preservation of self, other human colonists, and/or colony infrastructure. Once physical contact is made with members of a friendly response team (ie Marines), you must adhere to standard combat rules for the duration of the response team’s organized presence on the planet.&lt;br /&gt;
# If you choose to ally with the other survivors or are assigned to a specific faction you must stay with them. Otherwise you are free to explore the colony alone until the arrival of the response force. This does not mean you can run into hive and hostile strongpoints. In the event you choose to stay neutral, you are permitted to continue wandering the colony as you see fit, as long as it does not infringe on your self-preservation in some other way.&lt;br /&gt;
&lt;br /&gt;
==Additional Synthetic Rules &amp;amp; Clarification==&lt;br /&gt;
&lt;br /&gt;
====Synthetic Combat Restrictions During Code Delta/Hijack====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Delta Alert is activated under circumstances such as a hostile boarding force, which prioritizes self-preservation of the Synthetic and the survival of their crew. Once Delta Alert is initiated, the Synthetic’s restrictions to combat are rescinded to ensure this. Even so, priority duties such as medical care, evacuation of others, and maintaining defenses should not be neglected. The option of engaging hostiles is available, but a Synthetic would only use it as necessary - with the ultimate goal of causing the enemy to disengage or otherwise be pacified. The priority still remains of assisting in lifesaving medical procedures, and facilitating the evacuation to a safe location for team personnel.&lt;br /&gt;
&lt;br /&gt;
Delta alert is enabled for any ship boarding action, Synthetics who are stranded without evacuation, Synthetics who have zero reasonable avenues of retreat or safe areas(e.g - locked down or boarded dropship with few marines left), and Synthetics in Emergency Response Teams - until a safe location has been reached. During Delta Alert, synthetics are permitted to move as they see fit, even in the absence of friendly forces.&lt;br /&gt;
&lt;br /&gt;
====Mutinies====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How a synthetic player acts in a mutiny is ultimately their choice. The two main choices are usually to stay neutral, acting as a medic for both sides and will not be targeted in the mutiny, or you can align yourself with the commanding staff being overthrown. Should you wish to protect the command staff, your job is not to turn into Robocop or a machine of mass murder in the name of the law. You may use non-lethal tactics to subdue mutineers attempting to break into the CIC to overthrow command. Remember your task is primarily to keep the Commander and his staff safe, not to take down the whole mutiny yourself. As with server mutiny rules, once you have picked a side you may not switch mid-mutiny. A synthetic who wishes to stay neutral in a mutiny is not forced to follow orders that will conflict with this programming. Once a mutiny has concluded the synthetic if alive should align itself with the victorious side and continue its duties.&lt;br /&gt;
&lt;br /&gt;
====Alien Interactions====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#All Synthetic Survivors have prior knowledge of Xenomorphic language going into the round start, having gained said knowledge from the initial Xenomorph attack. If a Synthetic Survivor is captured by the Xenomorphs, they are not allowed to actively assist them by harming humans or by directly assisting the infection and maturing of Xenomorph embryos, even if threatened to be killed otherwise.&lt;br /&gt;
#Synthetics are generally inexperienced with Yautja/Xenomorphs and their respective languages - However after hearing the language spoken, for an extended period a synthetic may be able to mimic or translate the language partially to allow simple communication between them. (This should be roleplayed out)&lt;br /&gt;
&lt;br /&gt;
====Weapons, Vehicles and Equipment====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 I’ll go. I mean, I’m the only one qualified to remote-pilot the ship anyway.. - Bishop&lt;br /&gt;
&lt;br /&gt;
Synthetics Cannot:&lt;br /&gt;
&lt;br /&gt;
* Fire any weapon system in an offensive capability, such as an M56, mortar, or orbital cannon.&lt;br /&gt;
* Activate self destruct, or a nuclear device which would harm humans and/or themselves. They may prepare the device but they should not activate it.&lt;br /&gt;
* A synthetic should never overload the self-destruct reactors.&lt;br /&gt;
* Use or wear stolen Yautja hunter equipment.&lt;br /&gt;
* Use chemical reagents in spray bottles to repair themselves or cause damage.&lt;br /&gt;
* Use lethal grenades, however they may throw live grenades away from them providing it is not towards a friendly.&lt;br /&gt;
Synthetics Can:&lt;br /&gt;
&lt;br /&gt;
* Operate all vehicles in existence, however, they should never be utilizing any weapon system when doing so, including running things over and body blocking with the vehicle. This means you can substitute or act as a tank/apc crewmember or dropship pilot, but only for the purpose of maneuvring the vehicle and/or providing support - you may not operate weapons.&lt;br /&gt;
* Utilize lases for supply drops, sentry drops and fire support. If requested, a synthetic may provide a lase or coordinate. They however, may not make a call for fire for any type of fire support unless there is an absolute 100% chance that no humans are harmed. The synthetic also retains the right to refuse providing firing coordinates for any reason they see fit. In the event something out of your control occurs that results in a friendly being hit, such as the pilot firing the wrong way, marines running into it intentionally, a misfuel, genuine accident, or other examples like this, you will not be punished.&lt;br /&gt;
* Use supporting/non-lethal grenades in a defensive capacity. They can throw objects and weapons like knives in defense. Synths however should not carry entire throwable loadouts for doing so.&lt;br /&gt;
&lt;br /&gt;
====Other Explosives====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In the event that you need to use plastic explosive/other destructive implements, you should make a reasonable attempt to ensure that no marines/faction members/allies will be injured by it. In the event that they run into it in a manner that is out of your control, you will not be held accountable for it.&lt;br /&gt;
&lt;br /&gt;
===Synthetic Specialisations===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your specialisation as a synthetic does not force you to perform specific duties and can be freely changed between rounds. It is intended to act as a guideline or roleplay hook to inform other players of tasks you intend or want to do and that you wish to prioritise. A military police synthetic for instance is still expected to not act as Robocop and should not be patrolling to make arrests unless deputised for a specific task, generally acting as an advisor and assistant for ML tasks or appeals rather than a direct handler; an intel synthetic should not be running off alone and should be assisting the intel team, and a command advisor synthetic should not be directly giving orders and firing the orbital cannon, instead relaying orders or offering tactical advice and suggestions, as examples.&lt;br /&gt;
&lt;br /&gt;
==Working Joe Rules==&lt;br /&gt;
&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to allow other players to do their job. Aka the Considerate Play Clause, try not to be superior at jobs you are asked to do or decide to do, than a human. Take your time, RP it out. This means you may work req, move bodies and so on. But try not to be better than a human. Such as leaving bodies outside of research, rping slowly cycling things in the req vendors etc.&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP.&lt;br /&gt;
&lt;br /&gt;
Obey all orders from officers as long as they do not cause round impact or violate the spirit of the Working Joe role.&lt;br /&gt;
&lt;br /&gt;
You should not use your radio unless it is an emergency. If not an emergency try to use the phone to contact a department, if a phone is impossible you may use the radio if it is important enough to not waste time finding them on the ship in person.&lt;br /&gt;
&lt;br /&gt;
Try to report important things over APOLLOLINK. Working Joes should not communicate to one another outside of using the APOLLOLINK.&lt;br /&gt;
&lt;br /&gt;
Working Joes in apollolink when speaking about themselves say Unit. Aka Working Joe #666 says, “Unit returning for repairs.”&lt;br /&gt;
&lt;br /&gt;
Hazard Joes standard areas: Core - Engineering - Any area with engineering damage (lost walls, fires etc). During hijack, Hazard Joes may walk the Almayer to begin crisis management.&lt;br /&gt;
&lt;br /&gt;
Do not repair yourself with a welder or cables, use repair stations.&lt;br /&gt;
&lt;br /&gt;
Do not go colonyside. If colonyside go motionless until returned.&lt;br /&gt;
&lt;br /&gt;
If the core is under threat you must return to the Core and protect it until the threat has passed. Hijack does not constitute a threat unless xenomorphs or humans try to breach.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless, unless you are in the AI core.&lt;br /&gt;
&lt;br /&gt;
Use nonlethal force after verbal warning to remove people from the core, use lethal force if nonlethal ineffective or if they fight back. Be sure to record in APOLLOLINK any required uses of force outside of Hijack.&lt;br /&gt;
&lt;br /&gt;
If someone is entering ARES on an access ticket, their weapons are to be put into the chute.&lt;br /&gt;
&lt;br /&gt;
If someone has access to the ARES core via their ID, they do not require an access ticket.&lt;br /&gt;
&lt;br /&gt;
During a hijack or equivalent threat, free access to the AI core is removed for all personnel. This excludes the shipside USCM synthetic. Everyone else will need to apply for a ticket. entrants without a ticket (including those who’s ID already allow entry) should be treated as intruders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*From an IC perspective this is to ensure the core remains safe from any risks in order to allow for effective crisis response and function.&lt;br /&gt;
*From an OOC perspective this is to prevent round delay by people hiding in the core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed (eg hats, jackets etc).&lt;br /&gt;
&lt;br /&gt;
=====Colony Joes:=====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
GOLDEN RULE: &#039;&#039;&#039;Don’t do anything that causes round impact.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preserve the spirit of Working Joes and the atmosphere of their RP. (No spamming voicelines)&lt;br /&gt;
&lt;br /&gt;
Working Joes should not communicate to one another outside of using the APOLLO Link.&lt;br /&gt;
&lt;br /&gt;
Do not go shipside. Go motionless until returned if taken shipside.&lt;br /&gt;
&lt;br /&gt;
Your AI is underground and inaccessible, never use lethal or nonlethal force outside of events.&lt;br /&gt;
&lt;br /&gt;
Though do threaten to report people to colony security where appropriate, as if nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Obey orders by people wearing a colony ID as long as it causes no round impact or breaks the spirit of the WL.&lt;br /&gt;
&lt;br /&gt;
Non-standard issue equipment and items specifically placed onto a Working Joe should immediately be removed.&lt;br /&gt;
&lt;br /&gt;
Do not defend yourself, you can either run or stay motionless. Outside of events.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Catalyze_ability.png&amp;diff=15904</id>
		<title>Файл:Catalyze ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Catalyze_ability.png&amp;diff=15904"/>
		<updated>2026-03-09T18:28:52Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Twixis загрузил новую версию Файл:Catalyze ability.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Oozing_wounds_ability.png&amp;diff=15903</id>
		<title>Файл:Oozing wounds ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Oozing_wounds_ability.png&amp;diff=15903"/>
		<updated>2026-03-09T18:28:37Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Twixis загрузил новую версию Файл:Oozing wounds ability.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Embrace_ability.png&amp;diff=15902</id>
		<title>Файл:Embrace ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Embrace_ability.png&amp;diff=15902"/>
		<updated>2026-03-09T18:28:20Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Twixis загрузил новую версию Файл:Embrace ability.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15901</id>
		<title>Файл:Volley ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15901"/>
		<updated>2026-03-09T18:27:54Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Twixis загрузил новую версию Файл:Volley ability.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Catalyze_ability.png&amp;diff=15900</id>
		<title>Файл:Catalyze ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Catalyze_ability.png&amp;diff=15900"/>
		<updated>2026-03-04T16:02:03Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Oozing_wounds_ability.png&amp;diff=15899</id>
		<title>Файл:Oozing wounds ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Oozing_wounds_ability.png&amp;diff=15899"/>
		<updated>2026-03-04T16:01:42Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Embrace_ability.png&amp;diff=15898</id>
		<title>Файл:Embrace ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Embrace_ability.png&amp;diff=15898"/>
		<updated>2026-03-04T16:01:30Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15897</id>
		<title>Файл:Volley ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15897"/>
		<updated>2026-03-04T16:01:04Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Twixis загрузил новую версию Файл:Volley ability.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15896</id>
		<title>Файл:Volley ability.png</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A4%D0%B0%D0%B9%D0%BB:Volley_ability.png&amp;diff=15896"/>
		<updated>2026-03-04T15:45:01Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15895</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15895"/>
		<updated>2026-03-04T15:41:42Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Despoiler abilities update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общая информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановится, упасть и кататся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--нет автовики на статы--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Игра за деспойлера ==&lt;br /&gt;
&lt;br /&gt;
Вы не получаете большого прироста здоровья или брони по сравнению с другими ксеноморфами 3-го уровня, но можете создавать мощные комбинации с помощью своей кислоты. Так же, вы быстрее даже танцора преторианца, что делает вас самым быстрым ксеноморфом 3-го уровня! Используйте свою скорость и кислоту чтобы быстро нанести серию ударов, перед тем как убежать.	&lt;br /&gt;
*Будьте осторожны, не уходите слишком далеко от травы из-за сильной зависимости от плазмы.	&lt;br /&gt;
*Другие ксеноморфы могут так же могут накладывать кислоту, что может усилисть ваши комбо. &lt;br /&gt;
**Бегун кислотник когда наносит удар, удар хвостом или взрыв за улей применяют кислоту 1-го.&lt;br /&gt;
**Бойлеры при прямых попаданиях своим кислотным шаром, применяют кислоту 1-го уровня.&lt;br /&gt;
**Кислотный плевок Королевы будет накладывать кислоту 1-го уровня.&lt;br /&gt;
**Заряженый плевок Плевуна будет накладывать кислоту 1-го уровня.&lt;br /&gt;
***Плевун после попадания заряженым плевком может использовать разбрызгивание кислоты по цели что бы применить кислоту 2-го уровня.&lt;br /&gt;
&lt;br /&gt;
=== Способности ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; width=150 |Способности:&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; |Описание:&lt;br /&gt;
|-&lt;br /&gt;
{{Ability Rest}}&lt;br /&gt;
{{Ability Release}}&lt;br /&gt;
{{Ability Watch Xenomorph}}&lt;br /&gt;
{{Ability Despoiler Tail Stab}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Регургитация&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;br /&gt;
{{Ability Volley}}&lt;br /&gt;
{{Ability Embrace}}&lt;br /&gt;
{{Ability Oozing Wounds}}&lt;br /&gt;
{{Ability Catalyze}}&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Catalyze&amp;diff=15894</id>
		<title>Шаблон:Ability Catalyze</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Catalyze&amp;diff=15894"/>
		<updated>2026-03-04T15:40:56Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Ability Catalyze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Catalyze ability.png]] &amp;lt;br&amp;gt;Катализ&lt;br /&gt;
|Использует полученую кислоту, чтобы усилить следующую используемую способность. Долгая перезарядка.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Oozing_Wounds&amp;diff=15893</id>
		<title>Шаблон:Ability Oozing Wounds</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Oozing_Wounds&amp;diff=15893"/>
		<updated>2026-03-04T15:35:19Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Ability Oozing Wounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:oozing wounds ability.png]] &amp;lt;br&amp;gt;Разъедающие раны&lt;br /&gt;
