template: default

AI

desc: The latest generation of NT's top secret artificial intelligence project, this time with actual human brains in a jar! Don't tell the press though.

rules: Asimov

icon_state: ai

faction: Science

cardtype: Creature

cardsubtype: Silicon

rarity: uncommon

Angry Stickman

desc: Sure, he's flat and crudely drawn, but watch out! He's a menace!

rules: On summon: If another 'Angry Stickman' card has been destroyed, you may summon it for at double cost. This ability may be activated only once per turn.

faction: Xeno

cardsubtype: Construct

Armoured Changeling

desc: The strange creatures known as changelings have been known to develop natural armour as a defense mechanism when in combat.

rules: Changeling

faction: Syndicate

cardsubtype: Abomination

rarity: rare

Staff Assistant

desc: The lowest ladder on the Nanotrasen Employment Ladder, Staff Assistants are employed to help out with tasks deemed 'too menial for robots'.

rules: Greytide, for every card with 'Greytide', this card has +1/+1 on the field.

icon_state: assistant

faction: Service

cardsubtype: Human Employee

rarity: common

Atmospheric Technician

desc: The Atmospheric Technicians are tasked with keeping the station's air clean, breathable, and, most importantly, devoid of plasma.

rules: On Summon: Search your deck for an Atmospherics Battlefield card, and add it to your hand. Shuffle your deck afterward.

faction: Engineering

cardsubtype: Human Engineer

Bartender

desc: Prior to the introduction of on-station psychologists, the Bartender served to alleviate many employees' woes and fears. Remember, always drink responsibly.

icon_state: bartender

Botanist

desc: The Botanist is in charge of keeping the station's food supply happy, healthy, and preferably not laced with hallucinogens.

icon_state: botanist

Captain

desc: Every Captain is expected to lay down their life for their assigned station. Any Captain who returns to Centcom alive without permission is ceremonially executed before being cloned and stripped of rank.

rules: Tap this card: inflict -1/-1 to an opposing creature card.

icon_state: captain

faction: Command

cardsubtype: Human Commander

name: Apadyne Technologies Mk.2 R.I.O.T. Suit (Captain's Version)

desc: A heavily customised Apadyne Technologies Mk.2 R.I.O.T. Suit, rebuilt and refitted to Nanotrasen's highest standards for issue to Station Captains.

rules: On equip: tap the equipped card for 2 turns, without triggering the target card's effects.

cardtype: Equipment

cardsubtype: Armour

rarity: epic

Cargo Technician

desc: The grunts of Cargo. Any reports that Cargo Technicians are frequently overcome by revolutionary fervour are exaggerated.

rules: Once per turn, you may give 'Cargo Technician' -1/0 until the start of your next turn and gain 1 mana.

faction: Cargo

Crusader Armour

desc: The common war attire of chaplains. Mostly ceremonial.

rules: Holy

Chemist

desc: Chemists are encouraged to not set up illicit methamphetamine factories on the company's dime.

rules: Tap this card: flip a coin. If heads: a friendly Medical Faction card gains 0/+2. If tails, an opponents creature of your choice gains +2/0.

icon_state: chemist

faction: Medical

cardsubtype: Human Doctor

Chief Engineer

desc: The Chief Engineer is in charge of keeping the station powered and intact.

rules: If a battlefield card would otherwise be destroyed by an opponent's card effect, you may sacrifice an Engineering faction card of yours in play to negate the battlefield's destruction.

icon_state: ce

name: Nakamura Engineering R.I.G.Suit (Advanced)

desc: An updated version of Nakamura Engineering's R.I.G.Suit, fitted with advanced radiation shielding and extra armour.

rules: Tap this card: tap the equipped creature. The equipped creature avoids the effects of the active battlefield until removed from the field.

Chief Medical Officer

desc: Head of the medical department, the CMO is expected to maintain the standards of his underlings.

rules: If a Medical faction card on your side of the field would gain power or resolve from an event, equipment, or card effect, it gains +1 more.

icon_state: cmo

name: DeForest Medical Corporation 'Lifesaver' Carapace

desc: An advanced voidsuit designed for emergency medical personnel. Features include a built-in medical HUD and advanced medical gauntlets.

rules: Tap this card: tap the equipped creature and re-equip 'DeForest Medical Corporation 'Lifesaver' Carapace' on a different creature on your side of the field. This effect may be activated once per turn.

Chrono Legionnaire

desc: Currently in the earliest stages of development, the Chrono Legionnaire project is expected to weaponise time itself.

rules: If this card is destroyed or discarded, flip 3 coins. If the result has 2 or more heads, add this card back to your hand. Otherwise, send it to your graveyard.

faction: Security

cardsubtype: Human Soldier

Citrus

desc: Cargo's happy sloth pal. Known for his cute sweater and always getting in the way.

rules: Tap this card: Tap an opponent's card until the start of your next turn

icon_state: citrus

cardsubtype: Sloth

Clown

desc: Every Nanotrasen station has a clown on board, as high command believes that a source of entertainment will reduce instances of murder-suicide on board Spinward Stations. The results of this hypothesis are, as of yet, unproven.

rules: Taunt

icon_state: clown

cardsubtype: Clown

Cyborg (Clown Shell)

desc: The clown shell is a new development in cyborg technology, designed to capture the joyous hijinks of the station clown in a notably more macabre and disturbing fashion.

rules: Taunt, Asimov

cardsubtype: Silicon Clown

HONK Ltd. Entertainment Voidsuit

desc: The most advanced clown suit produced by HONK Ltd. the Entertainment Voidsuit is designed to withstand extreme conditions while still maintaining the aesthetic expected of clowns.

rules: On Equip: give the equipped unit Taunt.

Abductor Combat Armour

desc: Recovered from the strange alien species known as the Abductors, this armour is made from an extremely tough yet flexible material that has been dubbed as Alien Alloy by researchers.

rules: On Equip: give the equipped unit Effect Immunity and Spell Immunity.

Cook

desc: Every Nanotrasen chef is trained in 3 cuisines of their choosing upon being hired, alongside the closely guarded secret of Close Quarters Cooking.

name: Wizard Federation Standard Issue Hardsuit

desc: Seemingly reverse engineered from captured engineering hardsuits, the iconic Wizard Federation Hardsuit is a spectacular melding of technology and magic.

rules: On Equip: The equipped creature cannot attack targets with Holy.

Curator

desc: In Nanotrasen polls, the Curator has ranked as the most pointless job on station, much to the ire of the Curator's union. Thankfully, we don't have to listen to them.

rules: On Summon: Draw 1 card: if it's an event card, discard it.

Borgi Ian

desc: While Ian's cyborg costume is very convincing, we at the NTED would like to remind all employees that Ian has not been experimented on.

rules: Asimov. You may sacrifice this card in play: Summon a Silicon type card from your hand worth up to double this card's cost.

name: Apadyne Technologies Mk.3 R.I.O.T. Carapace

desc: The most advanced set of armour available for purchase from Apadyne Technologies, the Mk.3 R.I.O.T. Carapace is issued to Nanotrasen's most elite forces.

rules: On Equip: if the equipped creature is of the Security faction, it gains Taunt.

Detective

desc: Nanotrasen hires nothing but the best detectives to investigate crime on our stations. A penchant for cigarettes and outdated fashion isn't mandatory, but is appreciated.

Elite Syndicate Nuclear Stormtrooper

desc: The best of the best of the syndicate troops, elite stormtroopers can be distinguished by their black armour. Shoot on sight, ask questions later!

Cyborg (Engineering Shell)

desc: A common sight on Nanotrasen Stations, Engineering Shells maintain critical station systems in hazardous conditions.

NT P.A.V. Suit (Command)

desc: Issued to members of Emergency Response Teams, the P.A.V. Suit gives superior protection from any threat the galaxy can throw at it. This particular model is outfitted with a sidearm holster and a sleek blue finish.

rules: While equipped, give the equipped unit Squad Tactics and First Strike.

NT P.A.V. Suit (Engineering)

desc: Issued to members of Emergency Response Teams, the P.A.V. Suit gives superior protection from any threat the galaxy can throw at it. This particular model is outfitted with a welding screen and a flashy yellow finish.

rules: While equipped, give the equipped unit Squad Tactics.

NT P.A.V. Suit (Medical)

desc: Issued to members of Emergency Response Teams, the P.A.V. Suit gives superior protection from any threat the galaxy can throw at it. This particular model is outfitted with a sterile coating and a calming white finish.

NT P.A.V. Suit (Security)

desc: Issued to members of Emergency Response Teams, the P.A.V. Suit gives superior protection from any threat the galaxy can throw at it. This particular model is outfitted with bulletproof padding and an intimidating red finish.

Explorer

desc: The Nanotrasen Explorers Corps boldly goes where humanity has never gone before. Or would, if they weren't buried under mounds of bureaucracy.

rules: You may tap this card: Flip a coin, if heads, gain 4 mana this turn, if tails, tap this card for 2 turns.

Cyborg

desc: Created as part of humanity's first foray into artificial intelligence, the original cyborg models used organic parts in lieu of sophisticated artificial brains.