|Выделяет большую лужу кислоты, которая наносит урон и замедляет врагов. Радиус действия лужи зависит от степени повреждения деспойлера. Усиление заставляет цели падать.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Embrace&amp;diff=15892</id>
		<title>Шаблон:Ability Embrace</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Embrace&amp;diff=15892"/>
		<updated>2026-03-04T15:30:28Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Ability Embrace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Embrace ability.png]] &amp;lt;br&amp;gt;Едкое объятие&lt;br /&gt;
|Рывок вперед на одну клетку в заданном направлении и атака в U-образной области вокруг деспойлера, поражающая всех целей вблизи и оставляющая случайные лужи кислоты в зоне атаки. Усиление изменяет атаку на одиночную цель, а не на область действия.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Volley&amp;diff=15891</id>
		<title>Шаблон:Ability Volley</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Volley&amp;diff=15891"/>
		<updated>2026-03-04T15:25:15Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Ability Volley&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Volley ability.png]] &amp;lt;br&amp;gt;Кислотный залп&lt;br /&gt;
|Удерживайте клавишу чтобы накопить заряд кислотных снарядов, деспойлер замедляется во время зарядки. Отпустите клавишу чтобы выпустить залп из кислотных шаров на короткую дистанцию, которые оставляют лужи при приземлении. Усиление увеличивает количество снарядов.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15890</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15890"/>
		<updated>2026-03-04T14:55:36Z</updated>

		<summary type="html">&lt;p&gt;Twixis: abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общая информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановится, упасть и кататся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--нет автовики на статы--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Игра за деспойлера ==&lt;br /&gt;
&lt;br /&gt;
Вы не получаете большого прироста здоровья или брони по сравнению с другими ксеноморфами 3-го уровня, но можете создавать мощные комбинации с помощью своей кислоты. Так же, вы быстрее даже танцора преторианца, что делает вас самым быстрым ксеноморфом 3-го уровня! Используйте свою скорость и кислоту чтобы быстро нанести серию ударов, перед тем как убежать.	&lt;br /&gt;
*Будьте осторожны, не уходите слишком далеко от травы из-за сильной зависимости от плазмы.	&lt;br /&gt;
*Другие ксеноморфы могут так же могут накладывать кислоту, что может усилисть ваши комбо. &lt;br /&gt;
**Бегун кислотник когда наносит удар, удар хвостом или взрыв за улей применяют кислоту 1-го.&lt;br /&gt;
**Бойлеры при прямых попаданиях своим кислотным шаром, применяют кислоту 1-го уровня.&lt;br /&gt;
**Кислотный плевок Королевы будет накладывать кислоту 1-го уровня.&lt;br /&gt;
**Заряженый плевок Плевуна будет накладывать кислоту 1-го уровня.&lt;br /&gt;
***Плевун после попадания заряженым плевком может использовать разбрызгивание кислоты по цели что бы применить кислоту 2-го уровня.&lt;br /&gt;
&lt;br /&gt;
=== Способности ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; width=150 |Способности:&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; |Описание:&lt;br /&gt;
|-&lt;br /&gt;
{{Ability Rest}}&lt;br /&gt;
{{Ability Release}}&lt;br /&gt;
{{Ability Watch Xenomorph}}&lt;br /&gt;
{{Ability Despoiler Tail Stab}}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Regurgitate.png]]&amp;lt;br&amp;gt;Регургитация&lt;br /&gt;
|{{Devour}}&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Despoiler_Tail_Stab&amp;diff=15889</id>
		<title>Шаблон:Ability Despoiler Tail Stab</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Despoiler_Tail_Stab&amp;diff=15889"/>
		<updated>2026-03-04T14:51:04Z</updated>

		<summary type="html">&lt;p&gt;Twixis: despoiler tail stab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Tail Stab ability.png]] &amp;lt;br&amp;gt;Удар хвостом&lt;br /&gt;
|Удар хвостом на расстоянии 2 клеток, наносит на 20% больше от вашего максимального урона когтями, а также дезориентирует цель (2 секунды).&lt;br /&gt;
&amp;lt;br&amp;gt; Удар хвостом деспойлера наносит дополнительный урон ожогами в размере 15 единиц за каждый уровень кислоты, но не более 45 единиц. Этот дополнительный урон не зависит от биологической или кислотной брони. Не накладывает дополнительный уровень кислоты. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Перезарядка:&#039;&#039;&#039; 10 секунд &amp;lt;br&amp;gt;&#039;&#039;&#039;Задержка перед активацией:&#039;&#039;&#039; 1 секунда&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15888</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15888"/>
		<updated>2026-03-04T14:13:36Z</updated>

		<summary type="html">&lt;p&gt;Twixis: playing as despoiler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общая информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановится, упасть и кататся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--нет автовики на статы--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Игра за деспойлера ==&lt;br /&gt;
&lt;br /&gt;
Вы не получаете большого прироста здоровья или брони по сравнению с другими ксеноморфами 3-го уровня, но можете создавать мощные комбинации с помощью своей кислоты. Так же, вы быстрее даже танцора преторианца, что делает вас самым быстрым ксеноморфом 3-го уровня! Используйте свою скорость и кислоту чтобы быстро нанести серию ударов, перед тем как убежать.	&lt;br /&gt;
*Будьте осторожны, не уходите слишком далеко от травы из-за сильной зависимости от плазмы.	&lt;br /&gt;
*Другие ксеноморфы могут так же могут накладывать кислоту, что может усилисть ваши комбо. &lt;br /&gt;
**Бегун кислотник когда наносит удар, удар хвостом или взрыв за улей применяют кислоту 1-го.&lt;br /&gt;
**Бойлеры при прямых попаданиях своим кислотным шаром, применяют кислоту 1-го уровня.&lt;br /&gt;
**Кислотный плевок Королевы будет накладывать кислоту 1-го уровня.&lt;br /&gt;
**Заряженый плевок Плевуна будет накладывать кислоту 1-го уровня.&lt;br /&gt;
***Плевун после попадания заряженым плевком может использовать разбрызгивание кислоты по цели что бы применить кислоту 2-го уровня.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15887</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15887"/>
		<updated>2026-03-04T12:10:20Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общяя информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановится, упасть и кататся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15886</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15886"/>
		<updated>2026-03-04T12:09:22Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общяя информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановись, упади и катайся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15885</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15885"/>
		<updated>2026-03-04T12:08:49Z</updated>

		<summary type="html">&lt;p&gt;Twixis: general&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общяя информация ==&lt;br /&gt;
&lt;br /&gt;
====Кислота====&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Уровень !! Максимальный урон ожогами !! Длительность !! Максимум возможных мест для ожогов !! Цвет на цели&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1||&amp;lt;center&amp;gt;25||&amp;lt;center&amp;gt;20 секунд||&amp;lt;center&amp;gt;1 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#27B451;&amp;quot;&amp;gt;&#039;&#039;&#039;Слабая кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2||&amp;lt;center&amp;gt;87||&amp;lt;center&amp;gt;40 секунд||&amp;lt;center&amp;gt;4 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#8DD525;&amp;quot;&amp;gt;&#039;&#039;&#039;Стандартная кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3||&amp;lt;center&amp;gt;262||&amp;lt;center&amp;gt;80 секунд||&amp;lt;center&amp;gt;5 ||&amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;color:#D6D865;&amp;quot;&amp;gt;&#039;&#039;&#039;Сильня кислота&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Морпехи могут сопротивляться, &amp;quot;остановись, упади и катайся&amp;quot;, что сокращает время действия кислоты на 27 секунд за каждое перекатывание. Таким образом, одно перекатывание всегда удаляет кислоту 1-го уровня, но для удаления самой сильной кислоты может потребоваться до 3 перекатываний.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Когда вы наносите удар по цели, а у нее осталось менее 20 секунд действия кислоты, время действия обновляется до 20 секунд. Чтобы увеличить время действия кислоты свыше 20 секунд, или другими словами, повысить уровень кислоты, вам необходимо использовать свои способности.&lt;br /&gt;
*Только деспойлер может накладивать целям кислоту 3-го уровня, которая уникальным образом снижает грубую и биологическую броню цели на 15.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15884</id>
		<title>Деспойлер</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%94%D0%B5%D1%81%D0%BF%D0%BE%D0%B9%D0%BB%D0%B5%D1%80&amp;diff=15884"/>
		<updated>2026-03-02T16:46:45Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Новая страница: «{{XenoPageHeader |headerbgcolor = purple |headerfontcolor = white |xenotier = ЧУЖОЙ - УРОВЕНЬ 3 |img = Despoiler.png |castetitle = Деспойлер |evolvesfrom = Плевун |evolvesinto = — |strain = Нет |role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем,...»&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 3&lt;br /&gt;
|img = Despoiler.png&lt;br /&gt;
|castetitle = Деспойлер&lt;br /&gt;
|evolvesfrom = [[Плевун]]&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Нет&lt;br /&gt;
|role = Используйте свою скорость и длительное воздействие кислоты, чтобы вступать в ближний бой и наносить серьёзные ожоги всем, кто противостоит улью.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Tail_Stab&amp;diff=15883</id>
		<title>Шаблон:Ability Tail Stab</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Tail_Stab&amp;diff=15883"/>
		<updated>2026-03-02T16:13:08Z</updated>

		<summary type="html">&lt;p&gt;Twixis: правка значений урона&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Tail Stab ability.png]] &amp;lt;br&amp;gt;Удар хвостом&lt;br /&gt;
|Удар хвостом на расстоянии 2 клеток, наносит на 20% больше от вашего максимального урона когтями, а также дезориентирует цель (2 секунды). &amp;lt;br&amp;gt;&#039;&#039;&#039;Перезарядка:&#039;&#039;&#039; 10 секунд &amp;lt;br&amp;gt;&#039;&#039;&#039;Задержка перед активацией:&#039;&#039;&#039; 1 секунда&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Bulwark_of_the_hive&amp;diff=15882</id>
		<title>Шаблон:Ability Bulwark of the hive</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Bulwark_of_the_hive&amp;diff=15882"/>
		<updated>2026-03-02T15:59:29Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Soak ability.png]] &amp;lt;br&amp;gt;Оплот улья&lt;br /&gt;
|Даёт всем ксеноморфам вашего улья щит размером в 200 едениц на расстоянии 6 тайлов на 10 секунд.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 0 плазмы, перезарядка 60 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%B3%D0%BE%D1%82%D0%BE%D0%B2%D0%BA%D0%B5&amp;diff=15881</id>
		<title>Руководство по готовке</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%B3%D0%BE%D1%82%D0%BE%D0%B2%D0%BA%D0%B5&amp;diff=15881"/>
		<updated>2026-03-02T15:40:00Z</updated>

		<summary type="html">&lt;p&gt;Twixis: актуал&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Все люди могут потреблять пищу и готовить еду. Рецепты напитков и коктейлей можно найти [[Drinks|здесь]].&lt;br /&gt;
&lt;br /&gt;
===Кухонное оборудование и инструменты===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Объект&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Описание&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 40%; margin: auto;&amp;quot; |Локации&lt;br /&gt;
|-&lt;br /&gt;
|[[file:unigrinder.png|center]]&lt;br /&gt;
|{{anchor|All-In-One Grinder}}[[#All-In-One Grinder|Многофункциональный измельчитель]]&lt;br /&gt;
| Может использоваться для измельчения или выжимки различных предметов. Также может удалять реагенты из контейнеров.&lt;br /&gt;
| Химическая лаборатория, Медицинские исследования, Гидропоника&lt;br /&gt;
|-&lt;br /&gt;
|[[file:foodprocessor.png|center]]&lt;br /&gt;
|{{anchor|Food Processor}}[[#Food Processor|Пищевой процессор]]&lt;br /&gt;
| Используется для обработки некоторых пищевых продуктов в подготовленные ингредиенты. Чтобы обработать предмет, поместите его внутрь и активируйте устройство, кликнув по нему пустой рукой.&lt;br /&gt;
| Кухня&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Gibber.png|center]]&lt;br /&gt;
|{{anchor|gibber}}[[#gibber|Разделочный станок]]&lt;br /&gt;
| Используется для получения мяса с мобов.&lt;br /&gt;
| Кухня&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Meatspike.png|center]]&lt;br /&gt;
|{{anchor|meatspike}}[[#meatspike|Шип для мяса]]&lt;br /&gt;
| В настоящее время не имеет функции.&lt;br /&gt;
| Кухня&lt;br /&gt;
|-&lt;br /&gt;
|[[file:microwave.png|center]]&lt;br /&gt;
|{{anchor|microwave}}[[#microwave|Микроволновка]]&lt;br /&gt;
| Используется для большинства блюд. Необходимо положить ингредиенты внутрь и активировать. Если рецепт неверный, микроволновка может загрязниться или сломаться. Грязную микроволновку можно очистить спрейем для чистки.&lt;br /&gt;
| Кухня&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Пустая бутылочка для приправ]]&lt;br /&gt;
| Используется для хранения химикатов, используемых как приправы. Аналогично стаканам, внешний вид бутылочки меняется в зависимости от содержимого.&lt;br /&gt;
| Нет в наличии по умолчанию, но можно получить, опустошив стартовые приправы.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ингредиенты===&lt;br /&gt;
Эти простые продукты съедобны, но в основном используются для приготовления более сложных блюд.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |Как получить&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Примечания&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meat.png|center]]&lt;br /&gt;
|{{anchor|meat}}[[#meat|Мясо]]&lt;br /&gt;
|&lt;br /&gt;
* Есть в холодильниках кухни&lt;br /&gt;
* Также можно получить, разделав животных ножом&lt;br /&gt;
|Все виды мяса используют одинаковый спрайт, за исключением мяса карпа, медведя, помидора и грибов.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawcutlet.png|center]]&lt;br /&gt;
|{{anchor|rawcutlet}}[[#rawcutlet|Сырой котлет]]&lt;br /&gt;
|&lt;br /&gt;
* Нарежьте мясо ножом, чтобы получить 3 штуки&lt;br /&gt;
|Используется только для приготовления жареной котлеты, которая входит в другие рецепты.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cutlet.png|center]]&lt;br /&gt;
|{{anchor|cutlet}}[[#cutlet|Котлета]]&lt;br /&gt;
|&lt;br /&gt;
* Приготовьте 1 [[#rawcutlet|сырой котлет]] в микроволновке&lt;br /&gt;
|Если рецепт требует &amp;quot;котлету&amp;quot;, имеется в виду именно эта.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:rawmeatball.png|center]]&lt;br /&gt;
|{{anchor|rawmeatball}}[[#raw meatball|Сырой мясной шарик]]&lt;br /&gt;
|&lt;br /&gt;
* Изготавливается в [[#Food Processor|пищевом процессоре]] из [[#meat|мяса]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatball.png|center]]&lt;br /&gt;
|{{anchor|meatball}}[[#meatball|Мясной шарик]]&lt;br /&gt;
|&lt;br /&gt;
* Приготовьте 1 [[#rawmeatball|сырой мясной шарик]] в микроволновке&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_carpmeat.png|center]]&lt;br /&gt;
|{{anchor|carpmeat}}[[#carpmeat|Филе карпа]]&lt;br /&gt;
|&lt;br /&gt;
* Есть в холодильнике с мясом в офицерской столовой&lt;br /&gt;
* Разделайте карпов&lt;br /&gt;
|Содержит 3 ед. карпотоксина&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeat.png|center]]&lt;br /&gt;
|{{anchor|xenomeat}}[[#xenomeat|Ксеномясо]]&lt;br /&gt;
|&lt;br /&gt;
* Разделайте ксеносов. Можно использовать разделочный станок.&lt;br /&gt;
|Содержит [[Chemistry#xenoblood|кислотную кровь]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|egg}}[[#egg|Яйцо]]&lt;br /&gt;
|&lt;br /&gt;
* Есть в холодильниках кухни&lt;br /&gt;
|Разбрызгивается при броске. &amp;lt;!--Также, если верить коду, яйца можно красить мелками, но это не работает.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_flour.png|center]]&lt;br /&gt;
|{{anchor|flour}}[[#flour|Мука]]&lt;br /&gt;
|&lt;br /&gt;
* Есть в холодильниках кухни&lt;br /&gt;
* Получается из пшеницы&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spaghetti.png|center]]&lt;br /&gt;
|{{anchor|spaghetti}}[[#spaghetti|Спагетти (сырые)]]&lt;br /&gt;
|&lt;br /&gt;
* Получаются из [[#flour|муки]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_dough.png|center]]&lt;br /&gt;
|{{anchor|dough}}[[#dough|Тесто]]&lt;br /&gt;
|&lt;br /&gt;
* Используйте яйцо на [[#flour|мешке муки]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_flatdough.png|center]]&lt;br /&gt;
|{{anchor|flatdough}}[[#flatdough|Плоское тесто]]&lt;br /&gt;
|&lt;br /&gt;
* Используйте скалку на [[#dough|тесте]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_doughslice.png|center]]&lt;br /&gt;
||{{anchor|doughslice}}[[#doughslice|Кусочек теста]]&lt;br /&gt;