Geneticist

desc: Geneticists are tasked with manipulating human DNA to produce special effects. Nanotrasen maintains a strict 'no superhero' policy for mutations, following the Superhero Civil War of 2150.

rules: You may tap this card and pay 3 mana: Give a friendly creature Hivemind until this card leaves the field.

Ghost Ian

rules: On Summon: Search your deck for a battlefield, and add it to your hand. Shuffle your deck afterwards.

Head of Personnel

desc: The head of the Cargo and Service Departments, guardian of all access, and Ian's lovable, yet dumb, sidekick.

rules: Once per turn: Select a friendly creature card. That card gains changeling.

Head of Security

desc: Nanotrasen hires most heads of staff based on their qualifications as being amicable, good at conflict resolution, ability to handle high-stakes situations, humanity, and desire to learn. Heads of Security only need a highschool degree.

rules: On Summon: Select a card type. That card type now costs 1 extra mana to summon. This effect persists until Head of Security is removed from the battlefield.

name: Apadyne Technologies 'Tyrant' Class Hardshell

desc: The distinctive shape of the Tyrant Class Hardshell is caused, in part, by the large amount of kevlar reinforcement and the ablative armour layer. Perhaps more importantly, it also looks rad.

rules: Grant the equip card Fury until this card is removed from play.

Ian

desc: This adorable corgi has become the defacto mascot of the Spinward Stations to many. He comes in many forms, many sizes, and many shapes, but he's still just as lovable. Hand wash only.

rules: Holy, You may Sacrifice this card on the field: Play a Command card from your hand for free.

Inquisitor's Hardsuit

desc: Nanotrasen officially doesn't believe in ghosts, magic, or anything that can't be solved with science. When you see someone show up in one of these, let that remind you of that fact.

rules: Apply First Strike to the equip creature.

Intern

desc: All Nanotrasen interns come with 3 things: A resume, a desire to learn, and vague promises that they're getting paid at some point. So don't be too rough on them.

Janitor

desc: A true testament to futility, they clean and they clean and they clean, knowing that there's no way they can clean it all. Yet, they perservere, knowing that without them, the crew would simply give in to their base animalistic nature.

Cyborg (Custodial Shell)

desc: A powerful, state of the act cleaning machine. They exist to eradicate stains, snag garbage, and replace lights, forever. We are legally obligated by the Janitor's Union to state that these machines are no replacement for a flesh-and-blood janitor.

rules: Asimov, you may tap this card: Tap an opponent's Human Creature as well.

Lawyer

desc: Nanotrasen knows the value of a good lawyer. That's why they're all working hard at our home offices defending us from frivolous labor suits from lazy no-good employees who should be working hard instead of slacking off reading trading cards.

rules: When an opponent attacks with a creature with 3 or more power, this card gains Taunt.

Legion

desc: They are the cursed, damned souls of civilizations born and lost in the flames of Indecipheres, conglomerated into a lump of emaciated bodies, wandering the realms they used to rule... or something along those lines, anyway.

rules: When Legion is destroyed, search your deck for a human card, and summon it to the battlefield. Shuffle your deck afterward.

Cyborg (Medical Shell)

desc: A state of the art medical shell, for when biological life just can't take care of itself. Comes equipped with built-in surgical equipment and all the medicated lollipops you could ever want.

rules: Asimov, you may tap this card and pay 2 mana: Reset a card's resolve to it's original value.

Medical Doctor

desc: Nanotrasen's doctors are well known for their ability to treat almost any ailment known to mankind... as well as causing a fair few in the process.

rules: You may tap this card: Select a card that has less attack than this card from your graveyard, and summon it to your side of the field.

Mime

desc: Si vous regardez attentivement dans les yeux d'un mime, vous pouvez voir le tourment sans fin derrière leur façade silencieuse. C'est vraiment tragique.

rules: You may tap this card: Pick an opponent's card and nullify it's effect until it leaves play.

Cyborg (Mining Shell)

desc: Fitted with a drill and tracks, the Mining Shell is designed to hold up to the rigours of mining, be that on the hellish surface of Indecipheres, or in the silent vacuum of the asteroid belt.

rules: Asimov, at the end of your turn, if this card is not tapped, you may tap this card at the start of your next turn to gain 1 mana.

Monkey

desc: Nanotrasen seeks to phase out animal testing by 2570, in accordance with new TerraGov legislation. This will be replaced with more ethical solutions, such as computer simulations, or experimentation on Staff Assistants.

rules: Greytide, this card is considered Human with a Geneticist on your side of the field.

Nuclear Operative

desc: The frontline grunts of the syndicate army, Nuclear Operatives are typically well trained and equipped for their grim duty.

Paramedic

desc: Nanotrasen encourages all paramedics to think of others before themselves- if this means running through a plasma fire to save a colleague, so be it.

Cyborg (Peacekeeper Shell)

desc: After the unilateral phasing out of Security Shells in 2554 following mass reports of cyborg-on-human violence, the Peacekeeper Shell was introduced as a stopgap solution until the problems could be resolved.

rules: Asimov, this card loses -1 power for every creature on your opponent's side of the field

Station Engineer (Plasmaman)

desc: The ever industrious plasmamen are well suited to engineering work, due to their natural radiation resistance.

Quartermaster

desc: Every Nanotrasen station has a Quartermaster, who controls the flow of cargo to and from the station, and by extension to and from the hands of the crew. He's not given the distinction of being a head, though. His job isn't hard enough.

rules: Pay 3 mana and tap this card: All card cards on your side of the field gain +1/+1 until the end of this turn.

rules: Pay 8 mana and permanantly tap this card: All cargo cards on your side of the field gain +2/+2 until this card leaves play.

Personal AI Device (Rabbit Shell)

desc: Personal AI Devices are able to take the form of many household pets, to provide a homely sense of comfort and companionship to their owners.

rules: This card may steal the Asimov keyword off of another friendly silicon creature.

Personal AI Device (Drone Shell)

desc: The most basic Personal AI shell, the Drone Shell resembles the old maintainance drones used on Nanotrasen Stations prior to 'the incident', and is perfect for the tech-savvy AI-owner.

rules: You may pay 1 mana and tap this card: a silicon card may attack one additional time this turn.

Research Director

desc: The Research Director is the head of the Science Division, and is responsible for, shockingly, directing research.

rules: Once per turn, you may tap all Science faction cards in play, activate the effect of an event card twice.

Nakamura Engineering B.O.M.B.Suit

desc: The Nakamura Engineering B.O.M.B.Suit is an innovative combination of a R.I.G.Suit and a bomb suit, perfect for toxins research.

rules: Reduces all battlefield damage to the equipped creature by 2.

Roboticist

desc: The roboticist's work is as close as Nanotrasen legally allows its employees to come to necromancy.

rules: If a Asimov card on your side of the field is destroyed, you may pay 2 mana and tap this card: Return that card to your hand.

Runtime

desc: Runtime is the CMO's personal feline companion, and is well known for her laziness. It's said that opening a tin of tuna anywhere on the station will bring her running.

rules: You may sacrifice this card: reduce the cost of summoning a medical faction card this turn by 2 mana.

Scientist

desc: Rumours that Nanotrasen hires 'mad scientists' are greatly exaggerated. Scientists are regularly screened to ensure that their insanity remains within acceptable limits.

rules: When this card is targeted by an opponent's single target event, you gain 1 lifeshard.

Cyborg (Security Shell)

desc: Following an incident in 2554, the Security Cyborg Shell was unilaterally phased out and replaced by the Peacekeeper. Nonetheless, many units remain in service with various other organisations such as private militaries.

rules: Asimov, when this card targets a human creature, deal 1 damage to it after the battle resolves.

Security Officer

desc: Nanotrasen would like to remind all employees to support their station security team; remember, the boys in red keep you safe!

Ratvarian Clockwork Cuirass

desc: Fashioned from paranormally reinforced brass, the Ratvar Cult's clockwork armour is as beautiful as it is heretical.

rules: While equipped, give the equipped unit Clockwork.

Cyborg (Service Shell- Beercan)

desc: Despite being based on the Medical Shell, this particular Service Shell is tasked with destroying livers, rather than healing them.

rules: Asimov, you may discard this card: draw one Service Faction card from your deck, then shuffle.

Cyborg (Service Shell- Flamboyant)

desc: Sometimes a cyborg just needs to show a bit of flamboyance, you know?

rules: Asimov, gains +2/+2 when it's the only card on your side of the field.

Cyborg (Service Shell- Skirted)

desc: The Service Shell is intended to be the most human of the Cyborg Shells, due to its outwardly social role- none exemplify this better than the Skirted Shell, showing that even robots can't escape fashion norms.

Cyborg (Service Shell- Classic)

desc: The classic Service Shell, the Classic Shell is what most crewmembers think of when they think of a 'useless robot that serves drinks'.

rules: Asimov, for every piece of equipment in play, gain +1 temporary resolve during the opponent's turn. That temporary resolve is lost at the start of your turn.

Shaft Miner

desc: When the station needs materials, these are the guys who risk their lives, bravely pioneering the wastes of Indecipheres, to bring them in.

rules: Once per turn, you may pay 1 mana and tap this card: Draw one card from your deck, and either discard it, or send it to the bottom of your deck.

Station Engineer

desc: Station Engineers maintain the intricate and delicate web of machinery that keeps you, and everyone else aboard your station, alive. No pressure there, then.

rules: Tap this card: Reduce the damage a card would take this turn from a battlefield to zero.

Swarmer

desc: Leading researchers theorise that Swarmers were designed as some kind of vanguard for an alien invasion force, which seemingly has never materialised.

rules: Greytide, Immunity to Engineering creature cards.

Virologist

desc: Officially, the virologist is present on station to deal with novel diseases and ailments that originate from deep space. As everyone knows, this is not what the virologist actually does.

Warden

desc: The Warden is tasked with the herculean (and futile) feat of defending the armory and brig, and never leaving his post, no matter the situation.

Xenomorph Hunter (2560 Core Set)

desc: This particular strain of Xenomorph is capable of semi-transparency, allowing it to strike from the shadows.

Tough Choices

desc: Every Nanotrasen employee will, at some point, be forced to make a tough choice. Make sure you make the right one!

rules: Draw the top three cards from your deck. Summon one at no cost, and discard the other two.

Bluespace Barrage

desc: The officers at Centcom are well known for their ability to hit targets extremely accurately with their bluespace artillery, especially when stupid pictures show up at their fax machine.

rules: Destroy any creature on the opponent's battlefield. If your opponent has no creatures, deal 2 damage directly to them.

Glitch in the System

desc: Even a meticulously maintained AI system will eventually develop errors. Many are benign, but some may cause unforeseen problems...

rules: Select a Creature with Asimov that you control. Remove the Asimov trait from it.

Adrenals

desc: A potent mixture of stimulants, designed to enhance a soldier's ability in the field. Technically illegal in Terragov territory, but since when has that stopped anyone?

rules: Grant +2/+1 to a Creature card that you control.

Atmospherics Incident

rules: While this card is active, deal 1/1 to every creature during the First Effect Phase.

Psychologist

desc: The psychologist is the newest addition to Nanotrasen's medical workforce, quickly settling into their role as the job that does nothing valuable.

Justifiable Casualties

desc: The beat is hell. Officers die. The strongest, they live.

rules: Sacrifice two friendly creatures from the battlefield, then summon a creature from your hand at no mana cost.

Bluespace Flux

desc: Despite being a revolutionary new technology, bluespace still has some... kinks that need sorted out.

rules: While this card is active, once a round during the play phase each player may pay 2 mana to summon the top card from their deck.

Bag of Greed

desc: BAG OF GREED ALLOWS ME TO DRAW TWO MORE CARDS. I WILL START MY TURN BY PLAYING BAG OF GREED WHICH ALLOWS ME TO DRAW TWO MORE CARDS. I WILL PLAY THE EVENT CARD, BAG OF GREED, WHICH ALLOWS ME TO DRAW TWO NEW CARDS.

Economy Crash

desc: So cargo sold 20 canisters of miasma, and now the galactic economy is experiencing what's known as 'a catastrophic collapse'.

Black Ambrosia Gaia

desc: If Ambrosia Gaia is the gold of Botany, the rare black variety is the platinum. Almost nobody has seen this illusive plant with their own eyes.

rules: During the draw phase, you may sacrifice Ambrosia Gaia to gain 3 mana.

Good Planning

rules: Search your deck for an equipment card. Add it to your hand, then shuffle your deck.

Revenant

desc: The revenant is a spirit of pure hatred, kept alive by drawing the life force of its enemies.

rules: When a creature on your battlefield dies, Revenant gains 1/0.

Re-Education

desc: Nobody ever seems to return from re-education. Probably best not to question it.

rules: Destroy any creature on the opponent's battlefield.

Immoral Surgeon

desc: Remember, the Hippocratic oath is only a suggestion.

rules: 2 Mana- You may tap Immoral Surgeon and give a creature +1/+1.

Committed Botanist

desc: When you've grown the plants, nurtured the plants, and harvested the plants, there's only one place to go from there... becoming the plant.

rules: While Committed Botanist is on your battlefield, you can play Plant and Service cards at half their cost, rounded up.

Scientist (Moth)

desc: Moths are a common sight in Nanotrasen research departments, acting as integral ideas guys for new clothing designs and lighting innovations.

Inducer

desc: The inducer is a marvelous piece of tech, allowing the recharging of an internal cell without opening a machine.

rules: Pay 3 lifeshards: Gain 3 mana this turn.

Deep Fryer

desc: God bless the United States of Space America.

rules: For 2 mana: Tap this card and destroy an opposing equipment card.

Scroll of the Sleeping Carp

desc: Created by the long-extinct Carp Monks of Space Tibet, the Sleeping Carp style has been kept alive by dedicated practitioners, and even found its way into the Syndicate's training regime.

rules: On equip: Your opponent must show you one card in their hand of their choice.

The Nuclear Option

desc: The Gorlex Marauders are well known for their nuclear weapons, and their nuke first, second, third and fourth policy with regards to deploying them.

rules: Destroy the active battlefield card. Deal 2 damage to all creatures on both battlefields.

B.E.P.I.S. Chamber

desc: Created as an automated investment machine for a venture capitalism company, the B.E.P.I.S. ended up in the hands of Nanotrasen's research division after bankrupting the original creators... and 27 other corporations.

rules: Flip a coin. If heads, gain 2 mana. If tails, lose up to 2 mana.

Weekend at Nanotrasen's

desc: Holy shit! We just accidentally killed the Captain! Here, uhh... oh god, stuff him in that wheelchair over there, before anyone comes in. Yeah, yeah! Get his sunglasses, cover his face. Oh my god, oh my god, oh my god. No one will be able to tell, he looks sorta fine, right? Right?

rules: Return a creature card from your graveyard to the battlefield.

Disco Inferno

desc:
(Burn baby burn) burn that mother down y'all
(Burn baby burn) Disco Inferno
(Burn baby burn) burn that mother down

rules: For 2 mana: Tap this card permanantly. While tapped, all active creatures take 3 damage during the first play phase of each turn. This card is destroyed after 2 turns of being tapped.


series: resinfront

Xenoborg

desc: With a mini-gun in one hand and a rocket launcher in the other, the Xenoborg is a failed hybridization of a Xenomorph and a cyborg.

rules: Asimov. Once per turn, you may sacrifice a silicon card, and pay the difference between that card's summon cost and this card's summon cost to summon this card from your hand.

cardsubtype: Silicon Xenomorph

Xenomorph Sentinel

desc: The juices from a Sentinel's neurotoxin gland pair brilliantly with a Pan-Galactic Gargle Blaster.

rules: Hivemind

cardsubtype: Xenomorph

Xenomorph Drone

desc: Rarely seen on the frontlines, the Drone is your average worker that lays the foundation of the hive.

rules: Hivemind. Tap this card: you may summon a Xeno faction creature for 1 less mana this turn.

Xenomorph Hunter (Resin Frontier)

desc: A rare strain of Hunter that prioritizes slaying prey over infecting them.

rules: If this card destroys a creature via combat, you may discard a card in your hand to add a card from your discard pile to your hand, whose summon cost is 2 or less.

Xenomorph Spitter

desc: While their acid gland is too dangerous to mix with alcohol (not that it stops the marines), a Spitter's acid is useful for industry as it can melt almost anything with ease.

rules: Hivemind. Tap this card: draw the top 2 cards of your deck, you may re-arrange their order, then return them to the top of your deck.

Xenomorph Runner

desc: Running fast and dying faster, the sheer number of Runner corpses from a battle are enough to keep a research facility busy for years.

rules: First Strike, Hivemind

Xenomorph Praetorian

desc: The Praetorian is the Queen's royal guard, never seen far from the Queen's chambers.

rules: Hivemind. If you have 2 or more other Xeno cards on your field alongside this card, you may sacrifice 3 Xeno cards and add Xenomorph Queen to your hand from your deck.

Xenomorph Hivelord

desc: The Hivelord is the last word in construction, capable of building entire hives in a matter of seconds.

rules: Hivemind. For two mana, tap this card and summon a 0/2 Resin Wall counter creature. Each Resin Wall has Blocker.

Xenomorph Boiler

desc: The Boiler is a long-range artillery machine, capable of spewing clouds of acid that melt everything in seconds.

rules: Hivemind. If this card attacks, it is tapped for an additional turn before it is untapped.

Xenomorph Ravager

desc: With large scythe claws for hands, the furious Ravager goes berserk at the sight of fire.

rules: Hivemind, Fury

Xenomorph Crusher

desc: Extensive testing has revealed that a pulse rifle is unable to penetrate a Crusher's thick armored head.

rules: Hivemind, Blocker

Xenomorph Defender

desc: The Defender's armored head crest makes an excellent makeshift shield.

Xenomorph Warrior

desc: Warriors exhibit greater cruelty than other Xeno strains, enjoying snapping a victim's limbs before finishing them off.

Xenomorph Queen (Resin Frontier)

desc: The ruler of the hive. Organs from a Queen fetch a high price amongst researchers and less-than-moral surgeons.

rules: For 2 mana, tap the equipped creature and summon a 1/1 Xenomorph Brood counter creature, with Hivemind.