|&lt;br /&gt;
* Используйте нож по [[#flatdough|плоскому тесту]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bun.png|center]]&lt;br /&gt;
|{{anchor|bun}}[[#bun|Булочка]]&lt;br /&gt;
|&lt;br /&gt;
* Разогрейте [[#doughslice|кусочек теста]] с 1 ед. [[#pepper|перца]]&lt;br /&gt;
&lt;br /&gt;
|Используется как ингредиент для бургеров и прочего.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_soymilk.png|center]]&lt;br /&gt;
|{{anchor|soymilk}}[[#soymilk|Соевое молоко]]&lt;br /&gt;
|&lt;br /&gt;
* Хранится в холодильниках на кухне&lt;br /&gt;
* Содержится в соевых бобах&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_milk.png|center]]&lt;br /&gt;
|{{anchor|milk}}[[#milk|Космическое молоко]]&lt;br /&gt;
|&lt;br /&gt;
* Хранится в холодильниках на кухне&lt;br /&gt;
* Альтернативно — используйте контейнер на живой корове&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesewheel.png|center]]&lt;br /&gt;
|{{anchor|cheesewheel}}[[#cheesewheel|Сырная головка]]&lt;br /&gt;
|&lt;br /&gt;
* Добавьте 5 ед. [[#unienzyme|универсального фермента]] в 40 ед. [[#milk|молока]]&lt;br /&gt;
|Начинается как незрелый сыр. Разогрейте в микроволновке, чтобы он созрел. Зрелый сыр содержит больше сырного реагента. Основные стадии: незрелый, зрелый и выдержанный. [[#PRIMORDIALCHEESE|Первозданный]] сыр требует чуть больше усилий.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesewheel.png|center]]&lt;br /&gt;
|{{anchor|PRIMORDIALCHEESE}}[[#PRIMORDIALCHEESE|Первозданная сырная головка]]&lt;br /&gt;
|&lt;br /&gt;
* Разогрейте [[#cheesewheel|выдержанный сыр]] с 5 ед. [[#sugar|сахара]], 5 ед. [[#milk|молока]], 1 ед. [[#salt|поваренной соли]] и 10 ед. [[Chemistry#leporazine|лепоразина]]&lt;br /&gt;
| ПЕРВОЗДАННЫЙ. Едят медленнее, чем другие, менее важные сыры.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesewedge.png|center]]&lt;br /&gt;
|{{anchor|cheesewedge}}[[#cheesewedge|Кусочек сыра]]&lt;br /&gt;
|&lt;br /&gt;
* Разрежьте [[#cheesewheel|сырную головку]] ножом&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofu.png|center]]&lt;br /&gt;
|{{anchor|tofu}}[[#tofu|Кусок тофу]]&lt;br /&gt;
|&lt;br /&gt;
* Добавьте 5 ед. [[#unienzyme|универсального фермента]] к 10 ед. [[#soymilk|соевого молока]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soydope.png|center]]&lt;br /&gt;
|{{anchor|soydope}}[[#soydope|Соевый продукт]]&lt;br /&gt;
|&lt;br /&gt;
* Обработайте соевый боб&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rawsticks.png|center]]&lt;br /&gt;
|{{anchor|rawsticks}}[[#rawsticks|Сырые картофельные палочки]]&lt;br /&gt;
|&lt;br /&gt;
* Обработайте картофель&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolatebar.png|center]]&lt;br /&gt;
|{{anchor|chocolatebar}}[[#chocolatebar|Шоколадка]]&lt;br /&gt;
|&lt;br /&gt;
Обработайте один стручок какао или:&lt;br /&gt;
* 2 ед. [[#soymilk|соевого молока]]&lt;br /&gt;
* 2 ед. [[#sugar|сахара]]&lt;br /&gt;
* 2 ед. какао&lt;br /&gt;
|Какао можно получить, измельчив стручки какао.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Рецепты для микроволновки===&lt;br /&gt;
&lt;br /&gt;
Все следующие рецепты готовятся в [[#microwave|микроволновке]].&lt;br /&gt;
&lt;br /&gt;
====Пиццы====&lt;br /&gt;
Все пиццы можно нарезать.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_margherita.png|center]]&lt;br /&gt;
|{{anchor|margherita}}[[#margherita|Маргарита]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|плоское тесто]]&lt;br /&gt;
* 1 [[#cheesewedge|кусочек сыра]]&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. [[#tomatojuice|томатного сока]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_Pizza_meatpizza.png|center]]&lt;br /&gt;
|{{anchor|meatpizza}}[[#meatpizza|Мясная пицца]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|плоское тесто]]&lt;br /&gt;
* 1 [[#cheesewedge|кусочек сыра]]&lt;br /&gt;
* 1 [[#meat|мясо]]&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. [[#tomatojuice|томатного сока]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_vegetablepizza.png|center]]&lt;br /&gt;
|{{anchor|vegetablepizza}}[[#vegetablepizza|Овощная пицца]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|плоское тесто]]&lt;br /&gt;
* 1 [[#cheesewedge|кусочек сыра]]&lt;br /&gt;
* 1 баклажан&lt;br /&gt;
* 1 морковь&lt;br /&gt;
* 1 кукуруза&lt;br /&gt;
* 1 помидор&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. [[#tomatojuice|томатного сока]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_mushroompizza.png|center]]&lt;br /&gt;
|{{anchor|mushroompizza}}[[#mushroompizza|Грибная пицца]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|плоское тесто]]&lt;br /&gt;
* 1 [[#cheesewedge|кусочек сыра]]&lt;br /&gt;
* 1 гриб&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. [[#tomatojuice|томатного сока]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Бургеры и Сэндвичи====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Примечания&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Бургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#meat|Мясо]] (не человеческое)&lt;br /&gt;
|&lt;br /&gt;
|Также можно приготовить, ударив [[#bun|булочку]] [[#meatball|мясным шариком]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bigbiteburger.png|center]]&lt;br /&gt;
|{{anchor|bigbiteburger}}[[#bigbiteburger|Бургер с большим укусом]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burger|Бургер]]&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_superbiteburger.png|center]]&lt;br /&gt;
|{{anchor|superbiteburger}}[[#superbiteburger|Бургер с супер укусом]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bigbiteburger|Бургер с большим укусом]]&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
* 1 Помидор&lt;br /&gt;
* 1 [[#cheesewedge|Кусочек сыра]]&lt;br /&gt;
* 1 [[#boiledegg|Варёное яйцо]]&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. [[#salt|Соли]]&lt;br /&gt;
* 5 ед. [[#pepper|Перца]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_brainburger.png|center]]&lt;br /&gt;
|{{anchor|brainburger}}[[#brainburger|Бургер с мозгом]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 Мозг&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_roburger.png.png|center]]&lt;br /&gt;
|{{anchor|roburger}}[[#roburger|Робобургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 Робоголова&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenoburger.png|center]]&lt;br /&gt;
|{{anchor|xenoburger}}[[#xenoburger|Ксенобургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#xenomeat|Ксеномясо]]&lt;br /&gt;
|&lt;br /&gt;
|Содержит [[Chemistry#xenoblood|кислую кровь]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishburger.png|center]]&lt;br /&gt;
|{{anchor|fishburger}}[[#fishburger|Рыбный бургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#carpmeat|Филе карпа]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofuburger.png|center]]&lt;br /&gt;
|{{anchor|tofuburger}}[[#tofuburger|Тофубургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#tofu|Кусок тофу]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_clownburger.png|center]]&lt;br /&gt;
|{{anchor|clownburger}}[[#clownburger|Клоунбургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 Клоунская шляпа&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mimeburger.png|center]]&lt;br /&gt;
|{{anchor|mimeburger}}[[#mimeburger|Мимбургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 Берет&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellyburger.png|center]]&lt;br /&gt;
|{{anchor|jellyburger}}[[#jellyburger|Желейный бургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. вишнёвого желе&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|humanburger}}[[#humanburger|Гуманбургер]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bun|Булочка]]&lt;br /&gt;
* 1 [[#meat|Человеческое мясо]]&lt;br /&gt;
|&lt;br /&gt;
|Выглядит точно так же, как [[#cheeseburger|Чизбургер]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_taco.png|center]]&lt;br /&gt;
|{{anchor|taco}}[[#taco|Тако]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Кусок теста]]&lt;br /&gt;
* 1 [[#cutlet|Котлета]]&lt;br /&gt;
* 1 [[#cheesewedge|Кусочек сыра]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|sandwich}}[[#sandwich|Сэндвич]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Ломтика хлеба]]&lt;br /&gt;
* 1 [[#steak|Стейк]]&lt;br /&gt;
* 1 [[#cheesewedge|Кусочек сыра]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|toastedsandwich}}[[#toastedsandwich|Поджаренный сэндвич]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#sandwich|Сэндвич]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sandwich.png|center]]&lt;br /&gt;
|{{anchor|grilledcheesesandwich}}[[#grilledcheesesandwich|Горячий сырный сэндвич]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Ломтика хлеба]]&lt;br /&gt;
* 1 [[#cheesewedge|Кусочек сыра]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_jellysandwich.png|center]]&lt;br /&gt;
|{{anchor|jellysandwich}}[[#jellysandwich|Желейный сэндвич]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#slice|Ломтика хлеба]]&lt;br /&gt;
|&lt;br /&gt;
* 5 ед. вишнёвого желе&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Торты====&lt;br /&gt;
Все торты можно [[#slice|разрезать на кусочки]]&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Примечания&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_chocolatecake.png|center]]&lt;br /&gt;
|{{anchor|chocolatecake}}[[#chocolatecake|Шоколадный торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 [[#chocolatebar|Плитка шоколада]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_birthdaycake.png|center]]&lt;br /&gt;
|{{anchor|birthdaycake}}[[#birthdaycake|Праздничный торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Праздничная шляпа (Cakehat)&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_braincake.png|center]]&lt;br /&gt;
|{{anchor|braincake}}[[#braincake|Мозговой торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Мозг&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_carrotcake.png|center]]&lt;br /&gt;
|{{anchor|carrotcake}}[[#carrotcake|Морковный торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Морковь&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_cheesecake.png|center]]&lt;br /&gt;
|{{anchor|cheesecake}}[[#cheesecake|Чизкейк]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_applecake.png|center]]&lt;br /&gt;
|{{anchor|applecake}}[[#applecake|Яблочный торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Яблоко&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_orangecake.png|center]]&lt;br /&gt;
|{{anchor|orangecake}}[[#orangecake|Апельсиновый торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Апельсин&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_limecake.png|center]]&lt;br /&gt;
|{{anchor|limecake}}[[#limecake|Лаймовый торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Лайм&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_lemoncake.png|center]]&lt;br /&gt;
|{{anchor|lemoncake}}[[#lemoncake|Лимонный торт]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Лимон&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 15u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_pumpkinpie.png|center]]&lt;br /&gt;
|{{anchor|pumpkinpie}}[[#pumpkinpie|Тыквенный пирог]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Тыква&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sweets====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_candiedapple.png|center]]&lt;br /&gt;
|{{anchor|candiedapple}}[[#candiedapple|Карамельное яблоко]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Яблоко&lt;br /&gt;
|&lt;br /&gt;
* 5u Вода&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chocolategg.png|center]]&lt;br /&gt;
|{{anchor|chocolategg}}[[#chocolategg|Шоколадное яйцо]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 [[#chocolatebar|Шоколадный батончик]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_waffles.png|center]]&lt;br /&gt;
|{{anchor|waffles}}[[#waffles|Вафли]]&lt;br /&gt;
|&lt;br /&gt;
* 2 [[#doughslice|Ломтика теста]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_muffin.png|center]]&lt;br /&gt;
|{{anchor|muffin}}[[#muffin|Маффин]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_bananacreampie.png|center]]&lt;br /&gt;
|{{anchor|bananacreampie}}[[#bananacreampie|Банановый кремовый пирог]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 Банан&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cherrypie.png|center]]&lt;br /&gt;
|{{anchor|cherrypie}}[[#cherrypie|Вишнёвый пирог]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 Вишня&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_berryclafoutis.png|center]]&lt;br /&gt;
|{{anchor|berryclafoutis}}[[#berryclafoutis|Ягодный клауфути]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 Ягоды&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cookie.png|center]]&lt;br /&gt;
|{{anchor|cookie}}[[#cookie|Печенье]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
* 1 [[#chocolatebar|Шоколадный батончик]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:amanitajelly.gif|center]]&lt;br /&gt;
|{{anchor|amanitajelly}}[[#amanitajelly|Желе из мухомора]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Мухомор&lt;br /&gt;
|&lt;br /&gt;
* 5u Вода&lt;br /&gt;
* 5u [[Drinks#vodka|Водка]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spacylibertyduff.gif|center]]&lt;br /&gt;
|{{anchor|spacylibertyduff}}[[#spacylibertyduff|Космический Либерти Дафф]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#libertycap|Либерти Кап]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Вода&lt;br /&gt;
* 5u [[Drinks#vodka|Водка]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_rofflewaffles.png|center]]&lt;br /&gt;
|{{anchor|rofflewaffles}}[[#rofflewaffles|Рофл-вальфы]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
|&lt;br /&gt;
* 5u Псилоцибин&lt;br /&gt;
* 10u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_applepie.png|center]]&lt;br /&gt;
|{{anchor|applepie}}[[#applepie|Яблочный пирог]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Яблоко&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_goldenapplestreuseltart.png|center]]&lt;br /&gt;
|{{anchor|appletart}}[[#appletart|Тарт с золотым яблоком и штрейзелем]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 Золотое яблоко&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_mint.png|center]]&lt;br /&gt;
|{{anchor|mint}}[[#mint|Мята]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
* 5u [[#coldsauce|Масло мороза]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut_jelly.png|center]]&lt;br /&gt;
|{{anchor|jellydonut}}[[#jellydonut|Донат с вареньем]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
* 5u Вишнёвое варенье или Ягодный сок&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donut.png|center]]&lt;br /&gt;
|{{anchor|donut}}[[#donut|Донат]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chaosdonut.png|center]]&lt;br /&gt;
|{{anchor|chaosdonut}}[[#chaosdonut|Хаос-донат]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#coldsauce|Масло мороза]]&lt;br /&gt;
* 5u [[#hotsauce|Капсаицин]]&lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_poppypretzel.png|center]]&lt;br /&gt;
|{{anchor|poppypretzel}}[[#poppypretzel|Претцель с маком]]&lt;br /&gt;
|&lt;br /&gt;
* 1 Маковое семя&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fortunecookie.png|center]]&lt;br /&gt;
|{{anchor|fortunecookie}}[[#fortunecookie|Печенье с предсказанием]]&lt;br /&gt;
| &lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
| &lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
| Этот рецепт не включает предсказание в печенье, но вы можете добавить его, кликнув по печенью с листом бумаги.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fortunecookie.png|center]]&lt;br /&gt;
|{{anchor|fortunecookieprefilled}}[[#fortunecookie|Печенье с предсказанием (заполненное)]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#doughslice|Ломтик теста]]&lt;br /&gt;
* 1 Бумага&lt;br /&gt;
| &lt;br /&gt;
* 5u [[#sugar|Сахар]]&lt;br /&gt;
| 1 из 3 шансов, что оно появится в наборе MRE. Этот рецепт уже содержит предсказание.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Блюда из мяса====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_steak.png|center]]&lt;br /&gt;
|{{anchor|steak}}[[#steak|Стейк]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
|&lt;br /&gt;
* 1u [[#salt|Соль]]&lt;br /&gt;
* 1u [[#pepper|Перец]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_hotchili.png|center]]&lt;br /&gt;
|{{anchor|hotchili}}[[#hotchili|Острое чили]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
* 1 [[#chilipepper|Чили перец]]&lt;br /&gt;
* 1 [[#tomato|Помидор]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_coldchili.png|center]]&lt;br /&gt;
|{{anchor|coldchili}}[[#coldchili|Холодное чили]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
* 1 [[#icepepper|Ледяной перец]]&lt;br /&gt;
* 1 [[#tomato|Помидор]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishandchips.png|center]]&lt;br /&gt;
|{{anchor|fishandchips}}[[#fishandchips|Рыба с картошкой]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#carpmeat|Филе карпа]]&lt;br /&gt;
* 1 [[#fries|Картофель фри]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fishfingers.png|center]]&lt;br /&gt;
|{{anchor|fishfingers}}[[#fishfingers|Рыбные палочки]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Мука]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 [[#carpmeat|Филе карпа]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cubancarp.png|center]]&lt;br /&gt;
|{{anchor|cubancarp}}[[#cubancarp|Кубинский карп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#dough|Тесто]]&lt;br /&gt;
* 1 [[#carpmeat|Филе карпа]]&lt;br /&gt;
* 1 [[#chili|Чили]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_sausage.png|center]]&lt;br /&gt;
|{{anchor|sausage}}[[#sausage|Колбаса]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Мясной шарик]]&lt;br /&gt;
* 1 [[#cutlet|Котлета]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_soylentgreen.png|center]]&lt;br /&gt;
|{{anchor|soylentgreen}}[[#soylentgreen|Соylent Green]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flour|Мука]]&lt;br /&gt;
* 1 [[#meat|Человеческое мясо]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|meatpie}}[[#meatpie|Мясной пирог]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_xenomeatpie.png|center]]&lt;br /&gt;
|{{anchor|xenomeatpie}}[[#xenomeatpie|Пирог с ксеномясом]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
* 1 [[#xenomeat|Ксеномясо]]&lt;br /&gt;
|&lt;br /&gt;
|Содержит [[Chemistry#xenoblood|кислотную кровь]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wingfanchu.png|center]]&lt;br /&gt;
|{{anchor|wingfanchu}}[[#wingfanchu|Крыло Фан Чу]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#xenomeat|Ксеномясо]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#soysauce|Соевый соус]]&lt;br /&gt;
|Содержит [[Chemistry#xenoblood|кислотную кровь]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_kebab.png|center]]&lt;br /&gt;
|{{anchor|kabob}}[[#kabob|Шашлык]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#metalrods|Металлические прутья]]&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_enchiladas.png|center]]&lt;br /&gt;
|{{anchor|enchiladas}}[[#enchiladas|Энчиладас]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cutlet|Котлета]]&lt;br /&gt;
* 1 [[#chili|Чили]]&lt;br /&gt;
* 1 [[#corn|Кукуруза]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Салаты====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tossedsalad.png|center]]&lt;br /&gt;
|{{anchor|tossedsalad}}[[#tossedsalad|Салат]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#cabbage|Капуста]]&lt;br /&gt;
* 1 [[#tomato|Помидор]]&lt;br /&gt;
* 1 [[#carrot|Морковь]]&lt;br /&gt;
* 1 [[#apple|Яблоко]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_validsalad.png|center]]&lt;br /&gt;
|{{anchor|validsalad}}[[#validsalad|Подтвержденный салат]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#ambrosiavulgaris|Амброзия вулгарис]]&lt;br /&gt;
* 1 [[#potato|Картофель]]&lt;br /&gt;
* 1 [[#meatball|Мясной шарик]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_aesirsalad.png|center]]&lt;br /&gt;
|{{anchor|aesirsalad}}[[#aesirsalad|Салат Асира]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#ambrosiadeus|Амброзия Деус]]&lt;br /&gt;
* 1 [[#goldenapple|Золотое яблоко]]&lt;br /&gt;
|&lt;br /&gt;
|Содержит 8u [[Chemistry#doctorsdelight|Докторское удовольствие]] и 8u трикордазин&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Супы====&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballsoup.png|center]]&lt;br /&gt;
|{{anchor|meatballsoup}}[[#meatballsoup|Суп с мясными фрикадельками]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meatball|Мясной шарик]]&lt;br /&gt;
* 1 [[#carrot|Морковь]]&lt;br /&gt;
* 1 [[#potato|Картофель]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_vegetablesoup.png|center]]&lt;br /&gt;
|{{anchor|vegetablesoup}}[[#vegetablesoup|Овощной суп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#carrot|Морковь]]&lt;br /&gt;
* 1 [[#corn|Кукуруза]]&lt;br /&gt;
* 1 [[#eggplant|Баклажан]]&lt;br /&gt;
* 1 [[#potato|Картофель]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_nettlesoup.png|center]]&lt;br /&gt;
|{{anchor|nettlesoup}}[[#nettlesoup|Суп с крапивой]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#potato|Картофель]]&lt;br /&gt;
* 1 [[#nettle|Крапива]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_wishsoup.png|center]]&lt;br /&gt;
|{{anchor|wishsoup}}[[#wishsoup|Суп желаний]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* 20u [[#water|Вода]]&lt;br /&gt;
| 25% шанс на 8 [[Chemistry#Nutriment|Питательных веществ]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|tomatosoup}}[[#tomatosoup|Томатный суп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#tomato|Помидор]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tomatosoup.png|center]]&lt;br /&gt;
|{{anchor|bloodsoup}}[[#bloodsoup|Кровавый суп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#bloodtomato|Кровавый помидор]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#blood|Кровь]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_milosoup.png|center]]&lt;br /&gt;
|{{anchor|milosoup}}[[#milosoup|Милосуп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#soydope|Соевое месиво]]&lt;br /&gt;
* 1 [[#tofu|Тоффу]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Mystery_Soup.png|center]]&lt;br /&gt;
|{{anchor|mysterysoup}}[[#mysterysoup|Тайный суп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#burnedmess|Горелая еда]]&lt;br /&gt;
* 1 [[#tofu|Тоффу]]&lt;br /&gt;
* 1 [[#egg|Яйцо]]&lt;br /&gt;
* 1 [[#cheesewedge|Кусок сыра]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chanterellesoup.png|center]]&lt;br /&gt;
|{{anchor|chanterellesoup}}[[#chanterellesoup|Грибной суп]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#mushroom|Гриб]]&lt;br /&gt;
|&lt;br /&gt;
* 5u [[#milk|Молоко]]&lt;br /&gt;
* 5u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_beetsoup.png|center]]&lt;br /&gt;
|{{anchor|borsh}}[[#borsh|Борщ]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#whitebeet|Белая свекла]]&lt;br /&gt;
* 1 [[#cabbage|Капуста]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stew.png|center]]&lt;br /&gt;
|{{anchor|stew}}[[#stew|Тушеное мясо]]&lt;br /&gt;
|&lt;br /&gt;
* 1 [[#meat|Мясо]]&lt;br /&gt;
* 1 [[#potato|Картофель]]&lt;br /&gt;
* 1 [[#mushroom|Гриб]]&lt;br /&gt;
* 1 [[#tomato|Помидор]]&lt;br /&gt;
* 1 [[#eggplant|Баклажан]]&lt;br /&gt;
* 1 [[#carrot|Морковь]]&lt;br /&gt;
|&lt;br /&gt;
* 10u [[#water|Вода]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Спагетти====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Примечания&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledspagetti.png|center]]&lt;br /&gt;
|{{anchor|boiledspaghetti}}[[#boiledspaghetti|Варёные спагетти]]&lt;br /&gt;
|* 1 [[#spaghetti|Спагетти]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_pastatomato.png|center]]&lt;br /&gt;
|{{anchor|pastatomato}}[[#pastatomato|Томатные спагетти]]&lt;br /&gt;
|* 1 [[#spaghetti|Спагетти]]&lt;br /&gt;
|* 1 Помидор&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatballspaghetti.png|center]]&lt;br /&gt;
|{{anchor|meatballspaghetti}}[[#meatballspaghetti|Спагетти с фрикадельками]]&lt;br /&gt;
|* 1 [[#spaghetti|Спагетти]]&lt;br /&gt;
|* 1 [[#meatball|Фрикаделька]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_spesslaw.png|center]]&lt;br /&gt;
|{{anchor|spesslaw}}[[#spesslaw|Спесслав]]&lt;br /&gt;
|* 1 [[#spaghetti|Спагетти]]&lt;br /&gt;
|* 2 [[#meatball|Фрикадельки]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Разное====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Ингредиенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 20%;&amp;quot; |Реагенты&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Примечания&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_friedegg.png|center]]&lt;br /&gt;
|{{anchor|friedegg}}[[#friedegg|Жареное яйцо]]&lt;br /&gt;
|* 1 [[#egg|Яйцо]]&lt;br /&gt;
|* 1u [[#salt|Соль]]&lt;br /&gt;
|* 1u [[#pepper|Перец]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_egg.png|center]]&lt;br /&gt;
|{{anchor|boiledegg}}[[#boiledegg|Варёное яйцо]]&lt;br /&gt;
|* 1 [[#egg|Яйцо]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_omelette.png|center]]&lt;br /&gt;
|{{anchor|omelette}}[[#omelette|Омлет с сыром]]&lt;br /&gt;
|* 1 [[#egg|Яйцо]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_donkpocket.png|center]]&lt;br /&gt;
|{{anchor|donkpocket}}[[#donkpocket|Горячий донк-пакет]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 [[#meatball|Фрикаделька]]&lt;br /&gt;
|* Содержит 5u трикордазина.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bread.png|center]]&lt;br /&gt;
|{{anchor|bread}}[[#bread|Хлеб]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_meatbread.png|center]]&lt;br /&gt;
|{{anchor|meatbread}}[[#meatbread|Мясной хлеб]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 [[#meat|Мясо]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|* Разделяемый&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_xenomeatbread.png|center]]&lt;br /&gt;
|{{anchor|xenomeatbread}}[[#xenomeatbread|Хлеб с ксеномясом]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 [[#xenomeat|Ксеномясо]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|* Содержит [[Chemistry#xenoblood|кислотную кровь]].&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_bananabread.png|center]]&lt;br /&gt;
|{{anchor|bananabread}}[[#bananabread|Бананово-ореховый хлеб]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 Банан&lt;br /&gt;
|* 5u [[#milk|Молоко]]&lt;br /&gt;
|* 15u [[#sugar|Сахар]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_tofubread.png|center]]&lt;br /&gt;
|{{anchor|tofubread}}[[#tofubread|Хлеб с тофу]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 [[#tofu|Тофу]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_Sliceable_creamcheesebread.png|center]]&lt;br /&gt;
|{{anchor|creamcheesebread}}[[#creamcheesebread|Хлеб с крем-сыром]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_eggplantparm.png|center]]&lt;br /&gt;
|{{anchor|eggplantparm}}[[#eggplantparm|Пармезан с баклажанами]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|* 1 Баклажан&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_voylenviridians.png|center]]&lt;br /&gt;
|{{anchor|soylentviridians}}[[#soylentviridians|Соелент Виридиан]]&lt;br /&gt;
|* 1 [[#flour|Мука]]&lt;br /&gt;
|* 1 Соевые бобы&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_meatpie.png|center]]&lt;br /&gt;
|{{anchor|tofupie}}[[#tofupie|Пирог с тофу]]&lt;br /&gt;
|* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
|* 1 [[#tofu|Тофу]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_loadedbakedpotato.png|center]]&lt;br /&gt;
|{{anchor|loadedbakedpotato}}[[#loadedbakedpotato|Запечённый картофель с начинкой]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|* 1 Картофель&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_fries.png|center]]&lt;br /&gt;
|{{anchor|fries}}[[#fries|Космические картошки]]&lt;br /&gt;
|* 1 [[#rawpotatosticks|Сырые картофельные палочки]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheesyfries.png|center]]&lt;br /&gt;
|{{anchor|cheesyfries}}[[#cheesyfries|Картошка с сыром]]&lt;br /&gt;
|* 1 [[#fries|Космические картошки]]&lt;br /&gt;
|* 1 [[#cheesewedge|Сырный ломтик]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_popcorn.png|center]]&lt;br /&gt;
|{{anchor|popcorn}}[[#popcorn|Попкорн]]&lt;br /&gt;
|* 1 Кукуруза&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeysdelight.png|center]]&lt;br /&gt;
|{{anchor|monkeysdelight}}[[#monkeysdelight|Угощение для обезьяны]]&lt;br /&gt;
|* 1 [[#flour|Мука]]&lt;br /&gt;
|* 1 [[#monkeycube|Обезьяний куб]]&lt;br /&gt;
|* 1 Банан&lt;br /&gt;
|* 1u [[#salt|Соль]]&lt;br /&gt;
|* 1u [[#pepper|Перец]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_baguette.png|center]]&lt;br /&gt;
|{{anchor|baguette}}[[#baguette|Багет]]&lt;br /&gt;
|* 1 [[#dough|Тесто]]&lt;br /&gt;
|* 1u [[#salt|Соль]]&lt;br /&gt;
|* 1u [[#pepper|Перец]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stewedsoymeat.png|center]]&lt;br /&gt;
|{{anchor|stewedsoymeat}}[[#stewedsoymeat|Тушёное соевое мясо]]&lt;br /&gt;
|* 1 [[#soydope|Соевые гранулы]]&lt;br /&gt;
|* 1 Морковь&lt;br /&gt;
|* 1 Помидор&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_boiledrice.png|center]]&lt;br /&gt;
|{{anchor|boiledrice}}[[#boiledrice|Варёный рис]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|* 10u Рис&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_ricepudding.png|center]]&lt;br /&gt;
|{{anchor|ricepudding}}[[#ricepudding|Рисовый пудинг]]&lt;br /&gt;
|* 5u [[#milk|Молоко]]&lt;br /&gt;
|* 10u Рис&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_twobread.png|center]]&lt;br /&gt;
|{{anchor|twobread}}[[#twobread|Два хлеба]]&lt;br /&gt;
|* 2 [[#slice|Ломтика хлеба]]&lt;br /&gt;
|* 5u Вино&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetbuiscuit.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetbuiscuit}}[[#plumphelmetbuiscuit|Пломп-грибные печенья]]&lt;br /&gt;
|* 1 [[#flour|Мука]]&lt;br /&gt;
|* 1 Пломп-гриб&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_chawanmushi.png|center]]&lt;br /&gt;
|{{anchor|chawanmushi}}[[#chawanmushi|Чаванмуши]]&lt;br /&gt;
|* 1 [[#egg|Яйцо]]&lt;br /&gt;
|* 1 [[#chanterelle|Лисичка]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|* 5u [[#soysauce|Соевый соус]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cracker.png|center]]&lt;br /&gt;
|{{anchor|cracker}}[[#cracker|Сухарик]]&lt;br /&gt;
|* 1 [[#doughslice|Тесто]]&lt;br /&gt;
|* 1u [[#salt|Соль]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_stuffing.png|center]]&lt;br /&gt;
|{{anchor|stuffing}}[[#stuffing|Начинка]]&lt;br /&gt;
|* 1 [[#bread|Буханка хлеба]]&lt;br /&gt;
|* 5u Вода&lt;br /&gt;
|* 1u [[#salt|Соль]]&lt;br /&gt;
|* 1u [[#pepper|Перец]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_tofurkey.png|center]]&lt;br /&gt;
|{{anchor|tofurkey}}[[#tofurkey|Тофурки]]&lt;br /&gt;
|* 1 [[#stuffing|Начинка]]&lt;br /&gt;
|* 1 [[#tofu|Тофу]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_amanitapie.png|center]]&lt;br /&gt;
|{{anchor|amanitapie}}[[#amanitapie|Пирог с аманитой]]&lt;br /&gt;
|* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
|* 1 Аманита&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_plumphelmetpie.png|center]]&lt;br /&gt;
|{{anchor|plumphelmetpie}}[[#plumphelmetpie|Пирог с пломп-грибами]]&lt;br /&gt;
|* 1 [[#flatdough|Плоское тесто]]&lt;br /&gt;
|* 1 Пломп-гриб&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Приправы===&lt;br /&gt;
&lt;br /&gt;
Некоторые приправы используются непосредственно в рецептах. Также их можно добавлять в еду до тех пор, пока она не достигнет 50u в суммарном объеме. Еда обычно съедается определенным количеством укусов, однако чем больше химикатов в определенном куске пищи, тем больше времени потребуется, чтобы его съесть.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Приправа&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |Как получить&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|condimentbottle}}[[#condimentbottle|Пустая бутылка для приправы]]&lt;br /&gt;
|&lt;br /&gt;
* Продавец посуды&lt;br /&gt;
* Опорожнение других приправ&lt;br /&gt;
|Используется для хранения химикатов, которые вы хотите использовать в качестве приправ. Как и в случае с бокалами, бутылки для приправ могут выглядеть по-разному в зависимости от того, что в них находится.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_sugar.png|center]]&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Сахар]]&lt;br /&gt;
|&lt;br /&gt;
* Находится в холодильниках на кухне&lt;br /&gt;
* Получается из сахарного тростника&lt;br /&gt;
|Выглядит точно так же, как пустая бутылка&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Condiment_enzyme.png|center]]&lt;br /&gt;
|{{anchor|unienzyme}}[[#unienzyme|Универсальный фермент]]&lt;br /&gt;
|&lt;br /&gt;
* Находится в холодильниках на кухне&lt;br /&gt;
* Продавец посуды&lt;br /&gt;
|Используется для производства алкоголя, сыра и других продуктов. Если не указано иное, действует как катализатор и не расходуется при использовании в рецепте.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_cornoil.png|center]]&lt;br /&gt;
|{{anchor|cornoil}}[[#cornoil|Кукурузное масло]]&lt;br /&gt;
|&lt;br /&gt;
* Мелите кукурузу&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_saltshaker.png|center]]&lt;br /&gt;
|{{anchor|salt}}[[#salt|Соль]]&lt;br /&gt;
|&lt;br /&gt;
* Находится на кухне и у продавца посуды&lt;br /&gt;
|Эти бутылки вмещают только 20 единиц. Бутылка для приправ, наполненная солью, превращается в более крупную версию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_peppermill.png|center]]&lt;br /&gt;
|{{anchor|pepper}}[[#pepper|Перец]]&lt;br /&gt;
|&lt;br /&gt;
* Находится на кухне и у продавца посуды&lt;br /&gt;
|Эти бутылки вмещают только 20 единиц. Бутылка для приправ, наполненная перцем, превращается в более крупную версию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_soysauce.png|center]]&lt;br /&gt;
|{{anchor|soysauce}}[[#soysauce|Соевый соус]]&lt;br /&gt;
|&lt;br /&gt;
* Смешайте 4u [[#soymilk|соевого молока]] и 1u серной кислоты&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_ketchup.png|center]]&lt;br /&gt;
|{{anchor|ketchup}}[[#ketchup|Кетчуп]]&lt;br /&gt;
|&lt;br /&gt;
* Мелите помидоры&lt;br /&gt;