Xenomorph Carrier

desc: Carriers are like the Easter Bunny except the eggs they hide will kill you.

rules: Hivemind, Squad Tactics

Xenomorph Defiler

desc: Instead of utilizing eggs, the Defiler prefers to inject an unknown chemical in their victim, causing a devastating infection.

rules: Hivemind. When this card attacks a target enemy creature, calculate damage as though the target creature has this card's power subtracted from it first.

Predalien

desc: No concrete information is available on this elusive creature as no one that has seen it has lived to tell the tale.

rules: Hivemind, Changeling

cardsubtype: Xenomorph Soldier

rarity: legendary

Xenomorph Shrike

desc: It is unknown why Shrikes are able to lead a Hive, but their hives are always much smaller than a Queen's.

rules: Hivemind. If Xenomorph Queen would be destroyed, you may re-equip Xenomorph Queen on this card instead, once per game.

Xenomorph Bull

desc: Popular in illegal rodeos, a Bull's horn can pierce a reinforced wall with ease.

Xenomorph Hivemind

desc: Recently discovered to have sapience, this pulsating orb will dig into the earth and rapidly spread resin throughout planets.

rules: Defender

Xenomorph Screecher

desc: The Screecher's screeches are more psychologically damaging than the resulting hearing damage.

rules: Deadeye

Xenomorph Creep

desc: This special Hunter strain prioritizes stalking its target. It evolves into a strain of Hunter that is (mercifully) rarely seen aboard space stations.

rules: Tap this card: Until the start of your next turn, this card has immunity to Xeno Creatures.


code:
Where the space map levels connect is randomized every round, but are otherwise kept consistent within rounds. Remember that they are not necessarily bidirectional!
You can catch thrown items by toggling on your throw mode with an empty hand active.
To crack the safe in the vault, use a stethoscope or three plastic explosives on it.
You can climb onto a table by dragging yourself onto one. This takes time and drops the items in your hands on the table. Clicking on a table that someone else is climbing onto will knock them down.
You can drag other players onto yourself to open the strip menu, letting you remove their equipment or force them to wear something. Note that exosuits or helmets will block your access to the clothing beneath them, and that certain items take longer to strip or put on than others.
Clicking on a windoor rather then bumping into it will keep it open, you can click it again to close it.
You can spray a fire extinguisher, throw items or fire a gun while floating through space to change your direction. Simply fire opposite to where you want to go.
You can change the control scheme by pressing tab. One is WASD, the other is the arrow keys. Keep in mind that hotkeys are also changed with this.
Firesuits and winter coats offer mild protection from the cold, allowing you to spend longer periods of time near breaches and space than if wearing nothing at all.
Glass shards can be welded to make glass, and iron rods can be welded to make iron. Ores can be welded too, but this takes a lot of fuel.
If you need to drag multiple people either to safety or to space, bring a locker or crate over and stuff them all in before hauling them off.
You can grab someone by holding Ctrl and clicking on them, then upgrade the grab by Ctrl-clicking on them once more. An aggressive grab will momentarily stun someone, allow you to place them on a table by clicking on it, or throw them by toggling on throwing.
Holding alt and left clicking a tile will allow you to see its contents in the top right window pane, which is much faster than right clicking.
The resist button will allow you to resist out of handcuffs, being buckled to a chair or bed, out of locked lockers and more. Whenever you're stuck, try resisting!
You can move an item out of the way by dragging it and then clicking on an adjacent tile with an empty hand.
You can recolor certain items like jumpsuits and gloves in washing machines by also throwing in a crayon.
Maintenance is full of equipment that is randomized every round. Look around and see if anything is worth using.
Some roles cannot be antagonists by default, but antag selection is decided first. For instance, you can set Security Officer to High without affecting your chances of becoming an antag -- the game will just select a different role.
There are many places around the station to hide contraband. A few for starters: linen boxes, toilet cisterns, body bags. Experiment to find more!
You can use a machine in the vault to deposit cash or rob Cargo's department funds.
When in doubt about technicial issues, clear your cache (byond launcher > cogwheel > preferences > game prefs), update your BYOND, and relog.
Most things have special interactions with right, alt, shift, and control click. Experiment!
You can screwdriver any non-chemical grenade to shorten fuses from 5 seconds, to 3 seconds, to instant boom! Nobody ever expects this.
If you find yourself in a fistfight with another player, staying on the offensive is usually the smart move. Running away often won't accomplish much.
Different weapons have different strengths. Some weapons, such as spears, floor tiles, and throwing stars, deal more damage when thrown compared to when attacked normally.
A thrown glass of water can make a slippery tile, allowing you to slow down your pursuers in a pinch.
When dealing with security, you can often get your sentence negated entirely through cooperation and deception.
The P2P chat function found on tablet computers allows for a stealthy way to communicate with people.
Experiment with different setups of the supermatter engine to maximize output, but don't risk the crew's safety to do so!
We were all new once, be patient and guide new players in the right direction.
On most clothing items that go in the exosuit slot, you can put certain small items into your suit storage, such as a spraycan, your emergency oxygen tank, or a flashlight.
Most job-related exosuit clothing can fit job-related items into it, such as the atmospheric technician's hardsuit/winter coat holding an RPD, or labcoats holding most medicine.
If you're using hotkey mode, you can stop pulling things using H.
The station's self-destruct terminal is invincible. Go find the disk instead of trying to destroy it.
If there's something you need from another department, try asking! This game isn't singleplayer and you'd be surprised what you can get accomplished together!
You'll quickly lose your interest in the game if you play to win and kill. If you find yourself doing this, take a step back and talk to people - it's a much better experience!
Felinids get temporarily distracted by laser pointers. Use this to your advantage when being pursued by one.
Don't be afraid to ask for help, whether from your peers or from admins.
As the Captain, you are one of the highest priority targets on the station. Everything from revolutions, to nuclear operatives, to traitors that need to rob you of your unique lasgun or your life are things to worry about.
As the Captain, always take the nuclear disk and pinpointer with you every shift. It's a good idea to give one of these to another head you can trust with keeping it safe.
As the Captain, you have absolute access and control over the station, but this does not mean that being a horrible person won't result in mutiny and a ban.
As the Captain, you can purchase a new emergency shuttle using a communications console. Some require cash, while others give you cash in exchange. Keep in mind that purchasing dangerous shuttles may instigate the ire of your crew.
As the Chief Medical Officer, your hypospray is like a refillable instant injection syringe that can hold 30 units as opposed to the standard 15.
As the Chief Medical Officer, coordinate and communicate with your doctors, chemists, and paramedics during a nuclear emergency, blob infestation, or some other crisis to keep people alive and fighting.
As the Chief Medical Officer, your hardsuit can hold an entire medkit in its suit storage!
As a Medical Doctor, you can attempt to drain blood from a husk with a syringe to determine the cause. If you can extract blood, it was caused by extreme temperatures or lasers, if there is no blood to extract, you have confirmed the presence of changelings.
As a Medical Doctor, you can surgically implant or extract things from people's chests. This can range from putting in a bomb to pulling out an alien larva.
As a Medical Doctor, you must target the correct limb and not be in combat mode when trying to perform surgery on someone. Right clicking your patient will intentionally fail the surgery step.
As a Medical Doctor, corpses with the "...and their soul has departed" description no longer have a ghost attached to them and can't be revived.
As a Medical Doctor, treating plasmamen is not impossible! Salbutamol stops them from suffocating and showers stop them from burning alive. You can even perform surgery on them by doing the procedure on a roller bed under a shower.
As a Medical Doctor, you can point your penlight at people to create a medical hologram. This lets them know that you're coming to treat them.
As a Medical Doctor, you can extract implants by holding an empty implant case in your offhand while performing the extraction step.
As a Medical Doctor, you can deal with patients who have absurd amounts of wounds by putting them in cryo. This will slowly treat all of their wounds simultaneously, but is much slower than direct treatment.
As a Medical Doctor, Critical Slash wounds are one of the most dangerous conditions someone can have. Apply gauze, epipens, sutures, cauteries, whatever you can, as soon as possible!
As a Medical Doctor, Saline-Glucose not only acts as a temporary boost to a patient's blood level, it also speeds blood regeneration! Perfect for drained patients!
As a Medical Doctor, almost every type of wound can be treated at least temporarily with gauze. When in doubt, wrap it up!
As a Paramedic, your UV penlight can be used to stem infections in burn wounds! Just target the infected limb and use it on the patient.
As a Paramedic, embedded objects in a patient can be safely extracted by targeting the affected limb and using a hemostat on the patient.
As a Chemist, there are dozens of chemicals that can heal, and even more that can cause harm. Experiment!
As a Chemist, some chemicals can only be synthesized by heating up the contents with a chemical heater or manually with lighters and similar tools.
As a Chemist, you will be expected to supply crew with certain chemicals. For example, clonexadone and mannitol for the cryo tubes, unstable mutagen and saltpetre for botany as well as healing pills and patches for the front desk.
As a Chemist, you can make 100u bottles from plastic sheets. The ChemMaster can produce infinite 30u glass bottles as well and if researched the medical techfab can make beakers with capacity ranging from 120u to 300u.
As a Chemist, you can recharge your chemical dispenser with an inducer or by replacing its cell.
As a Chemist, Water and Potassium mixed together will create an explosion, with power scaling by amount used. Don't do it.
As a Geneticist, T goes to A, and G goes to C.
As a Geneticist, becoming a hulk makes you capable of dealing high melee damage, stunlocking people, and punching through walls. However, you can't fire guns, will lose your hulk status if you go into critical condition, and are not considered a human by the AI while you are a hulk.
As the Virologist, your viruses can range from healing powers so great that you can heal out of critical status, or diseases so dangerous they can kill the entire crew with airborne spontaneous combustion. Experiment!
As the Virologist, you only require small amounts of vaccine to heal a sick patient. Work with the Chemist to distribute your cures more efficiently.
As the Research Director, you can take AIs out of their cores by loading them into an intelliCard, which lets you see their laws, even ion/syndicate ones. It can then be placed into an AI system integrity restorer computer to revive and/or repair them.
As the Research Director, you can lock down cyborgs instead of blowing them up. Then you can have their laws reset or if that doesn't work, safely dismantled.
As a Scientist, you can use the mutation toxin obtained from green slimes to turn yourself into a jelly mutant. Each subspecies has unique features - for example telepathic powers, duplicating bodies or integrating slime extracts!
As a Scientist, you can maximize the number of uses you get out of a slime by feeding it slime steroid, created from purple slimes, while alive. You can then apply extract enhancer, created from cerulean slimes, on each extract.
As a Scientist, you can disable anomalies by scanning them with an analyzer, then send a signal on the frequency it gives you with a remote signaling device, or if researched, hit the anomaly an anomaly analyzer. This will leave behind an anomaly core, which can be used to construct a Phazon mech, reactive armors, or various unique and powerful weapons!
As a Scientist, researchable stock parts can seriously improve the efficiency and speed of machines around the station. In some cases, it can even unlock new functions.
As a Scientist, you can generate money for Science, and complete experiments by letting the tachyon-doppler array record increasingly large explosions.
As a Scientist, getting drunk just enough will speed up research. Skol!
As a Roboticist, keep an ear out for anomaly announcements. If you get your hands on a bluespace anomaly core, you can build a Phazon mech!
As a Roboticist, you can repair your cyborgs with a welding tool. If they have taken burn damage, you can remove their battery, expose the wiring with a screwdriver and replace their wires with a cable coil.
As a Roboticist, you can reset a cyborg's model by cutting and mending the reset wire with a wire cutter.
As a Roboticist, you can greatly help out Shaft Miners by building a Clarke equipped with a hydraulic clamp and plasma cutter. The mech is ash storm proof and can even walk across lava!
As a Roboticist, you can augment people with cyborg limbs. Augmented limbs can easily be repaired with cables and welders.
As the AI, you can click on people's names to look at them. This only works if there are cameras that can see them, they aren't wearing agent IDs and aren't using digital camouflage as changelings.
As the AI, you can quickly open and close doors by holding shift while clicking them, bolt them when holding ctrl, and even shock them while holding alt.
As the AI, you can take pictures with your camera and upload them to newscasters.
As the AI, you can use CTRL + 1-9 to set a location hotkey for your camera, allowing you to save the location and jump to it at will. Tilde and zero will return you to the last spot you jumped from, and the numpad numbers act as aliases to the regular number keys.
As a Cyborg, choose your model carefully, as only cutting and mending your reset wire will let you repick it. If possible, refrain from choosing a model until a situation that requires one occurs.
As a Cyborg, you are immune to most forms of stunning, and excel at almost everything far better than humans. However, flashes can easily stunlock you and you cannot do any precision work as you lack hands.
As a Cyborg, you are impervious to fires and heat. If you are rogue, you can release plasma fires everywhere and walk through them without a care in the world!
As a Cyborg, you are extremely vulnerable to EMPs as EMPs both stun you and damage you. The ion rifle in the armory or a traitor with an EMP kit can kill you in seconds.
As a Service Cyborg, your spray can knocks people down. However, it is blocked by masks and glasses.
As an Engineering Cyborg, you can attach air alarm/fire alarm/APC frames to walls by placing them on the floor and using a screwdriver on them.
As a Medical Cyborg, you can fully perform surgery and even augment people.
As a Janitor Cyborg, you are the bane of all slaughter demons and even Bubblegum himself. Cleaning up blood stains will severely gimp them.
As the Chief Engineer, you can rename areas or create entirely new ones using your station blueprints.
As the Chief Engineer, your hardsuit is significantly better than everybody else's. It has the best features of both engineering and atmospherics hardsuits - boasting nigh-invulnerability to radiation and all atmospheric conditions.
As the Chief Engineer, you can spy on and even forge PDA communications with the message monitor console! The key is in your office.
As the Chief Engineer, your locker contains a jetpack upgrade that can be attached to hardsuits.
As the Chief Engineer, the power flow control console in your office will show you APC infos and lets you control them remotely.
As an Engineer, the supermatter shard is an extremely dangerous piece of equipment: touching it will disintegrate you. So will touching it with telepathy.
As an Engineer, you can electrify grilles by placing powered cables beneath them.
As an Engineer, return to Engineering once in a while to check on the engine and SMES cells. It's always a good idea to make sure the supermatter isn't delaminating.
As an Engineer, you can temporarily power the station solely with the solar arrays. They will provide just enough electricity to power the station for a while, however their output is just slightly below what is truly needed to consistently power the station.
As an Engineer, you can cool the supermatter crystal by spraying it with a fire extinguisher. Only for the brave!
As an Engineer, you can repair windows by using a welding tool on them while not in combat mode.
As an Engineer, you can lock APCs, fire alarms, emitters and radiation collectors using your ID card to prevent others from disabling them.
As an Engineer, don't underestimate the humble P.A.C.M.A.N. generators. With upgraded parts, a couple units working in tandem are sufficient to take over for an exploded engine or shattered solars.
As an Engineer, your departmental protolathe and circuit printer can manufacture the necessary circuit boards and components to build just about anything. Make extra medical machinery everywhere! Build a gibber for security! Set up an array of emitters pointing down the hall! The possibilities are endless!
As an Engineer, you can pry open secure storage blast doors by disabling the engine room APC's main breaker. This is obviously a bad idea if the engine is running.
As an Engineer, your RCD can be reloaded with iron, glass or plasteel sheets instead of just compressed matter cartridges.
As an Engineer, the Supermatter Monitoring Program on modular computers give you a detailed report on the Supermatter's condition, and the contents of the air inside of the chamber, allowing you to both diagnose and monitor programs from afar!
As an Atmospheric Technician, you can unwrench a pipe regardless of the pressures of the gases inside, but if they're too high they can burst out and injure you!
As an Atmospheric Technician, look into replacing your gas pumps with volumetric gas pumps, as those move air in flat numerical amounts, rather than percentages which leave trace gases.
As an Atmospheric Technician, you are better suited to fighting fires than anyone else. As such, you have access to better firesuits, backpack firefighter tanks, and a completely heat and fire proof hardsuit.
As an Atmospheric Technician, your backpack firefighter tank can launch resin. This resin will extinguish fires and replace any gases with a safe, room-temperature airmix.
As an Atmospheric Technician, your ATMOS holofan projector blocks gases while allowing objects to pass through. With it, you can quickly contain gas spills, fires and hull breaches.
As an Atmospheric Technician, burning a plasma/oxygen mix inside the incinerator will not only produce power, but also gases such as tritium, water vapor and carbon dioxide.
As an Atmospheric Technician, you can change the layer of a pipe by clicking with it on a wrenched pipe or other atmos component of the desired layer.
As the Head of Security, you are expected to coordinate your security force to handle any threat that comes to the station. Sometimes it means making use of the armory to handle a blob, sometimes it means being ruthless during a revolution or cult.
As the Head of Security, you can call for executions or forced cyborgization, but may require the Captain's approval.
As the Head of Security, don't let the power go to your head. You may have high access, great equipment, and a miniature army at your side, but being a terrible person without a good reason is grounds for banning.
As the Warden, your duty is to be the watchdog of the brig and handler of prisoners when little is happening, and to hand out equipment and weapons to the security officers when a crisis strikes.
As the Warden, keep a close eye on the armory at all times, as it is a favored strike point of nuclear operatives and cocky traitors.
As the Warden, if a prisoner's crimes are heinous enough you can put them in permabrig or the gulag. Make sure to check on them once in a while!
As the Warden, you can implant criminals you suspect might re-offend with devices that will track their location and allow you to remotely inject them with disabling chemicals.
As the Warden, you can use handcuffs on orange prisoner shoes to turn them into cuffed shoes, forcing prisoners to walk and potentially thwarting an escape.
As a Security Officer, communicate and coordinate with your fellow officers using the security channel (:s) to avoid confusion.
As a Security Officer, your sechuds or HUDsunglasses can not only see crewmates' job assignments and criminal status, but also if they are mindshield implanted. You can tell by the flashing blue outline around their job icon. Use this to your advantage in a revolution to definitively tell who is on your side!