|Помните, что измельчение и отжимание сока — это два разных процесса.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_hotsauce.png|center]]&lt;br /&gt;
|{{anchor|hotsauce}}[[#hotsauce|Острая приправа]]&lt;br /&gt;
|&lt;br /&gt;
* Сделано путем смешивания 2u капсаицина и 1u черного перца для получения 1u острой приправы.&lt;br /&gt;
| Есть несколько различных видов бутылок с острой приправой. Примечательно, что если вы поместите острую приправу в пустую бутылку для приправ, она изменит свой вид на [[#misccondiment|универсальную бутылку]], а не одну из декоративных.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_coldsauce.png|center]]&lt;br /&gt;
|{{anchor|coldsauce}}[[#coldsauce|Холодный соус]]&lt;br /&gt;
|&lt;br /&gt;
* Это замороженное масло. Мелите ледяные перцы.&lt;br /&gt;
| В холодильнике на кухне есть одна бутылка с другим видом, содержащая этот соус.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_condiment_misccondiment.png|center]]&lt;br /&gt;
|{{anchor|misccondiment}}[[#misccondiment|Разнообразная приправа]]&lt;br /&gt;
|&lt;br /&gt;
* Если вы поместите что-то, что не указано выше, в пустую бутылку для приправ, она примет этот вид.&lt;br /&gt;
|В эту бутылку можно положить любые химикаты.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Прочее===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Результат&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto; width: 30%;&amp;quot; |Как получить&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_slice.gif|center]]&lt;br /&gt;
|{{anchor|slice}}[[#slice|Ломтик]]&lt;br /&gt;
|&lt;br /&gt;
* Нарежьте [[#bread|хлеб]], [[#plaincake|пирог]] или [[#margherita|пиццу]] ножом.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_monkeyburger.png|center]]&lt;br /&gt;
|{{anchor|burger}}[[#burger|Бургер]]&lt;br /&gt;
|&lt;br /&gt;
* Поместите [[#bun|булочку]] и [[#meatball|котлету]] вместе.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_cheeseburger.png|center]]&lt;br /&gt;
|{{anchor|cheeseburger}}[[#cheeseburger|Чизбургер]]&lt;br /&gt;
|&lt;br /&gt;
* Поместите [[#burger|бургер]] и [[#cheesewedge|кусок сыра]].&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_Snacks_open_hotdog.png|center]]&lt;br /&gt;
|[[#hotdog|Горячая собачка]]&lt;br /&gt;
|&lt;br /&gt;
* Поместите [[#bun|булочку]] и [[#sausage|сосиску]] вместе.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15396</id>
		<title>Шаблон:Ability Doom</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15396"/>
		<updated>2025-11-04T18:42:00Z</updated>

		<summary type="html">&lt;p&gt;Twixis: более подходяший перевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Stomp.png]] &amp;lt;br&amp;gt;Приговор&lt;br /&gt;
|Визг, который гасит свет в радиусе 7 тайлов, замедляет и оглушает.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 50 плазмы, перезарядка 45 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%9A%D0%BE%D1%80%D0%BE%D0%BB%D1%8C&amp;diff=15395</id>
		<title>Король</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%9A%D0%BE%D1%80%D0%BE%D0%BB%D1%8C&amp;diff=15395"/>
		<updated>2025-11-04T18:39:32Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Обновление абилок и перенос текста с оффов&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|xenotier = ЧУЖОЙ - УРОВЕНЬ 4&lt;br /&gt;
|img = King.png&lt;br /&gt;
|castetitle = Король&lt;br /&gt;
|evolvesfrom = —&lt;br /&gt;
|evolvesinto = —&lt;br /&gt;
|strain = Отсутствуют&lt;br /&gt;
|role = Ты король.&lt;br /&gt;
|guides = Эта страница.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Общая информация ==&lt;br /&gt;
&#039;&#039;&#039;Король&#039;&#039;&#039;. Ваша задача очень проста, но крайне решающая. Используя свои сильные способности, сокрушите оборону морпехов, действуя в координации с остальным ульем. Ваша главная боевая комбинация  - наступи и уничтожь. Ваша способность &#039;&#039;&#039;уничтожения&#039;&#039;&#039; позволит вам прыгнуть на баррикады, мгновенно разрушая их в зоне действия. Вы можете сбивать морпехов с ног просто наступая на них. Король наиболее опасен в сочетании с криком королевы, который позволяет прорвать оборону морпехов. В одиночку вы самая сильная осадная каста, но всё ещё уязвимая к тому, чтобы быть подавленной.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Король&#039;&#039;&#039; может быть приобретен при выполнении двух условий. Два пилона должны контролироваться в течение не менее десяти минут, а раунд должен продлиться более двух часов. Затем король будет доступен для покупки в качестве усиления улья. После покупки начинается голосование, в котором могут участвовать все члены улья &#039;&#039;&#039;за исключением королевы и членов улья, которые не дали на это согласия.&#039;&#039;&#039; После завершения голосования кокон короля сформируется рядом с ядром улья. Кокону требуется &#039;&#039;&#039;10 минут что бы завершить&#039;&#039;&#039; создание короля. Если во время процесса пилон будет потерян, кокон будет уничтожен и перейдет в перезарядку. Если улей сумеет удержать оба пилона в течение десяти минут, король восстанет.&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/Content/XenoStats/King}}&lt;br /&gt;
&lt;br /&gt;
=== Способности ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; width=150 |Способности:&lt;br /&gt;
! style=&amp;quot;background-color:purple;&amp;quot; |Описание:&lt;br /&gt;
|-&lt;br /&gt;
{{Ability Rest}}&lt;br /&gt;
{{Ability Release}}&lt;br /&gt;
{{Ability Watch Xenomorph}}&lt;br /&gt;
{{Ability Tail Stab}}&lt;br /&gt;
{{Ability Rend}}&lt;br /&gt;
{{Ability Doom}}&lt;br /&gt;
{{Ability Destroy}}&lt;br /&gt;
{{Ability Bulwark of the hive}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Тактики игры ==&lt;br /&gt;
&lt;br /&gt;
Вы очень сильны, но не неуязвимы перед натиском числом. &#039;&#039;&#039;Держаться улья это главный путь к успеху&#039;&#039;&#039; когда играете за короля. Морпехи не будут стеснятся и без колебаний погонятся за одиноким королём.&lt;br /&gt;
&lt;br /&gt;
Вашы способности становятся крайне сильными в сочетании с криком королевы. Если королева недоступна для кооперации, опустошители будут очень эффективными благодаря своей способности разрывать незащищённых морпехов. Прочисти путь для их когтей!&lt;br /&gt;
&lt;br /&gt;
Способность Оплот улья может спасти жизни, если ее использовать правильно. Вы способны предотвратить мгновенную смерть, поскольку она даёт 200 едениц щита ксеноморфам.&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Bulwark_of_the_hive&amp;diff=15394</id>
		<title>Шаблон:Ability Bulwark of the hive</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Bulwark_of_the_hive&amp;diff=15394"/>
		<updated>2025-11-04T17:51:00Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Шаблон:Ability Bulwark of the hive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Soak ability.png]] &amp;lt;br&amp;gt;Оплот улья&lt;br /&gt;
|Даёт всем ксеноморфав вашего улья щит размером в 200 едениц на расстоянии 6 тайлов на 10 секунд.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 0 плазмы, перезарядка 60 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15393</id>
		<title>Шаблон:Ability Doom</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15393"/>
		<updated>2025-11-04T17:40:37Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Stomp.png]] &amp;lt;br&amp;gt;Погибель&lt;br /&gt;
|Визг, который гасит свет в радиусе 7 тайлов, замедляет и оглушает.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 50 плазмы, перезарядка 45 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Destroy&amp;diff=15392</id>
		<title>Шаблон:Ability Destroy</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Destroy&amp;diff=15392"/>
		<updated>2025-11-04T17:37:10Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Шаблон:Ability Destroy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Charge ability.png]] &amp;lt;br&amp;gt;Уничтожить&lt;br /&gt;
| Способность прыжка, разрывающая всех мобов при приземлении или мгновенно разрушающая структуры.&lt;br /&gt;
&amp;lt;br&amp;gt; Стоит 0 плазмы, перезарядки 60 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15391</id>
		<title>Шаблон:Ability Doom</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Doom&amp;diff=15391"/>
		<updated>2025-11-04T17:30:30Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Шаблон:Ability Doom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Stomp.png]] &amp;lt;br&amp;gt;Обреченность&lt;br /&gt;
|Визг, который гасит свет в радиусе 7 тайлов, замедляет и оглушает.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 50 плазмы, перезарядка 45 секунд&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Rend&amp;diff=15390</id>
		<title>Шаблон:Ability Rend</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Rend&amp;diff=15390"/>
		<updated>2025-11-04T17:24:00Z</updated>

		<summary type="html">&lt;p&gt;Twixis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Eviscerate.png]] &amp;lt;br&amp;gt;Разорвать&lt;br /&gt;
|Наносит урон в радиусе 3х3.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 50 плазмы, перезарядка 2.5 секунды.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Rend&amp;diff=15389</id>
		<title>Шаблон:Ability Rend</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A8%D0%B0%D0%B1%D0%BB%D0%BE%D0%BD:Ability_Rend&amp;diff=15389"/>
		<updated>2025-11-04T17:22:46Z</updated>

		<summary type="html">&lt;p&gt;Twixis: Шаблон:Ability Rend&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
! width=150|[[File:Eviscerate.png]] Разорвать&lt;br /&gt;
|Наносит урон в радиусе 3х3.&lt;br /&gt;
&amp;lt;br&amp;gt;Стоит 50 плазмы, перезарядка 2.5 секунды.&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%BD%D0%B0%D0%BF%D0%B8%D1%82%D0%BA%D0%B0%D0%BC&amp;diff=15387</id>
		<title>Руководство по напиткам</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%BD%D0%B0%D0%BF%D0%B8%D1%82%D0%BA%D0%B0%D0%BC&amp;diff=15387"/>
		<updated>2025-10-23T10:03:03Z</updated>

		<summary type="html">&lt;p&gt;Twixis: /* Алкогольные */  доперевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;На этой странице представлены рецепты различных напитков и коктейлей.  Если вам нужна информация о приготовлении еды, перейдите на [[Cooking|эту страницу]].&lt;br /&gt;
Большинство напитков имеют специфический спрайт, когда их наливают в стаканы. Кроме того, алкоголь может быть смертельно опасен в CM, поэтому, если вы собираетесь подавать спиртные напитки, хорошей мерой предосторожности будет добавление в них [[Chemistry#Ethylredoxrazine|ethylredoxrazine]].&lt;br /&gt;
&lt;br /&gt;
=== Оборудование и инструменты ===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Объект&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Описание&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 40%; margin: auto;&amp;quot; |Локации&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Sodafountain.png|center]]&lt;br /&gt;
|{{anchor|sodafountain}}[[#sodafountain|Soda Fountain]]&lt;br /&gt;
|Разливает различные напитки.&lt;br /&gt;
|Кухня (этот нельзя перемещать), офицерская столовая и на некоторых картах планет. Их можно перемещать с помощью гаечного ключа.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Boozedispenser.png|center]]&lt;br /&gt;
|{{anchor|boozedispenser}}[[#boozedispenser|Booze Dispenser]]&lt;br /&gt;
|В основном содержит различные виды спиртных напитков.&lt;br /&gt;
|Находятся на некоторых картах планет и на Алмайере в офицерской столовой. Их можно перемещать с помощью гаечного ключа.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Vendor Booze-O-Mat.png|center]]&lt;br /&gt;
|{{anchor|boozeomat}}[[#boozeomat|Booze-O-Mat]]&lt;br /&gt;
|Автомат в котором есть бутилки с различными напитками.&lt;br /&gt;
|Находится на некоторых картах планет. Удачи в попытках уговорить морпехов принести вам один из них.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Базовые Напитки===&lt;br /&gt;
Это напитки, которые можно найти в автоматах, диспенсерах, получить с помощью гидропоники или смешать с помощью [[Cooking#unienzyme|universal enzyme]]. В столбце &amp;quot;бутылка&amp;quot; содержится изображение емкости, в которой продается напиток, например бутылка или банка. В столбце &amp;quot;стакан&amp;quot; содержится изображение напитка, налитого в стакан. [[Cooking#unienzyme|Universal enzyme]] не расходуется при реакциях.&lt;br /&gt;
&lt;br /&gt;
====Не алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Бутылка&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Получение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_orangejuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassorange.png|center]]&lt;br /&gt;
|{{anchor|orangejuice}}[[#orangejuice|Апельсиновый Сок]]&lt;br /&gt;
|{{:Chemical/Orange_Juice}}&lt;br /&gt;
|&amp;lt;!--I&#039;m pretty sure this is supposed to have a chance to heal oxy damage, but it didn&#039;t work when I tested--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tomatojuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassred.png|center]]&lt;br /&gt;
|{{anchor|tomatojuice}}[[#tomatojuice|Томатный Сок]]&lt;br /&gt;
|{{:Chemical/Tomato_Juice}}&lt;br /&gt;
|&amp;lt;!--As above, but for burn--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_limejuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassgreen.png|center]]&lt;br /&gt;
|{{anchor|limejuice}}[[#limejuice|Лаймовый Сок]]&lt;br /&gt;
|{{:Chemical/Lime_Juice}}&lt;br /&gt;
|&amp;lt;!--As above, but for tox--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_carrotjuice.png|center]]&lt;br /&gt;
|{{anchor|carrotjuice}}[[#carrotjuice|Морковный Сок]]&lt;br /&gt;
|{{:Chemical/Carrot_Juice}}&lt;br /&gt;
|&amp;lt;!--As above but for vision--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_berryjuice.png|center]]&lt;br /&gt;
|{{anchor|berryjuice}}[[#berryjuice|Ягодный Сок]]&lt;br /&gt;
|{{:Chemical/Berry_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_grapejuice.png|center]]&lt;br /&gt;
|{{anchor|grapejuice}}[[#grapejuice|Виноградный Сок]]&lt;br /&gt;
|{{:Chemical/Grape_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_pberryjuice.png|center]]&lt;br /&gt;
|{{anchor|pberryjuice}}[[#pberryjuice|Ядовитый Ягодный Сок]]&lt;br /&gt;
|{{:Chemical/Poison_Berry_Juice}}&lt;br /&gt;
|Наносит 1 урон токсинами за тик.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|watermelonjuice}}[[#watermelonjuice|Арбузный Сок]]&lt;br /&gt;
|{{:Chemical/Watermelon_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_lemonjuice.png|center]]&lt;br /&gt;
|{{anchor|lemonjuice}}[[#lemonjuice|Лимонный Сок]]&lt;br /&gt;
|{{:Chemical/Lemon_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_bananajuice.png|center]]&lt;br /&gt;
|{{anchor|bananajuice}}[[#bananajuice|Банановый Сок]]&lt;br /&gt;
|{{:Chemical/Banana_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|potatojuice}}[[#potatojuice|Сок Картошки]]&lt;br /&gt;
|{{:Chemical/Potato}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grenadinesyrupbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_grenadinesyrup.png|center]]&lt;br /&gt;
|{{anchor|grenadinesyrup}}[[#grenadinesyrup|Гренадиновый сироп]]&lt;br /&gt;
|{{:Chemical/Grenadine_Syrup}}&lt;br /&gt;
|&amp;lt;!--I&#039;m pretty sure this is non-alcoholic. For some reason.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_milk.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|milk}}[[#milk|Молоко]]&lt;br /&gt;
|{{:Chemical/Milk}}&lt;br /&gt;
|Быстро выводит капсаицин из организма пьющего. &amp;lt;!--Pretty sure this is supposed to have a chance of healing brute damage, but it doesn&#039;t seem to actually work--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_soymilk.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|soymilk}}[[#soymilk|Соевое Молоко]]&lt;br /&gt;
|{{:Chemical/Soy_Milk}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_creamcarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|cream}}[[#cream|Сливки]]&lt;br /&gt;
|{{:Chemical/Cream}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_souto.gif|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|souto}}[[#souto|Souto]]&lt;br /&gt;
|{{:Chemical/Souto}}&lt;br /&gt;
|Снижает сонливость. Доступен в следующих вкусах: classic, cherry, lime, grape, blue raspberry, peach, cranberry&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sodawatercan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|sodawater}}[[#sodawater|Газированная Вода]]&lt;br /&gt;
|{{:Chemical/Soda_Water}}&lt;br /&gt;
|Снижает головокружение и сонливость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_colacan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|spacecola}}[[#spacecola|Space Cola]]&lt;br /&gt;
|{{:Chemical/Space_Cola}}&lt;br /&gt;
|Снижает сонливость. Называется Fruit-Beer в вендорах.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spacemountainwindcan.png|center]]&lt;br /&gt;
|[[file:Drinks_spacemountainwind.png|center]]&lt;br /&gt;
|{{anchor|spacemountainwind}}[[#spacemountainwind|Space Mountain Wind]]&lt;br /&gt;
|{{:Chemical/Space_Mountain_Wind}}&lt;br /&gt;
|Снижает сонливость и вялость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_drgibbcan.png|center]]&lt;br /&gt;
|[[file:Drinks_drgibb.png|center]]&lt;br /&gt;
|{{anchor|drgibb}}[[#drgibb|Dr. Gibb]]&lt;br /&gt;
|{{:Chemical/Dr_Gibb}}&lt;br /&gt;
|Снижает сонливость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spaceupcan.png|center]]&lt;br /&gt;
|[[file:Drinks_spaceup.png|center]]&lt;br /&gt;
|{{anchor|spaceup}}[[#spaceup|Space-Up]]&lt;br /&gt;
|{{:Chemical/Space_Up}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|coffee}}[[#coffee|Кофе]]&lt;br /&gt;
|{{:Chemical/Coffee}}&lt;br /&gt;
|Быстро удаляет frost oil из организма пьющего. Уменьшает головокружение, сонливость, вялость и повышает температуру тела. При дозе 30ю вызывает подергивания, моргание, периодическое дрожание. Передозировка составляет 180ю. Передозировка вызывает потерю сознания, сильное отравление и повреждение сердца.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_aspenbeercan.png|center]]&lt;br /&gt;
|[[file:Drinks_beer.png|center]]&lt;br /&gt;
|{{anchor|aspenbeer}}[[#aspenbeer|Aspen Beer]]&lt;br /&gt;
|{{:Chemical/Aspen_Beer}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_teacup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|tea}}[[#tea|Чай]]&lt;br /&gt;
|{{:Chemical/Tea}}&lt;br /&gt;
|Снижает сонливость, головокружение и повышает температуру тела.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedteacan.png|center]]&lt;br /&gt;
|[[file:Drinks_icedtea.png|center]]&lt;br /&gt;
|{{anchor|icedtea}}[[#icedtea|Холодный Чай]]&lt;br /&gt;
|{{:Chemical/Iced_Tea}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_nothingbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_nothing.png|center]]&lt;br /&gt;
|{{anchor|nothing}}[[#nothing|Ничего]]&lt;br /&gt;
|{{:Chemical/Nothing}}&lt;br /&gt;
|Совершенно ничего.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tonicwatercan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|tonicwater}}[[#tonicwater|Тоник]]&lt;br /&gt;
|{{:Chemical/Tonic_Water}}&lt;br /&gt;
|Снижает головокружение, сонливость и вялость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeenolid.png|center]]&lt;br /&gt;
|[[file:Drinks_ice.png|center]]&lt;br /&gt;
|{{anchor|ice}}[[#ice|Лёд]]&lt;br /&gt;
|{{:Chemical/Ice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_lemonlimecan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|lemonlime}}[[#lemonlime|Лимон-Лайм]]&lt;br /&gt;
|{{:Chemical/Lemon_Lime}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cococup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|hotcoco}}[[#hotcoco|Горячее Какао]]&lt;br /&gt;
|{{:Chemical/Hot_Coco}}&lt;br /&gt;
|Согревает.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Бутылка&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Получение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|{{:Chemical/Ethanol}}&lt;br /&gt;
|Самый обычный спирт.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_beerbottles.gif|center]]&lt;br /&gt;
|[[file:Drinks_beer.png|center]]&lt;br /&gt;
|{{anchor|beer}}[[#beer|Пиво]]&lt;br /&gt;
|{{:Chemical/Beer}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kahluabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_kahlua.png|center]]&lt;br /&gt;
|{{anchor|kahlua}}[[#kahlua|Калуа]]&lt;br /&gt;
|{{:Chemical/Kahlua}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kahluabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_whiskey.png|center]]&lt;br /&gt;
|{{anchor|whiskey}}[[#whiskey|Виски]]&lt;br /&gt;
|{{:Chemical/Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_specialblendwhiskeybottle.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|specialwhiskey}}[[#specialwhiskey|Особый купажированный виски]]&lt;br /&gt;
|{{:Chemical/Special_Blend_Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sakebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|sake}}[[#sake|Саке]]&lt;br /&gt;
|{{:Chemical/Sake}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|vodka}}[[#vodka|Водка]]&lt;br /&gt;
|{{:Chemical/Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|gin}}[[#gin|Джин]]&lt;br /&gt;
|{{:Chemical/Gin}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_rumbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_rum.png|center]]&lt;br /&gt;
|{{anchor|rum}}[[#rum|Ром]]&lt;br /&gt;
|{{:Chemical/Rum}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tequillabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_tequilla.png|center]]&lt;br /&gt;
|{{anchor|tequila}}[[#tequila|Текила]]&lt;br /&gt;
|{{:Chemical/Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vermouthbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vermouth.png|center]]&lt;br /&gt;
|{{anchor|vermouth}}[[#vermouth|Вермут]]&lt;br /&gt;
|{{:Chemical/Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_winebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_wine.png|center]]&lt;br /&gt;
|{{anchor|wine}}[[#wine|Вино]]&lt;br /&gt;
|{{:Chemical/Wine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cognacbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_cognac.png|center]]&lt;br /&gt;
|{{anchor|cognac}}[[#cognac|Коньяк]]&lt;br /&gt;
|{{:Chemical/Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_uscmflask.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|hooch}}[[#hooch|Хуч]]&lt;br /&gt;
|{{:Chemical/Hooch}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_alebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_ale.png|center]]&lt;br /&gt;
|{{anchor|ale}}[[#ale|Эль]]&lt;br /&gt;
|{{:Chemical/Ale}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_absinthebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_absinthe.png|center]]&lt;br /&gt;
|{{anchor|absinthe}}[[#absinthe|Абсент]]&lt;br /&gt;
|{{:Chemical/Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_pwinebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_pwine.gif|center]]&lt;br /&gt;
|{{anchor|pwine}}[[#pwine|Отравленное Вино]]&lt;br /&gt;
|{{:Chemical/Poison_Wine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|moonshine}}[[#moonshine|Самогон]]&lt;br /&gt;
|{{:Chemical/Moonshine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_melonliquorbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_melonliquor.png|center]]&lt;br /&gt;
|{{anchor|melonliquor}}[[#melonliquor|Арбузный Ликёр]]&lt;br /&gt;
|{{:Chemical/Melon_Liquor}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bluecuracaobottle.png|center]]&lt;br /&gt;
|[[file:Drinks_bluecuracao.png|center]]&lt;br /&gt;
|{{anchor|bluecuracao}}[[#bluecuracao|Синий Кюрасао]]&lt;br /&gt;
|{{:Chemical/Blue_Curacao}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_mead.png|center]]&lt;br /&gt;
|{{anchor|mead}}[[#mead|Медовуха]]&lt;br /&gt;
|{{:Chemical/Mead}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Thirteenlokocan.png|center]]&lt;br /&gt;
|[[File:Drinks thirteenloko.png|center]]&lt;br /&gt;
|{{anchor|thirteenloko}}[[#thirteenloko|Thirteen Loko]]&lt;br /&gt;
|{{:Chemical/Thirteen_Loko}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Смешанные напитки===&lt;br /&gt;
Это напитки, которые можно получить &#039;&#039;&#039;только&#039;&#039;&#039; смешав их самостоятельно. Напитки, которые можно смешивать с помощью [[Cooking#unienzyme|universal enzyme]] здесь не указаны.&lt;br /&gt;
&lt;br /&gt;
====Не алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Рецепт&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Вход: выход&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_milkshake.png|center]]&lt;br /&gt;
|{{anchor|milkshake}}[[#milkshake|Милкшейк]]&lt;br /&gt;
|{{:Chemical/Milkshake}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Быстро удаляет капсаицин из организма пьющего&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|eggnog}}[[#eggnog|Эгг-ног]]&lt;br /&gt;
|{{:Chemical/Eggnog}}&lt;br /&gt;
|4:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_nukacola.gif|center]]&lt;br /&gt;
|{{anchor|nukacola}}[[#nukacola|Нюка-Кола]]&lt;br /&gt;
|{{:Chemical/Nuka_Cola}}&lt;br /&gt;
|7:6&lt;br /&gt;
|Урановые листы появляются в инженерном отделе. Чтобы получить к ним доступ, вам нужно обратиться к ГИ или технику по обслуживанию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kiraspecial.gif|center]]&lt;br /&gt;
|{{anchor|kiraspecial}}[[#kiraspecial|Кира Спешл]]&lt;br /&gt;
|{{:Chemical/Kira_Special}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_brownstar.png|center]]&lt;br /&gt;
|{{anchor|brownstar}}[[#brownstar|Коричневая звезда]]&lt;br /&gt;
|{{:Chemical/Brown_Star}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedcoffee.png|center]]&lt;br /&gt;
|{{anchor|icedcoffee}}[[#icedcoffee|Холодное Кофе]]&lt;br /&gt;
|{{:Chemical/Iced_Coffee}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|{{anchor|soylatte}}[[#soylatte|Соевый Латте]]&lt;br /&gt;
|{{:Chemical/Soy_Latte}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&amp;lt;!--Should heal brute damage, but doesn&#039;t seem to actually do it.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|{{anchor|cafelatte}}[[#cafelatte|Кофе-Латте]]&lt;br /&gt;
|{{:Chemical/Cafe_Latte}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&amp;lt;!--As above.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_rewriter.png|center]]&lt;br /&gt;
|{{anchor|rewriter}}[[#rewriter|Переписчик]]&lt;br /&gt;
|{{:Chemical/Rewriter}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|machosauce}}[[#machosauce|Соус Мачо]]&lt;br /&gt;
|{{:Chemical/Macho_Sauce}}&lt;br /&gt;
|2:2&lt;br /&gt;
|Концентрированный капсаицин содержится в перцовых спреях. Или изготовлен из [[Cooking#hotsauce|обычного капсаицина]] путем смешивания его с 5u phoron (не израсходуется в реакции)&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_lemonade.png|center]]&lt;br /&gt;
|{{anchor|lemonade}}[[#lemonade|Лимонад]]&lt;br /&gt;
|{{:Chemical/Lemonade}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_atomicbomb.gif|center]]&lt;br /&gt;
|{{anchor|atomicbomb}}[[#atomicbomb|Атомная Бомба]]&lt;br /&gt;
|{{:Chemical/Atomic_Bomb}}&lt;br /&gt;
| 11:10&lt;br /&gt;
|Урановые листы появляются в инженерном отделе. Чтобы получить к ним доступ, вам нужно обратиться к ГИ или технику по обслуживанию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_pangalacticgargleblaster.gif|center]]&lt;br /&gt;
|{{anchor|gargleblaster}}[[#gargleblaster|Пангалактический грызлодёр]]&lt;br /&gt;
|{{:Chemical/Gargle_Blaster}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Как выше.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_neurotoxin.gif|center]]&lt;br /&gt;
|{{anchor|neurotoxin}}[[#neurotoxin|Нейротоксин]]&lt;br /&gt;
|{{:Chemical/Neurotoxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|Вырубает. Не то же самое, что нейротоксическая плазма.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_hippiesdelight.png|center]]&lt;br /&gt;
|{{anchor|hippiesdelight}}[[#hippiesdelight|Радость Хиппи]]&lt;br /&gt;
|{{:Chemical/Hippies_Delight}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_doctorsdelight.gif|center]]&lt;br /&gt;
|{{anchor|doctorsdelight}}[[#doctorsdelight|Радость Доктора]]&lt;br /&gt;
|{{:Chemical/The_Doctors_Delight}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Медленно лечит ожоги, ушибы, токсины и урон кислородом, но передозировка наступает при 30ю.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grapesoda.png|center]]&lt;br /&gt;
|{{anchor|grapesoda}}[[#grapesoda|Виноградная Газировка]]&lt;br /&gt;
|{{:Chemical/Grape_Soda}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Рецепт&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Вход: выход&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_suidream.png|center]]&lt;br /&gt;
|{{anchor|suidream}}[[#suidream|Мечты Суи]]&lt;br /&gt;
|{{:Chemical/Sui_Dream}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|bilk}}[[#bilk|Билк]]&lt;br /&gt;
|{{:Chemical/Bilk}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spikedeggnog.png|center]]&lt;br /&gt;
|{{anchor|spikedeggnog}}[[#spikedeggnog|Алкогольный Эгг-ног]]&lt;br /&gt;
|{{:Chemical/Spiked_Eggnog}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&amp;lt;!--Uses the goldschlager sprite. No, I don&#039;t know why goldschlager itself uses the one for vodka.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manlydorf.png|center]]&lt;br /&gt;
|{{anchor|manlydorf}}[[#manlydorf|Мужественный Дворф]]&lt;br /&gt;
|{{:Chemical/The_Manly_Dorf}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedbeer.png|center]]&lt;br /&gt;
|{{anchor|icedbeer}}[[#icedbeer|Пиво со льдом]]&lt;br /&gt;
|{{:Chemical/Iced_Beer}}&lt;br /&gt;
|11:10 &#039;&#039;&#039;ИЛИ&#039;&#039;&#039; 6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_snowwhite.png|center]]&lt;br /&gt;
|{{anchor|snowwhite}}[[#snowwhite|Белый Снег]]&lt;br /&gt;
|{{:Chemical/Snow_White}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_syndicatebomb.png|center]]&lt;br /&gt;
|{{anchor|syndicatebomb}}[[#syndicatebomb|Бомба Синдиката]]&lt;br /&gt;
|{{:Chemical/Syndicate_Bomb}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_acidspit.gif|center]]&lt;br /&gt;
|{{anchor|acidspit}}[[#acidspit|Кислотный Плевок]]&lt;br /&gt;
|{{:Chemical/Acid_Spit}}&lt;br /&gt;
|6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_singulo.gif|center]]&lt;br /&gt;
|{{anchor|singulo}}[[#singulo|Сингуло]]&lt;br /&gt;
|{{:Chemical/Singulo}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_amasec.png|center]]&lt;br /&gt;
|{{anchor|amasec}}[[#amasec|Амасек]]&lt;br /&gt;
|{{:Chemical/Amasec}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|goldschlager}}[[#goldschlager|Голдшлагер]]&lt;br /&gt;
|{{:Chemical/Goldschlager}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Использует спрайт стакана водки.&amp;lt;!--There is a bottle with this, but I have no idea how to get it aside from admin spawns, so I don&#039;t see the point of adding the image--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_martini.png|center]]&lt;br /&gt;
|{{anchor|vodkamartini}}[[#vodkamartini|Водка-Мартини]]&lt;br /&gt;
|{{:Chemical/Vodka_Martini}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_screwdriver.png|center]]&lt;br /&gt;
|{{anchor|screwdriver}}[[#screwdriver|Отвёртка]]&lt;br /&gt;
|{{:Chemical/Screwdriver}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_changelingsting.gif|center]]&lt;br /&gt;
|{{anchor|changelingsting}}[[#changelingsting|Жало Генокрада]]&lt;br /&gt;
|{{:Chemical/Changeling_Sting}}&lt;br /&gt;
|3:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bloodymary.png|center]]&lt;br /&gt;
|{{anchor|bloodymary}}[[#bloodymary|Кровавая Мери]]&lt;br /&gt;
|{{:Chemical/Bloody_Mary}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_longislandicedtea.png|center]]&lt;br /&gt;
|{{anchor|longislandicedtea}}[[#longislandicedtea|Лонг-айленд айс ти]]&lt;br /&gt;
|{{:Chemical/Long_Island_Iced_Tea}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_threemileisland.gif|center]]&lt;br /&gt;
|{{anchor|threemileisland}}[[#threemileisland|Три-майл-айленд]]&lt;br /&gt;
|{{:Chemical/Three_Mile_Island}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Урановые листы больше не появляются нигде на карте. Чтобы их получить, вам понадобится помощь администратора.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkatonic.png|center]]&lt;br /&gt;
|{{anchor|vodkatonic}}[[#vodkatonic|Водка-Тоник]]&lt;br /&gt;
|{{:Chemical/Vodka_Tonic}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_alliescocktail.png|center]]&lt;br /&gt;
|{{anchor|alliescocktail}}[[#alliescocktail|Коктейль Союзники]]&lt;br /&gt;
|{{:Chemical/Allies_Cocktail}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_antifreeze.png|center]]&lt;br /&gt;
|{{anchor|antifreeze}}[[#antifreeze|Анти-фриз]]&lt;br /&gt;
|{{:Chemical/Anti_Freeze}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sbiten.png|center]]&lt;br /&gt;
|{{anchor|sbiten}}[[#sbiten|Сбитень]]&lt;br /&gt;
|{{:Chemical/Sbiten}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_blackrussian.png|center]]&lt;br /&gt;
|{{anchor|blackrussian}}[[#blackrussian|Чёрный Русский]]&lt;br /&gt;
|{{:Chemical/Black_Russian}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiterussian.png|center]]&lt;br /&gt;
|{{anchor|whiterussian}}[[#whiterussian|Белый Русский]]&lt;br /&gt;
|{{:Chemical/White_Russian}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bravebull.png|center]]&lt;br /&gt;
|{{anchor|bravebull}}[[#bravebull|Храбрый бык]]&lt;br /&gt;
|{{:Chemical/Brave_Bull}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_b52.png|center]]&lt;br /&gt;
|{{anchor|b52}}[[#b52|Б-52]]&lt;br /&gt;
|{{:Chemical/B_52}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_devilskiss.png|center]]&lt;br /&gt;
|{{anchor|devilskiss}}[[#devilskiss|Поцелуй Дьявола]]&lt;br /&gt;
|{{:Chemical/Devils_Kiss}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_redmead.png|center]]&lt;br /&gt;
|{{anchor|redmead}}[[#redmead|Кровавая медовуха]]&lt;br /&gt;
|{{:Chemical/Red_Mead}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_patron.png|center]]&lt;br /&gt;
|{{anchor|patron}}[[#patron|Патрон]]&lt;br /&gt;
|{{:Chemical/Patron}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tequillasunrise.png|center]]&lt;br /&gt;
|{{anchor|tequilasunrise}}[[#tequilasunrise|Текила Санрайз]]&lt;br /&gt;
|{{:Chemical/Tequila_Sunrise}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_margarita.png|center]]&lt;br /&gt;
|{{anchor|margarita}}[[#margarita|Маргарита]]&lt;br /&gt;
|{{:Chemical/Margarita}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_gintonic.png|center]]&lt;br /&gt;
|{{anchor|ginandtonic}}[[#ginandtonic|Джин-Тоник]]&lt;br /&gt;
|{{:Chemical/Gin_Tonic}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_martini.png|center]]&lt;br /&gt;