As a Security Officer, mindshield implants can only prevent someone from being turned into a cultist: unlike revolutionaries, it will not de-cult them if they have already been converted.
As a Security Officer, examining someone while wearing sechuds or HUDsunglasses will let you set their arrest level, which will cause Beepsky and other security bots to chase after them.
As the Detective, people leave fingerprints everywhere and on everything. With the exception of white latex, gloves will hide them. All is not lost, however, as gloves leave fibers specific to their kind such as black or nitrile, pointing to a general department.
As the Detective, you can use your forensics scanner from a distance. Use this to scan boxes or other storage containers.
As the Detective, your revolver can be loaded with .357 ammunition obtained from a hacked autolathe. Firing it has a decent chance to blow up your revolver.
As the Lawyer, try to negotiate with the Warden if sentences seem too high for the crime.
As the Lawyer, you can try to convince the Captain and Head of Security to hold trials for prisoners in the courtroom.
As the Head of Personnel, you are not higher ranking than other heads of staff, even though you are expected to take the Captain's place first should he go missing. If the situation seems too rough for you, consider allowing another head to become temporary Captain.
As the Mime, your invisible wall power blocks people as well as projectiles. You can use it in a pinch to delay your pursuer.
As the Mime, you can use :r and :l to speak through your ventriloquist dummy.
As the Mime, your oath of silence is your source of power. Breaking it robs you of your powers and of your honor.
As the Clown, if you lose your banana peel, you can still slip people with your PDA! Honk!
As the Clown, eating bananas heals you slightly. Honk!
As the Clown, your Grail is the mineral bananium, which can be given to the Roboticist to build you a fun and robust mech beloved by everyone.
As the Clown, you can use your stamp on a sheet of cardboard as the first step of making a honkbot. Fun for the whole crew!
As the Clown, spice your gimmicks up! Nobody likes a one-trick pony.
As the Clown, if you're a Traitor and get an emag on sale (or convince another traitor), you can emag your Clown Car to unlock a variety of new functions, including the Siege Mode, which will allow you to launch your passengers, preferably directly into the Supermatter! Or into space.
As the Chaplain, your null rod has anti magic functions: it can destroy cultist runes by hitting them, and it makes you immune to wizard spells and cult magic.
As the Chaplain, your bible is also a container that can store small items. Depending on your god, your starting bible may come with a surprise!
As the Chaplain, you are much more likely to get a response by praying to the gods than most people. To boost your chances, make altars with colorful crayon runes, lit candles, and wire art.
As a Botanist, you can hack the MegaSeed Vendor to get access to more exotic seeds. These seeds can alternatively be ordered from cargo.
As a Botanist, you can mutate the plants growing in your hydroponics trays with unstable mutagen from chemistry or, as an alternative, grow glowshrooms for their radium which also mutates plants to start you up! You can also take uranium out of the servicelathe and grind that up to mutate plants, isn't science amazing?
As a Botanist, you should look into increasing the potency of your plants. This increases the size, amount of chemicals, points gained from grinding them in the biogenerator, and lets people know you are a proficient botanist.
As a Botanist, you can combine production trait chemicals just like a Chemist. Chlorine (blumpkin) + radium and phosphorus (glowshrooms) equals unstable mutagen!
As a Cook, you can load your food into smartfridges and custom vending machines.
As a Cook, you can create a very wide variety of food with the crafting menu. You can find it by looking for the hammer icon near your combat mode indicator.
As a Cook, you can rename your custom made food with a pen.
As a Cook, any food you make will be much healthier than the junk food found in vendors. Having the crew routinely eating from you will provide minor buffs.
As a Cook, being in the kitchen will make you remember the basics of Close Quarters Cooking. It is highly effective at removing Assistants from your workplace.
As a Cook, most non-custom foods will have a secondary effect, ranging from healing you to making you move at lightspeed. Experiment!
As the Bartender, the drinks you start with only give you the basics. If you want more advanced mixtures, look into working with chemistry, hydroponics, or even mining for things to grind up and throw in!
As the Bartender, you can use a circular saw on your shotgun to make it easier to store.
As a Janitor, if someone steals your janicart, you can instead use your space cleaner spray, grenades, water sprayer, exact bloody revenge or order another from Cargo.
As a Janitor, mousetraps can be used to create bombs or booby-trap containers.
As the Curator, you are not completely defenseless. Your whip easily disarms people, your laser pointer can blind humans and cyborgs, and you can hide items in wirecut books.
As the Curator, be sure to keep the shelves stocked and the library clean for crew.
As a Cargo Technician, you can hack MULEbots to make them faster, run over people in their way, and even let you ride them!
As a Cargo Technician, you can order contraband items from the supply shuttle console by de-constructing it and using a multitool on the circuit board, the re-assembling it.
As a Cargo Technician, you can earn more cargo points by shipping back crates from maintenance, liquid containers, plasma sheets, rare seeds from hydroponics, and more!
As the Quartermaster, be sure to check the manifests on crates you receive to make sure all the info is correct. If there's a mistake, stamp the manifest DENIED and send it back in a crate with the items untouched for a refund!
As the Quartermaster, you can construct an express supply console that instantly delivers crates by drop pod. The impact will cause a small explosion as well.
As a Shaft Miner, the northern side of Lavaland has a lot more rare minerals than on the south.
As a Shaft Miner, every monster on Lavaland has a pattern you can exploit to minimize damage from the encounters.
As a Shaft Miner, you can harvest goliath plates from goliaths and upgrade your explorer's suit and mining hardsuits, greatly reducing incoming melee damage.
As a Shaft Miner, always have a GPS on you, so a fellow miner or cyborg can come to save you if you die.
As a Shaft Miner, you can craft a variety of equipment from the local fauna. Bone axes, lava boats and ash drake armour are just a few of them!
As a Traitor, the cryptographic sequencer (emag) can not only open lockers, crates, APCs and more. It can also do things like hack cyborgs, and even cause bots to go berserk. Use it on the right machines, and you can even contact the Syndicate. Experiment!
As a Traitor, subverting the AI to serve you can make it an extremely powerful ally. However, be careful of the wording in the laws you give it, as it may use your poorly written laws against you!
As a Traitor, the Captain and the Head of Security are two of the most difficult to kill targets on the station. If either one is your target, plan carefully.
As a Traitor, you can manufacture and recycle revolver bullets at a hacked autolathe, making the revolver an extremely powerful tool.
As a Traitor, you may sometimes be assigned to hunt other traitors, and in turn be hunted by others.
As a Traitor, the syndicate encryption key is very useful for coordinating plans with your fellow traitors -- or, of course, betraying them.
As a Traitor, plasma can be injected into many things to sabotage them. Power cells, light bulbs, welding tools, cigars and e-cigs will all explode when used.
As a Nuclear Operative, communication is key! Use ; to speak to your fellow operatives and coordinate an attack plan.
As a Nuclear Operative, you should look into purchasing a syndicate cyborg, as they can provide heavy fire support, full access, are immune to conventional stuns, and can easily take down the AI.
As a Nuclear Operative, stick together! While your equipment is robust, your fellow operatives are much better at saving your life: they can drag you away from danger while stunned and provide cover fire.
As a Nuclear Operative, you might end up in a situation where the AI has bolted you into a room. Having some spare C4 in your pocket can save your life.
As a Monkey, you can crawl through air or scrubber vents by alt+left clicking them. You must drop everything you are wearing and holding to do this, however.
As a Monkey, you can still wear a few human items, such as backpacks, gas masks and hats, and still have two free hands.
As the Malfunctioning AI, you can shunt to an APC if the situation gets bad. This disables your doomsday device if it is active.
As the Malfunctioning AI, you should either order your cyborgs to dismantle the robotics console or blow it up yourself in order to protect them.
As the Malfunctioning AI, look into flooding the station with plasma fires to kill off large portions of the crew, letting you pick off the remaining few with space suits who escaped.
As an Alien, your melee prowess is unmatched, but your ranged abilities are sorely lacking. Make use of corners to force a melee confrontation!
As an Alien, you take double damage from all burn attacks, such as lasers, welding tools, and fires. Furthermore, fire can destroy your resin and eggs. Expose areas to space to starve away any flamethrower fires before they can do damage!
As an Alien, resin floors not only regenerate your plasma supply, but also passively heal you. Fight on resin floors to gain a home turf advantage!
As an Alien, the facehugger is by far your most powerful weapon because of its ability to instantly win a fight. Remember however that certain helmets, such as biohoods or space helmets will completely block facehugger attacks.
As an Alien, you are unable to pick up or use any human items or machinery. Instead, you should focus on sabotaging APCs, computers, cameras and either stowing, spacing, or melting any weapons you find.
When fighting the Blob, you can hit it with an analyzer to check its chemical effects and the type of blob analyzed. Examining it with a research scanner or medical hud active will also reveal this information.
As the Blob, you can place your core at any clear, unobserved, spot you can move to after 3 minutes have passed. If you wait too long, you will be automatically placed at a random location. Use this wait time to coordinate with any other overminds.
As the Blob, keep your core some distance from space, as it is both expensive to expand onto space, easy to be attacked from, and does not count towards your win condition. Emitter platforms built in space are especially dangerous.
As the Blob, you can repick your reagent type from six random options if the crew has adapted and protected themselves against your current one.
As the Blob, you fight a war of attrition: Take out medbay and fight in chokepoints to prevent continued assaults and coordinated burst damage attacks!
As the Blob, you can attack anything next to a blob tile, but can only expand in cardinal directions, and diagonal attacks are slightly weaker.
As the Blob, don't neglect the creation of factories. These create spores that carry your reagent and can chase crewmembers far further than you. Spores can also be rallied to swarm the crew and cause panic, and can even take over corpses to create much more dangerous blob zombies!
As the Blob, you can produce a Blobbernaut from a factory for 40 resources. Blobbernauts are player-controlled, gradually regenerate near nodes, and apply your chemical when attacking, but die when too far from the blob or if their factory is killed. However, the factory used becomes fragile and stops spawning spores.
As the Blob, you can expand by clicking, create strong blobs with ctrl-click, rally spores with middle-click, and remove blobs with alt-click. You do not need to have your camera over the tile to do this.
As the Blob, removing strong blobs, resource nodes, factories, and nodes will give you 4, 15, 25, and 25 resources back, respectively.
As the Blob, talking will send a message to all other overminds and all Blobbernauts, allowing you to direct attacks and coordinate.
As a Blobbernaut, you can communicate with overminds and other Blobbernauts via :b.
As a Blobbernaut, your HUD shows your health and the core health of the overmind that created you.
As a Revolutionary, you cannot convert a head of staff or someone who has a mindshield implant, such as a security officer or those they implant. Implants are often purchased by the Quartermaster, but the implants can be surgically removed. Take control of cargo to keep control of conversions!
As a Revolutionary, cargo can be your best friend or your worst nightmare. In the best case scenario you will be able to order a limitless amount of guns and armor, in the worst case scenario security will take control and order a limitless number of mindshield implants to turn your fellow revolutionaries against you.
As a Revolutionary, your main power comes from who you convert, choose your converts wisely to ensure you win the round.
As a Changeling, the Extract DNA sting counts for your genome absorb objective, but does not let you respec your powers.
As a Changeling, you can absorb someone by strangling them and using the Absorb verb; this gives you the ability to rechoose your powers, the DNA of whoever you absorbed, the memory of the absorbed, and some samples of things the absorbed said.
As a Changeling, your Regenerate Limbs power will quickly heal all of your wounds, but they'll still leave scars. Changelings can use Fleshmend to get rid of scars, or you can ingest Carpotoxin to get rid of them like a normal person.
As a Cultist, do not cause too much chaos before your objective is completed. If the shuttle gets called too soon, you may not have enough time to win.
As a Cultist, your team starts off very weak, but if necessary can quickly convert everything they have into raw power. Make sure you have the numbers and equipment to support going loud, or the cult will fall flat on its face.
As a Cultist, the Blood Boil rune will deal massive amounts of brute damage to non-cultists, and some damage to fellow cultists of Nar'Sie nearby, but will create a fire where the rune stands on use.
As a Cultist, check the alert in the upper-right of your screen for all the details about your cult's current status and objective.
You can deconvert Cultists of Nar'Sie by feeding them large amounts of holy water. Unlike revolutionaries, implanting them with mindshield implants won't do it!
The Chaplain can bless any container with water by hitting it with their bible. Holy water has a myriad of uses against both cults and large amounts of it are a great contributor to success against them.
As a Wizard, you can turn people to stone, then animate the resulting statue with a staff of animation to create an extremely powerful minion, for all of 5 minutes at least.
As a Wizard, the fireball spell performs very poorly at close range, as it can easily catch you in the blast. It is best used as a form of artillery down long hallways.
As a Wizard, summoning guns will turn a large portion of the crew against themselves, but will also give everyone anything from a floral somatoray to a pulse rifle. Use at your own risk!
As a Wizard, the staff of chaos can fire any type of bolts from the magical wands. This can range from bolts of instant death to healing or reviving someone.
As a Wizard, most spells become unusable if you are not wearing your robe, hat, and sandals.
As an Abductor, you can select where your victims will be sent on the ship control console.
As an Abductor Agent, the combat mode vest has much higher resistance to every kind of weapon, and your helmet prevents the AI from tracking you.
As an Abductor, the baton can cycle between four modes: stun, sleep, cuff and probe.
As a Revenant, the Chaplain is your worst enemy, as they can damage you massively with the null rod and make large swaths of the station impassable with holy water.
As a Revenant, your essence is also your health, so revealing yourself in front of humans to harvest the essence of the living is much safer if you've already stocked up on essences from poorly guarded corpses.
As a Revenant, your Defile ability removes holy water from tiles in a small radius, along with salt, allowing you to reclaim the station from the chaplain if they've been covering the station in holy water. It can also be used to open morgue trays!
As a Revenant, your Overload Lights ability will only shock humans with lights if the lights are still on after a brief delay.
As a Revenant, your Malfunction ability in general damages machinery and mechanical objects, possibly even emagging some objects. Experiment!
As a Revenant, the illness inflicted on humans by Blight can be easily cured by lying down or with holy water, making it best used on targets that have no time to lie down, such as humans in combat.
As a Swarmer, you can deconstruct more things than you think. Try deconstructing light switches, buttons, air alarms and more. Experiment!
As a Swarmer, you can teleport fellow swarmers away if you think they are in danger.
As a Morph, you can talk while disguised, but your words have a chance of being slurred, giving you away!
As a Drone, you can ping other drones to alert them of areas in the station in need of repair.
As a Ghost, you can see the inside of a container on the ground by clicking on it.
As a Ghost, you can double click on just about anything to follow it. Or just warp around!
As a Ghost, you can both start and join capture the flag games through the minigames menu, or by clicking on one of the team spawners, which can be found under the "Misc" section of the orbit menu.
As a Security Officer, remember that correlation does not equal causation. Someone may have just been at the wrong place at the wrong time!
As a Security Officer, remember that you can attach a sec-lite to your disabler or your helmet!
You can swap floor tiles by holding a crowbar in one hand and a stack of tiles in the other.
When hacking doors, cutting and mending a "test light wire" will restore power to the door.
When crafting most items, you can either manually combine parts or use the crafting menu.
Suit storage units not only remove blood and dirt from clothing, but also radiation!
Remote devices will work when used through cameras. For example: Bluespace RPEDs and door remotes.
You can light a cigar on a supermatter crystal.
Using sticky tape on items can make them stick to people and walls! Be careful, grenades might stick to your hand during the moment of truth!
In a pinch, stripping yourself naked will give you a sizeable resistance to being tackled. What do you value more, your freedom or your dignity?
Wearing riot armor makes you significantly more effective at performing tackle takedowns, but will use extra stamina with each leap! It will also significantly protect you from other tackles!
Standard epipens contain a potent coagulant that not only slow bloodloss, but also help clot whichever of your wounds is bleeding the most! If you're suffering multiple bad bleeding wounds, make sure to seek out additional treatment ASAP!
Anything you can light a cigarette with, you can use to cauterize a bleeding wound. Technically, that includes the supermatter.
If you're bleeding, you can apply pressure to the limb by grabbing yourself while targeting the bleeding limb. This will slow you down and take up a hand, but it'll slow down how fast you lose blood. Note this won't help the bleeding clot any faster.
Laying down will help slow down bloodloss. Death will halt it entirely.
♪ Hey, have you ever tried appending the % character before your messages when speaking in-game? ♫
@You can use the |, + and _ characters to emphasize parts of what you say in-game (e.g. say"my _ass_ |is| +heavy+." will be outputted as "my <u>ass</u> <i>is</i> <b>heavy</b>."). You can also escape these emphasizers by appending backslashes before them (e.g. say"1\+2\+3" will come out as "1+2+3" and not "1\<b>2\</b>3").