|{{anchor|martini}}[[#martini|Классический Мартини]]&lt;br /&gt;
|{{:Chemical/Martini}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_ginfizz.png|center]]&lt;br /&gt;
|{{anchor|ginfizz}}[[#ginfizz|Джин Физз]]&lt;br /&gt;
|{{:Chemical/Gin_Fizz}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_driestmartini.png|center]]&lt;br /&gt;
|{{anchor|driestmartini}}[[#driestmartini|Самый сухой Мартини]]&lt;br /&gt;
|{{:Chemical/Driest_Martini}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiskeycola.png|center]]&lt;br /&gt;
|{{anchor|whiskeycola}}[[#whiskeycola|Виски-Кола]]&lt;br /&gt;
|{{:Chemical/Whiskey_Cola}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcream.png|center]]&lt;br /&gt;
|{{anchor|irishcream}}[[#irishcream|Ирландские Сливки]]&lt;br /&gt;
|{{:Chemical/Irish_Cream}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcoffee.png|center]]&lt;br /&gt;
|{{anchor|irishcoffee}}[[#irishcoffee|Ирландское Кофе]]&lt;br /&gt;
|{{:Chemical/Irish_Coffee}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcarbomb.png|center]]&lt;br /&gt;
|{{anchor|irishcarbomb}}[[#irishcarbomb|Ирландская бомба]]&lt;br /&gt;
|{{:Chemical/Irish_Car_Bomb}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiskeysoda.png|center]]&lt;br /&gt;
|{{anchor|whiskeysoda}}[[#whiskeysoda|Виски с содовой]]&lt;br /&gt;
|{{:Chemical/Whiskey_Soda}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_aloe.png|center]]&lt;br /&gt;
|{{anchor|aloe}}[[#aloe|Алоэ]]&lt;br /&gt;
|{{:Chemical/Aloe}}&lt;br /&gt;
|3:2&lt;br /&gt;
|Виски следует добавлять &#039;&#039;&#039;после&#039;&#039;&#039; других ингредиентов, иначе вы получите [[#irishcream|ирландские сливки]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_andalusia.png|center]]&lt;br /&gt;
|{{anchor|andalusia}}[[#andalusia|Андалусия]]&lt;br /&gt;
|{{:Chemical/Andalusia}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_erikasurprise.png|center]]&lt;br /&gt;
|{{anchor|erikasurprise}}[[#erikasurprise|Сюрприз Эрики]]&lt;br /&gt;
|{{:Chemical/Erika_Surprise}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manhattan.png|center]]&lt;br /&gt;
|{{anchor|manhattan}}[[#manhattan|Манхэттен]]&lt;br /&gt;
|{{:Chemical/Manhattan}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manhattanproject.gif|center]]&lt;br /&gt;
|{{anchor|manhattanproject}}[[#manhattanproject|Манхэттенский проект]]&lt;br /&gt;
|{{:Chemical/Manhattan_Project}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Урановые листы больше не появляются нигде на карте. Чтобы их получить, вам понадобится помощь администратора.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cubalibre.png|center]]&lt;br /&gt;
|{{anchor|cubalibre}}[[#cubalibre|Куба-Либре]]&lt;br /&gt;
|{{:Chemical/Cuba_Libre}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_toxinsspecial.gif|center]]&lt;br /&gt;
|{{anchor|phoronspecial}}[[#phoronspecial|Особый токсин]]&lt;br /&gt;
|{{:Chemical/Toxins_Special}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bahamamama.png|center]]&lt;br /&gt;
|{{anchor|bahamamama}}[[#bahamamama|Багама-мама]]&lt;br /&gt;
|{{:Chemical/Bahama_Mama}}&lt;br /&gt;
|6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_demonsblood.gif|center]]&lt;br /&gt;
|{{anchor|demonsblood}}[[#demonsblood|Кровь Демона]]&lt;br /&gt;
|{{:Chemical/Demons_Blood}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_booger.png|center]]&lt;br /&gt;
|{{anchor|booger}}[[#booger|Козявка]]&lt;br /&gt;
|{{:Chemical/Booger}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grog.png|center]]&lt;br /&gt;
|{{anchor|grog}}[[#grog|Грог]]&lt;br /&gt;
|{{:Chemical/Grog}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|barefoot}}[[#barefoot|Берфут]]&lt;br /&gt;
|{{:Chemical/Barefoot}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bananahonk.png|center]]&lt;br /&gt;
|{{anchor|bananahonk}}[[#bananahonk|Банановый-Хонк]]&lt;br /&gt;
|{{:Chemical/Banana_Honk}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_silencer.png|center]]&lt;br /&gt;
|{{anchor|silencer}}[[#silencer|Глушитель]]&lt;br /&gt;
|{{:Chemical/Silencer}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drinks mojito.png|center]]&lt;br /&gt;
|{{anchor|mojito}}[[#mojito|Мохито]]&lt;br /&gt;
|{{:Chemical/Mojito}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
	<entry>
		<id>https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%BD%D0%B0%D0%BF%D0%B8%D1%82%D0%BA%D0%B0%D0%BC&amp;diff=15386</id>
		<title>Руководство по напиткам</title>
		<link rel="alternate" type="text/html" href="https://bm.ss220.club/index.php?title=%D0%A0%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B4%D1%81%D1%82%D0%B2%D0%BE_%D0%BF%D0%BE_%D0%BD%D0%B0%D0%BF%D0%B8%D1%82%D0%BA%D0%B0%D0%BC&amp;diff=15386"/>
		<updated>2025-10-23T10:02:08Z</updated>

		<summary type="html">&lt;p&gt;Twixis: /* Алкогольные */  доперевод&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;На этой странице представлены рецепты различных напитков и коктейлей.  Если вам нужна информация о приготовлении еды, перейдите на [[Cooking|эту страницу]].&lt;br /&gt;
Большинство напитков имеют специфический спрайт, когда их наливают в стаканы. Кроме того, алкоголь может быть смертельно опасен в CM, поэтому, если вы собираетесь подавать спиртные напитки, хорошей мерой предосторожности будет добавление в них [[Chemistry#Ethylredoxrazine|ethylredoxrazine]].&lt;br /&gt;
&lt;br /&gt;
=== Оборудование и инструменты ===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Иконка&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Объект&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Описание&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 40%; margin: auto;&amp;quot; |Локации&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Sodafountain.png|center]]&lt;br /&gt;
|{{anchor|sodafountain}}[[#sodafountain|Soda Fountain]]&lt;br /&gt;
|Разливает различные напитки.&lt;br /&gt;
|Кухня (этот нельзя перемещать), офицерская столовая и на некоторых картах планет. Их можно перемещать с помощью гаечного ключа.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Boozedispenser.png|center]]&lt;br /&gt;
|{{anchor|boozedispenser}}[[#boozedispenser|Booze Dispenser]]&lt;br /&gt;
|В основном содержит различные виды спиртных напитков.&lt;br /&gt;
|Находятся на некоторых картах планет и на Алмайере в офицерской столовой. Их можно перемещать с помощью гаечного ключа.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Vendor Booze-O-Mat.png|center]]&lt;br /&gt;
|{{anchor|boozeomat}}[[#boozeomat|Booze-O-Mat]]&lt;br /&gt;
|Автомат в котором есть бутилки с различными напитками.&lt;br /&gt;
|Находится на некоторых картах планет. Удачи в попытках уговорить морпехов принести вам один из них.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Базовые Напитки===&lt;br /&gt;
Это напитки, которые можно найти в автоматах, диспенсерах, получить с помощью гидропоники или смешать с помощью [[Cooking#unienzyme|universal enzyme]]. В столбце &amp;quot;бутылка&amp;quot; содержится изображение емкости, в которой продается напиток, например бутылка или банка. В столбце &amp;quot;стакан&amp;quot; содержится изображение напитка, налитого в стакан. [[Cooking#unienzyme|Universal enzyme]] не расходуется при реакциях.&lt;br /&gt;
&lt;br /&gt;
====Не алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Бутылка&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Получение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_orangejuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassorange.png|center]]&lt;br /&gt;
|{{anchor|orangejuice}}[[#orangejuice|Апельсиновый Сок]]&lt;br /&gt;
|{{:Chemical/Orange_Juice}}&lt;br /&gt;
|&amp;lt;!--I&#039;m pretty sure this is supposed to have a chance to heal oxy damage, but it didn&#039;t work when I tested--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tomatojuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassred.png|center]]&lt;br /&gt;
|{{anchor|tomatojuice}}[[#tomatojuice|Томатный Сок]]&lt;br /&gt;
|{{:Chemical/Tomato_Juice}}&lt;br /&gt;
|&amp;lt;!--As above, but for burn--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_limejuicecarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glassgreen.png|center]]&lt;br /&gt;
|{{anchor|limejuice}}[[#limejuice|Лаймовый Сок]]&lt;br /&gt;
|{{:Chemical/Lime_Juice}}&lt;br /&gt;
|&amp;lt;!--As above, but for tox--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_carrotjuice.png|center]]&lt;br /&gt;
|{{anchor|carrotjuice}}[[#carrotjuice|Морковный Сок]]&lt;br /&gt;
|{{:Chemical/Carrot_Juice}}&lt;br /&gt;
|&amp;lt;!--As above but for vision--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_berryjuice.png|center]]&lt;br /&gt;
|{{anchor|berryjuice}}[[#berryjuice|Ягодный Сок]]&lt;br /&gt;
|{{:Chemical/Berry_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_grapejuice.png|center]]&lt;br /&gt;
|{{anchor|grapejuice}}[[#grapejuice|Виноградный Сок]]&lt;br /&gt;
|{{:Chemical/Grape_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_pberryjuice.png|center]]&lt;br /&gt;
|{{anchor|pberryjuice}}[[#pberryjuice|Ядовитый Ягодный Сок]]&lt;br /&gt;
|{{:Chemical/Poison_Berry_Juice}}&lt;br /&gt;
|Наносит 1 урон токсинами за тик.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|watermelonjuice}}[[#watermelonjuice|Арбузный Сок]]&lt;br /&gt;
|{{:Chemical/Watermelon_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_lemonjuice.png|center]]&lt;br /&gt;
|{{anchor|lemonjuice}}[[#lemonjuice|Лимонный Сок]]&lt;br /&gt;
|{{:Chemical/Lemon_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_bananajuice.png|center]]&lt;br /&gt;
|{{anchor|bananajuice}}[[#bananajuice|Банановый Сок]]&lt;br /&gt;
|{{:Chemical/Banana_Juice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|potatojuice}}[[#potatojuice|Сок Картошки]]&lt;br /&gt;
|{{:Chemical/Potato}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grenadinesyrupbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_grenadinesyrup.png|center]]&lt;br /&gt;
|{{anchor|grenadinesyrup}}[[#grenadinesyrup|Гренадиновый сироп]]&lt;br /&gt;
|{{:Chemical/Grenadine_Syrup}}&lt;br /&gt;
|&amp;lt;!--I&#039;m pretty sure this is non-alcoholic. For some reason.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_milk.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|milk}}[[#milk|Молоко]]&lt;br /&gt;
|{{:Chemical/Milk}}&lt;br /&gt;
|Быстро выводит капсаицин из организма пьющего. &amp;lt;!--Pretty sure this is supposed to have a chance of healing brute damage, but it doesn&#039;t seem to actually work--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Food_drinks_soymilk.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|soymilk}}[[#soymilk|Соевое Молоко]]&lt;br /&gt;
|{{:Chemical/Soy_Milk}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_creamcarton.png|center]]&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|cream}}[[#cream|Сливки]]&lt;br /&gt;
|{{:Chemical/Cream}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_souto.gif|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|souto}}[[#souto|Souto]]&lt;br /&gt;
|{{:Chemical/Souto}}&lt;br /&gt;
|Снижает сонливость. Доступен в следующих вкусах: classic, cherry, lime, grape, blue raspberry, peach, cranberry&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sodawatercan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|sodawater}}[[#sodawater|Газированная Вода]]&lt;br /&gt;
|{{:Chemical/Soda_Water}}&lt;br /&gt;
|Снижает головокружение и сонливость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_colacan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|spacecola}}[[#spacecola|Space Cola]]&lt;br /&gt;
|{{:Chemical/Space_Cola}}&lt;br /&gt;
|Снижает сонливость. Называется Fruit-Beer в вендорах.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spacemountainwindcan.png|center]]&lt;br /&gt;
|[[file:Drinks_spacemountainwind.png|center]]&lt;br /&gt;
|{{anchor|spacemountainwind}}[[#spacemountainwind|Space Mountain Wind]]&lt;br /&gt;
|{{:Chemical/Space_Mountain_Wind}}&lt;br /&gt;
|Снижает сонливость и вялость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_drgibbcan.png|center]]&lt;br /&gt;
|[[file:Drinks_drgibb.png|center]]&lt;br /&gt;
|{{anchor|drgibb}}[[#drgibb|Dr. Gibb]]&lt;br /&gt;
|{{:Chemical/Dr_Gibb}}&lt;br /&gt;
|Снижает сонливость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spaceupcan.png|center]]&lt;br /&gt;
|[[file:Drinks_spaceup.png|center]]&lt;br /&gt;
|{{anchor|spaceup}}[[#spaceup|Space-Up]]&lt;br /&gt;
|{{:Chemical/Space_Up}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|coffee}}[[#coffee|Кофе]]&lt;br /&gt;
|{{:Chemical/Coffee}}&lt;br /&gt;
|Быстро удаляет frost oil из организма пьющего. Уменьшает головокружение, сонливость, вялость и повышает температуру тела. При дозе 30ю вызывает подергивания, моргание, периодическое дрожание. Передозировка составляет 180ю. Передозировка вызывает потерю сознания, сильное отравление и повреждение сердца.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_aspenbeercan.png|center]]&lt;br /&gt;
|[[file:Drinks_beer.png|center]]&lt;br /&gt;
|{{anchor|aspenbeer}}[[#aspenbeer|Aspen Beer]]&lt;br /&gt;
|{{:Chemical/Aspen_Beer}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_teacup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|tea}}[[#tea|Чай]]&lt;br /&gt;
|{{:Chemical/Tea}}&lt;br /&gt;
|Снижает сонливость, головокружение и повышает температуру тела.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedteacan.png|center]]&lt;br /&gt;
|[[file:Drinks_icedtea.png|center]]&lt;br /&gt;
|{{anchor|icedtea}}[[#icedtea|Холодный Чай]]&lt;br /&gt;
|{{:Chemical/Iced_Tea}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_nothingbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_nothing.png|center]]&lt;br /&gt;
|{{anchor|nothing}}[[#nothing|Ничего]]&lt;br /&gt;
|{{:Chemical/Nothing}}&lt;br /&gt;
|Совершенно ничего.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tonicwatercan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|tonicwater}}[[#tonicwater|Тоник]]&lt;br /&gt;
|{{:Chemical/Tonic_Water}}&lt;br /&gt;
|Снижает головокружение, сонливость и вялость.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeenolid.png|center]]&lt;br /&gt;
|[[file:Drinks_ice.png|center]]&lt;br /&gt;
|{{anchor|ice}}[[#ice|Лёд]]&lt;br /&gt;
|{{:Chemical/Ice}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_lemonlimecan.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|lemonlime}}[[#lemonlime|Лимон-Лайм]]&lt;br /&gt;
|{{:Chemical/Lemon_Lime}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cococup.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|hotcoco}}[[#hotcoco|Горячее Какао]]&lt;br /&gt;
|{{:Chemical/Hot_Coco}}&lt;br /&gt;
|Согревает.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Бутылка&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Получение&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|{{:Chemical/Ethanol}}&lt;br /&gt;
|Самый обычный спирт.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_beerbottles.gif|center]]&lt;br /&gt;
|[[file:Drinks_beer.png|center]]&lt;br /&gt;
|{{anchor|beer}}[[#beer|Пиво]]&lt;br /&gt;
|{{:Chemical/Beer}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kahluabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_kahlua.png|center]]&lt;br /&gt;
|{{anchor|kahlua}}[[#kahlua|Калуа]]&lt;br /&gt;
|{{:Chemical/Kahlua}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kahluabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_whiskey.png|center]]&lt;br /&gt;
|{{anchor|whiskey}}[[#whiskey|Виски]]&lt;br /&gt;
|{{:Chemical/Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_specialblendwhiskeybottle.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|specialwhiskey}}[[#specialwhiskey|Особый купажированный виски]]&lt;br /&gt;
|{{:Chemical/Special_Blend_Whiskey}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sakebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|sake}}[[#sake|Саке]]&lt;br /&gt;
|{{:Chemical/Sake}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|vodka}}[[#vodka|Водка]]&lt;br /&gt;
|{{:Chemical/Vodka}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|gin}}[[#gin|Джин]]&lt;br /&gt;
|{{:Chemical/Gin}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_rumbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_rum.png|center]]&lt;br /&gt;
|{{anchor|rum}}[[#rum|Ром]]&lt;br /&gt;
|{{:Chemical/Rum}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tequillabottle.png|center]]&lt;br /&gt;
|[[file:Drinks_tequilla.png|center]]&lt;br /&gt;
|{{anchor|tequila}}[[#tequila|Текила]]&lt;br /&gt;
|{{:Chemical/Tequila}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vermouthbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_vermouth.png|center]]&lt;br /&gt;
|{{anchor|vermouth}}[[#vermouth|Вермут]]&lt;br /&gt;
|{{:Chemical/Vermouth}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_winebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_wine.png|center]]&lt;br /&gt;
|{{anchor|wine}}[[#wine|Вино]]&lt;br /&gt;
|{{:Chemical/Wine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cognacbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_cognac.png|center]]&lt;br /&gt;
|{{anchor|cognac}}[[#cognac|Коньяк]]&lt;br /&gt;
|{{:Chemical/Cognac}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_uscmflask.png|center]]&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|hooch}}[[#hooch|Hooch]]&lt;br /&gt;