repo_name: AnalWerewolf/sundown

license: mit


introduction: You are the ZoomTech Psychological Operator.

allies: You probably are not alone. Trust those implanted with the mark of the beast, as well as our soldats. Glory to Itobe.

goal: Complete the objectives assigned to you in any way possible. We are watching you, failure is not an option and will activate the mark of the beast. Tampering with the mark of the beast will also activate it.

uplink: You have been provided with an SD card. Insert it into any information terminal to access our black ops uplink.

ui_theme: neutral

introduction: You are the Itobe Sleeper Agent.

introduction: You are the Itobe Hijacker.

goal: Hijack the evacuation, ensuring as many casualties as possible. We are watching you, failure is not an option and will activate the mark of the beast. Tampering with the mark of the beast will also activate it.


brain_damage: @pick(semicolon)IM A PONY NEEEEEEIIIIIIIIIGH

brain_damage: @pick(semicolon) @pick(george) @pick(mellens) is grifing me HALP!!!

brain_damage: @pick(semicolon)pray can u @pick(create_verbs) @pick(create_nouns)???

brain_damage: @pick(semicolon)HELP SHITECIRTY MURDERIN  MEE!!!

brain_damage: hwat dose tha @pick(random_gibberish) mean?????

brain_damage: @pick(semicolon)this SI mY stATIon......

brain_damage: @pick(semicolon)CRASHING THIS STTAYTION WITH NIO SURVIVROS

brain_damage: SOLIRS CAN POWER THE HOLE STATION ANEWAY @pick(bug)

brain_damage: @pick(semicolon)Werecat has warrrres, if you have coin

brain_damage: NO I'M ONNA KILL YOU MOTHERFUCKER OLD STYLE

brain_damage: i will snatch erry motherfucker birthday

brain_damage: @pick(semicolon)the ai and borgs are mettacomming I think

brain_damage: u just did the world a little bit more sad place for someone

brain_damage: WHERES THE SLIP REWRITE WHERE THR FUCK ID IT?

brain_damage: @pick(semicolon)i ran into the supermattre ten i dsappeard @pick(bug)

brain_damage: @pick(semicolon)GIVE ME FREE ROBUX PLEASE JUST ENOUGH FOR SHIRT AND PANTS

brain_damage: its gonna be like 9/11 all over again but insitaead is gonna be a bitc

brain_damage: @pick(semicolon)How do I set up the. SHow do I set u p the Singu. how I the scrungulartiy????

mutations:
telikesis
halk
eppilapse
kamelien
eksrey
glowey skin
fungal tb
stun gloves

george: joerge george gorge gdoruge

mellens: mellens melons mwrlins

random_gibberish:
g
squid
r
carbon dioxide

y_replacements: y i e

servers:
bager
sybl
mrs sybil
mr basil
mr terry
berry
vent hell
colonel hall

create_verbs:
spawn
MAke me
creat
tc trade me
gib

create_nouns:
zenomorfs
ayleins
treaitors
sheadow lings
abdoocters
revinent
deval
deth squads
bleb
cock cult
anteg

bug:
IS TIS A BUG??
SI IST A BUGG/
BUG!!!

god_foe: MORTALS HERETICS INSECTS UNBELIEVERS BLASPHEMERS PARASITES WEAKLINGS PEASANTS

god_aggressive: ENDLESS SUFFERING AWAITS YOU, @pick(god_foe).

god_neutral: BE HEALED, MORTALS. I AM FEELING MERCIFUL.

god_unstun:
GET UP. I HAVE NO TIME TO LOSE.
GET UP, PRIEST.
GET UP.

god_heal:
YOU WILL LIVE TO SEE ANOTHER DAY.
YOU SHALL SURVIVE THIS, MY PRIEST.
BE HEALED, PRIEST.
YOUR LIFE IS IMPORTANT. KEEP IT.


valentines: Roses are red / Violets are good / One day while Andy...

valentines: My love for you is like the singularity. It cannot be contained.

valentines: You make me lustier than a xenomorph maid.

valentines: We go together like the clown and the external airlock.

valentines: Roses are red / Liches are wizards / I love you more than a whole squad of lizards.

valentines: You must be a mime, because you leave me speechless.

valentines: You're hotter than a plasma fire in toxins.

valentines: We must have a wizard, because your face summoned magic.

valentines: Are you a hull breach? Because you're taking my breath away.

valentines: I'm not the atmos tech, but I'm great at laying pipe.

valentines: Could I have all access... to your heart?

valentines: Call me the medical doctor, because I'm here to inspect your johnson.

valentines: Quick, get the defibrillator! I saw you and my heart stopped.

valentines: I'm not a changeling, but you make my proboscis extend.

valentines: Roses are red / Intents are disarm / Not being my Valentine / causes human harm.

valentines: I want you more than an assistant wants the captain's spare.

valentines: If I was a security officer, I'd brig you all shift.

valentines: Are you the janitor? Because I think I've fallen for you.

valentines: I'd risk the wrath of the gods to bwoink you.

valentines: You look as beautiful now as the last time you were cloned.

valentines: Someone check the gravitational generator, because I'm only attracted to you.

valentines: If I were the warden I'd always let you into my armory.

valentines: The virologist is rogue, and the only cure is a kiss from you.

valentines: You must be a silicon, because you've unbolted my heart.

valentines: There's no way you're rogue -- you're a fine piece of Asimov.

valentines: Are you Nar'Sie? Because there's nar-one else I sie.

valentines: You're more stunning than the entire armory.

valentines: Do you have stamina damage from running through my dreams?

valentines: My love for you is stronger than a reinforced wall.

valentines: This must be the captain's office, because I see a fox.

valentines: I'm no highlander, but there can only be one for me.

valentines: The floor is made of lava! Quick, get on my bed.

valentines: If you were an abandoned station you'd be the DEARelict.

valentines: If you had an ore bag you'd be a shaft FINEr.

valentines: I must be the CMO, 'cause I saw you on my CUTE sensors.

valentines: If you were a weather event you'd be an aurora BAElus.

valentines: Recall the shuttle, I want to stay here with you.

valentines: Roses are red / Tide is gray / If I were an assistant I'd steal you away.

valentines: Roses are red / Text is green / I love you more than cleanbots clean.

valentines: Roses are red / Shuttles go dockside / I want to know you better than carbon dioxide.

valentines: Roses are red / Brute kits are pink / Let's go out like the lights in a powersink.

valentines: Roses are red / The hallways are dirty / I'll never leave your side / Just like shitcurity.

valentines: Roses are red / Clowns have a horn / You turn me on / More than library porn.

valentines: Is that an esword in your pocket, or are you excited to see me?

valentines: I've been chasing you like Runtime chases a laser pointer.

valentines: I'm no cat, but you've got me in my feel-inids.

valentines: If Lavaland had an apiary, would you bee mine?

valentines: If you were a disposal bin I'd ride you all day.

valentines: Get me my ore bag, I just found girlfriend material.

valentines: You must be liquid dark matter, because you're pulling me closer.

valentines: Not even sorium can drive me away from you.

valentines: Wanna make like a borg and do some heavy petting?

valentines: Are you powering the station? Because you super matter to me.

valentines: I must be tripping on BZ, because I saw an angel walk by.

valentines: I wish science could make me a bag of holding you.

valentines: Did you visit the medbay after you fell from heaven?

valentines: Your beauty is rarer than an aurora caelus.

valentines: You must be a moth, because you set my heart aflutter.

valentines: I'm the QM, and my highest priority bounty is your love.

valentines: Are you wearing space pants? Because I want to space your pants.

valentines: If you were a drone, would you be free tonight?

valentines: Get the paramedics -- your body put me into crit!

valentines: Come to the incinerator and be my maint squeeze.

valentines: Come to the courtroom so we can spend some time alone.

valentines: I'm the gray tide -- may I take your hand tele?

valentines: If I were a clown car, would you come inside me?

valentines: If you were telecoms, would you go down on me?

valentines: Your face gets me higher than omega weed.

valentines: Someone check the tachyon doppler array, because you just rocked my world.

valentines: I wish I were your family heirloom so I could be with you all the time.

valentines: How much damage does a toxins bomb do? Enough to break the ice.

valentines: Call me a gibtonite deposit, because I've got a lot of love to gib tonite.

valentines: I don't need an ion cannon, I've got my ion you.

valentines: I don't need the chef's cooking when you're such a snack!

valentines: Does the Chaplain know there's a goddess on board?

valentines: The captain just ordered Build Your Own Shuttle -- guess you'll have to sit on my face.

valentines: Let's get to a pod and share our internals.

valentines: Stand still so I can set your face to Wanted.

valentines: Did you just go through the teleporter? Because you're looking pretty fly.

valentines: Nice jumpsuit. It'd look even better thrown down disposals.

valentines: Heat up 5 parts cream, 5 parts lizard wine, and 1 part strange reagent to 374K, and you'll know what I can do for you.

candyhearts: A heart-shaped candy that reads: HONK ME

candyhearts: A heart-shaped candy that reads: BWOINK ME

candyhearts: A heart-shaped candy that reads: SPESS LOVE

candyhearts: A heart-shaped candy that reads: VALIDTINES

candyhearts: A heart-shaped candy that reads: FACE HUGGER

candyhearts: A heart-shaped candy that reads: BOX OF HUGS

candyhearts: A heart-shaped candy that reads: TO THE DORMS

candyhearts: A heart-shaped candy that reads: TABLE ME

candyhearts: A heart-shaped candy that reads: HAND CUFFS

candyhearts: A heart-shaped candy that reads: SHAFT MINER

candyhearts: A heart-shaped candy that reads: Y-YOU T-TOO

candyhearts: A heart-shaped candy that reads: SINGULOVE

candyhearts: A heart-shaped candy that reads: GOT WOOD

candyhearts: A heart-shaped candy that reads: TFW NO GF

candyhearts: A heart-shaped candy that reads: WAG MY TAIL

candyhearts: A heart-shaped candy that reads: DEVILS KISS

candyhearts: A heart-shaped candy that reads: CHEMISTRY

candyhearts: A heart-shaped candy that reads: CLUSTERBANG

candyhearts: A heart-shaped candy that reads: OBSESSED

candyhearts: A heart-shaped candy that reads: ROMANTIC MOODLET

candyhearts: A heart-shaped candy that reads: YOU'RE PURRFECT


basemessage: Needs to be interrogated for information about

verb:
murdering
killing
accidentally destroying
destroying
knowing information about
stealing
slipping
sabotaging
robusting
collaborating with
being close friends with
cloning
befriending
bombing
kidnapping
pretending to be
seducing
ignoring
assassinating