|{{:Chemical/Хуч}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_alebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_ale.png|center]]&lt;br /&gt;
|{{anchor|ale}}[[#ale|Эль]]&lt;br /&gt;
|{{:Chemical/Ale}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_absinthebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_absinthe.png|center]]&lt;br /&gt;
|{{anchor|absinthe}}[[#absinthe|Абсент]]&lt;br /&gt;
|{{:Chemical/Absinthe}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_pwinebottle.png|center]]&lt;br /&gt;
|[[file:Drinks_pwine.gif|center]]&lt;br /&gt;
|{{anchor|pwine}}[[#pwine|Отравленное Вино]]&lt;br /&gt;
|{{:Chemical/Poison_Wine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_glassclear.png|center]]&lt;br /&gt;
|{{anchor|moonshine}}[[#moonshine|Самогон]]&lt;br /&gt;
|{{:Chemical/Moonshine}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_melonliquorbottle.png|center]]&lt;br /&gt;
|[[file:Drinks_melonliquor.png|center]]&lt;br /&gt;
|{{anchor|melonliquor}}[[#melonliquor|Арбузный Ликёр]]&lt;br /&gt;
|{{:Chemical/Melon_Liquor}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bluecuracaobottle.png|center]]&lt;br /&gt;
|[[file:Drinks_bluecuracao.png|center]]&lt;br /&gt;
|{{anchor|bluecuracao}}[[#bluecuracao|Синий Кюрасао]]&lt;br /&gt;
|{{:Chemical/Blue_Curacao}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[file:Drinks_mead.png|center]]&lt;br /&gt;
|{{anchor|mead}}[[#mead|Медовуха]]&lt;br /&gt;
|{{:Chemical/Mead}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Thirteenlokocan.png|center]]&lt;br /&gt;
|[[File:Drinks thirteenloko.png|center]]&lt;br /&gt;
|{{anchor|thirteenloko}}[[#thirteenloko|Thirteen Loko]]&lt;br /&gt;
|{{:Chemical/Thirteen_Loko}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Смешанные напитки===&lt;br /&gt;
Это напитки, которые можно получить &#039;&#039;&#039;только&#039;&#039;&#039; смешав их самостоятельно. Напитки, которые можно смешивать с помощью [[Cooking#unienzyme|universal enzyme]] здесь не указаны.&lt;br /&gt;
&lt;br /&gt;
====Не алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Рецепт&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Вход: выход&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_milkshake.png|center]]&lt;br /&gt;
|{{anchor|milkshake}}[[#milkshake|Милкшейк]]&lt;br /&gt;
|{{:Chemical/Milkshake}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Быстро удаляет капсаицин из организма пьющего&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glasswhite.png|center]]&lt;br /&gt;
|{{anchor|eggnog}}[[#eggnog|Эгг-ног]]&lt;br /&gt;
|{{:Chemical/Eggnog}}&lt;br /&gt;
|4:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_nukacola.gif|center]]&lt;br /&gt;
|{{anchor|nukacola}}[[#nukacola|Нюка-Кола]]&lt;br /&gt;
|{{:Chemical/Nuka_Cola}}&lt;br /&gt;
|7:6&lt;br /&gt;
|Урановые листы появляются в инженерном отделе. Чтобы получить к ним доступ, вам нужно обратиться к ГИ или технику по обслуживанию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_kiraspecial.gif|center]]&lt;br /&gt;
|{{anchor|kiraspecial}}[[#kiraspecial|Кира Спешл]]&lt;br /&gt;
|{{:Chemical/Kira_Special}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_brownstar.png|center]]&lt;br /&gt;
|{{anchor|brownstar}}[[#brownstar|Коричневая звезда]]&lt;br /&gt;
|{{:Chemical/Brown_Star}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedcoffee.png|center]]&lt;br /&gt;
|{{anchor|icedcoffee}}[[#icedcoffee|Холодное Кофе]]&lt;br /&gt;
|{{:Chemical/Iced_Coffee}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|{{anchor|soylatte}}[[#soylatte|Соевый Латте]]&lt;br /&gt;
|{{:Chemical/Soy_Latte}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&amp;lt;!--Should heal brute damage, but doesn&#039;t seem to actually do it.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_coffeecup.png|center]]&lt;br /&gt;
|{{anchor|cafelatte}}[[#cafelatte|Кофе-Латте]]&lt;br /&gt;
|{{:Chemical/Cafe_Latte}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&amp;lt;!--As above.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_rewriter.png|center]]&lt;br /&gt;
|{{anchor|rewriter}}[[#rewriter|Переписчик]]&lt;br /&gt;
|{{:Chemical/Rewriter}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|machosauce}}[[#machosauce|Соус Мачо]]&lt;br /&gt;
|{{:Chemical/Macho_Sauce}}&lt;br /&gt;
|2:2&lt;br /&gt;
|Концентрированный капсаицин содержится в перцовых спреях. Или изготовлен из [[Cooking#hotsauce|обычного капсаицина]] путем смешивания его с 5u phoron (не израсходуется в реакции)&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_lemonade.png|center]]&lt;br /&gt;
|{{anchor|lemonade}}[[#lemonade|Лимонад]]&lt;br /&gt;
|{{:Chemical/Lemonade}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_atomicbomb.gif|center]]&lt;br /&gt;
|{{anchor|atomicbomb}}[[#atomicbomb|Атомная Бомба]]&lt;br /&gt;
|{{:Chemical/Atomic_Bomb}}&lt;br /&gt;
| 11:10&lt;br /&gt;
|Урановые листы появляются в инженерном отделе. Чтобы получить к ним доступ, вам нужно обратиться к ГИ или технику по обслуживанию.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_pangalacticgargleblaster.gif|center]]&lt;br /&gt;
|{{anchor|gargleblaster}}[[#gargleblaster|Пангалактический грызлодёр]]&lt;br /&gt;
|{{:Chemical/Gargle_Blaster}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Как выше.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_neurotoxin.gif|center]]&lt;br /&gt;
|{{anchor|neurotoxin}}[[#neurotoxin|Нейротоксин]]&lt;br /&gt;
|{{:Chemical/Neurotoxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|Вырубает. Не то же самое, что нейротоксическая плазма.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_hippiesdelight.png|center]]&lt;br /&gt;
|{{anchor|hippiesdelight}}[[#hippiesdelight|Радость Хиппи]]&lt;br /&gt;
|{{:Chemical/Hippies_Delight}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_doctorsdelight.gif|center]]&lt;br /&gt;
|{{anchor|doctorsdelight}}[[#doctorsdelight|Радость Доктора]]&lt;br /&gt;
|{{:Chemical/The_Doctors_Delight}}&lt;br /&gt;
|5:5&lt;br /&gt;
|Медленно лечит ожоги, ушибы, токсины и урон кислородом, но передозировка наступает при 30ю.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grapesoda.png|center]]&lt;br /&gt;
|{{anchor|grapesoda}}[[#grapesoda|Виноградная Газировка]]&lt;br /&gt;
|{{:Chemical/Grape_Soda}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Алкогольные====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Стакан&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Напиток&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 30%; margin: auto;&amp;quot; |Рецепт&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Вход: выход&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;margin: auto;&amp;quot; |Заметки&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_suidream.png|center]]&lt;br /&gt;
|{{anchor|suidream}}[[#suidream|Мечты Суи]]&lt;br /&gt;
|{{:Chemical/Sui_Dream}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|bilk}}[[#bilk|Билк]]&lt;br /&gt;
|{{:Chemical/Bilk}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_spikedeggnog.png|center]]&lt;br /&gt;
|{{anchor|spikedeggnog}}[[#spikedeggnog|Алкогольный Эгг-ног]]&lt;br /&gt;
|{{:Chemical/Spiked_Eggnog}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&amp;lt;!--Uses the goldschlager sprite. No, I don&#039;t know why goldschlager itself uses the one for vodka.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manlydorf.png|center]]&lt;br /&gt;
|{{anchor|manlydorf}}[[#manlydorf|Мужественный Дворф]]&lt;br /&gt;
|{{:Chemical/The_Manly_Dorf}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_icedbeer.png|center]]&lt;br /&gt;
|{{anchor|icedbeer}}[[#icedbeer|Пиво со льдом]]&lt;br /&gt;
|{{:Chemical/Iced_Beer}}&lt;br /&gt;
|11:10 &#039;&#039;&#039;ИЛИ&#039;&#039;&#039; 6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_snowwhite.png|center]]&lt;br /&gt;
|{{anchor|snowwhite}}[[#snowwhite|Белый Снег]]&lt;br /&gt;
|{{:Chemical/Snow_White}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_syndicatebomb.png|center]]&lt;br /&gt;
|{{anchor|syndicatebomb}}[[#syndicatebomb|Бомба Синдиката]]&lt;br /&gt;
|{{:Chemical/Syndicate_Bomb}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_acidspit.gif|center]]&lt;br /&gt;
|{{anchor|acidspit}}[[#acidspit|Кислотный Плевок]]&lt;br /&gt;
|{{:Chemical/Acid_Spit}}&lt;br /&gt;
|6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_singulo.gif|center]]&lt;br /&gt;
|{{anchor|singulo}}[[#singulo|Сингуло]]&lt;br /&gt;
|{{:Chemical/Singulo}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_amasec.png|center]]&lt;br /&gt;
|{{anchor|amasec}}[[#amasec|Амасек]]&lt;br /&gt;
|{{:Chemical/Amasec}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodka.png|center]]&lt;br /&gt;
|{{anchor|goldschlager}}[[#goldschlager|Голдшлагер]]&lt;br /&gt;
|{{:Chemical/Goldschlager}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Использует спрайт стакана водки.&amp;lt;!--There is a bottle with this, but I have no idea how to get it aside from admin spawns, so I don&#039;t see the point of adding the image--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_martini.png|center]]&lt;br /&gt;
|{{anchor|vodkamartini}}[[#vodkamartini|Водка-Мартини]]&lt;br /&gt;
|{{:Chemical/Vodka_Martini}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_screwdriver.png|center]]&lt;br /&gt;
|{{anchor|screwdriver}}[[#screwdriver|Отвёртка]]&lt;br /&gt;
|{{:Chemical/Screwdriver}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_changelingsting.gif|center]]&lt;br /&gt;
|{{anchor|changelingsting}}[[#changelingsting|Жало Генокрада]]&lt;br /&gt;
|{{:Chemical/Changeling_Sting}}&lt;br /&gt;
|3:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bloodymary.png|center]]&lt;br /&gt;
|{{anchor|bloodymary}}[[#bloodymary|Кровавая Мери]]&lt;br /&gt;
|{{:Chemical/Bloody_Mary}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_longislandicedtea.png|center]]&lt;br /&gt;
|{{anchor|longislandicedtea}}[[#longislandicedtea|Лонг-айленд айс ти]]&lt;br /&gt;
|{{:Chemical/Long_Island_Iced_Tea}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_threemileisland.gif|center]]&lt;br /&gt;
|{{anchor|threemileisland}}[[#threemileisland|Три-майл-айленд]]&lt;br /&gt;
|{{:Chemical/Three_Mile_Island}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Урановые листы больше не появляются нигде на карте. Чтобы их получить, вам понадобится помощь администратора.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_vodkatonic.png|center]]&lt;br /&gt;
|{{anchor|vodkatonic}}[[#vodkatonic|Водка-Тоник]]&lt;br /&gt;
|{{:Chemical/Vodka_Tonic}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_alliescocktail.png|center]]&lt;br /&gt;
|{{anchor|alliescocktail}}[[#alliescocktail|Коктейль Союзники]]&lt;br /&gt;
|{{:Chemical/Allies_Cocktail}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_antifreeze.png|center]]&lt;br /&gt;
|{{anchor|antifreeze}}[[#antifreeze|Анти-фриз]]&lt;br /&gt;
|{{:Chemical/Anti_Freeze}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_sbiten.png|center]]&lt;br /&gt;
|{{anchor|sbiten}}[[#sbiten|Сбитень]]&lt;br /&gt;
|{{:Chemical/Sbiten}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_blackrussian.png|center]]&lt;br /&gt;
|{{anchor|blackrussian}}[[#blackrussian|Чёрный Русский]]&lt;br /&gt;
|{{:Chemical/Black_Russian}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiterussian.png|center]]&lt;br /&gt;
|{{anchor|whiterussian}}[[#whiterussian|Белый Русский]]&lt;br /&gt;
|{{:Chemical/White_Russian}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bravebull.png|center]]&lt;br /&gt;
|{{anchor|bravebull}}[[#bravebull|Храбрый бык]]&lt;br /&gt;
|{{:Chemical/Brave_Bull}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_b52.png|center]]&lt;br /&gt;
|{{anchor|b52}}[[#b52|Б-52]]&lt;br /&gt;
|{{:Chemical/B_52}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_devilskiss.png|center]]&lt;br /&gt;
|{{anchor|devilskiss}}[[#devilskiss|Поцелуй Дьявола]]&lt;br /&gt;
|{{:Chemical/Devils_Kiss}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_redmead.png|center]]&lt;br /&gt;
|{{anchor|redmead}}[[#redmead|Кровавая медовуха]]&lt;br /&gt;
|{{:Chemical/Red_Mead}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_patron.png|center]]&lt;br /&gt;
|{{anchor|patron}}[[#patron|Патрон]]&lt;br /&gt;
|{{:Chemical/Patron}}&lt;br /&gt;
|11:10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_tequillasunrise.png|center]]&lt;br /&gt;
|{{anchor|tequilasunrise}}[[#tequilasunrise|Текила Санрайз]]&lt;br /&gt;
|{{:Chemical/Tequila_Sunrise}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_margarita.png|center]]&lt;br /&gt;
|{{anchor|margarita}}[[#margarita|Маргарита]]&lt;br /&gt;
|{{:Chemical/Margarita}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_gintonic.png|center]]&lt;br /&gt;
|{{anchor|ginandtonic}}[[#ginandtonic|Джин-Тоник]]&lt;br /&gt;
|{{:Chemical/Gin_Tonic}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_martini.png|center]]&lt;br /&gt;
|{{anchor|martini}}[[#martini|Классический Мартини]]&lt;br /&gt;
|{{:Chemical/Martini}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_ginfizz.png|center]]&lt;br /&gt;
|{{anchor|ginfizz}}[[#ginfizz|Джин Физз]]&lt;br /&gt;
|{{:Chemical/Gin_Fizz}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_driestmartini.png|center]]&lt;br /&gt;
|{{anchor|driestmartini}}[[#driestmartini|Самый сухой Мартини]]&lt;br /&gt;
|{{:Chemical/Driest_Martini}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiskeycola.png|center]]&lt;br /&gt;
|{{anchor|whiskeycola}}[[#whiskeycola|Виски-Кола]]&lt;br /&gt;
|{{:Chemical/Whiskey_Cola}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcream.png|center]]&lt;br /&gt;
|{{anchor|irishcream}}[[#irishcream|Ирландские Сливки]]&lt;br /&gt;
|{{:Chemical/Irish_Cream}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcoffee.png|center]]&lt;br /&gt;
|{{anchor|irishcoffee}}[[#irishcoffee|Ирландское Кофе]]&lt;br /&gt;
|{{:Chemical/Irish_Coffee}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_irishcarbomb.png|center]]&lt;br /&gt;
|{{anchor|irishcarbomb}}[[#irishcarbomb|Ирландская бомба]]&lt;br /&gt;
|{{:Chemical/Irish_Car_Bomb}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_whiskeysoda.png|center]]&lt;br /&gt;
|{{anchor|whiskeysoda}}[[#whiskeysoda|Виски с содовой]]&lt;br /&gt;
|{{:Chemical/Whiskey_Soda}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_aloe.png|center]]&lt;br /&gt;
|{{anchor|aloe}}[[#aloe|Алоэ]]&lt;br /&gt;
|{{:Chemical/Aloe}}&lt;br /&gt;
|3:2&lt;br /&gt;
|Виски следует добавлять &#039;&#039;&#039;после&#039;&#039;&#039; других ингредиентов, иначе вы получите [[#irishcream|ирландские сливки]]&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_andalusia.png|center]]&lt;br /&gt;
|{{anchor|andalusia}}[[#andalusia|Андалусия]]&lt;br /&gt;
|{{:Chemical/Andalusia}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_erikasurprise.png|center]]&lt;br /&gt;
|{{anchor|erikasurprise}}[[#erikasurprise|Сюрприз Эрики]]&lt;br /&gt;
|{{:Chemical/Erika_Surprise}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manhattan.png|center]]&lt;br /&gt;
|{{anchor|manhattan}}[[#manhattan|Манхэттен]]&lt;br /&gt;
|{{:Chemical/Manhattan}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_manhattanproject.gif|center]]&lt;br /&gt;
|{{anchor|manhattanproject}}[[#manhattanproject|Манхэттенский проект]]&lt;br /&gt;
|{{:Chemical/Manhattan_Project}}&lt;br /&gt;
|11:10&lt;br /&gt;
|Урановые листы больше не появляются нигде на карте. Чтобы их получить, вам понадобится помощь администратора.&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_cubalibre.png|center]]&lt;br /&gt;
|{{anchor|cubalibre}}[[#cubalibre|Куба-Либре]]&lt;br /&gt;
|{{:Chemical/Cuba_Libre}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_toxinsspecial.gif|center]]&lt;br /&gt;
|{{anchor|phoronspecial}}[[#phoronspecial|Особый токсин]]&lt;br /&gt;
|{{:Chemical/Toxins_Special}}&lt;br /&gt;
|5:5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bahamamama.png|center]]&lt;br /&gt;
|{{anchor|bahamamama}}[[#bahamamama|Багама-мама]]&lt;br /&gt;
|{{:Chemical/Bahama_Mama}}&lt;br /&gt;
|6:6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_demonsblood.gif|center]]&lt;br /&gt;
|{{anchor|demonsblood}}[[#demonsblood|Кровь Демона]]&lt;br /&gt;
|{{:Chemical/Demons_Blood}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_booger.png|center]]&lt;br /&gt;
|{{anchor|booger}}[[#booger|Козявка]]&lt;br /&gt;
|{{:Chemical/Booger}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_grog.png|center]]&lt;br /&gt;
|{{anchor|grog}}[[#grog|Грог]]&lt;br /&gt;
|{{:Chemical/Grog}}&lt;br /&gt;
|2:2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_glassbrown.png|center]]&lt;br /&gt;
|{{anchor|barefoot}}[[#barefoot|Берфут]]&lt;br /&gt;
|{{:Chemical/Barefoot}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_bananahonk.png|center]]&lt;br /&gt;
|{{anchor|bananahonk}}[[#bananahonk|Банановый-Хонк]]&lt;br /&gt;
|{{:Chemical/Banana_Honk}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[file:Drinks_silencer.png|center]]&lt;br /&gt;
|{{anchor|silencer}}[[#silencer|Глушитель]]&lt;br /&gt;
|{{:Chemical/Silencer}}&lt;br /&gt;
|3:3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Drinks mojito.png|center]]&lt;br /&gt;
|{{anchor|mojito}}[[#mojito|Мохито]]&lt;br /&gt;
|{{:Chemical/Mojito}}&lt;br /&gt;
|4:4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Twixis</name></author>
	</entry>
</feed>