Cyborg

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Silicon
Cyborg

Cyborg

Roleplay Expectations: High
Required Game Knowledge: Above average
Hours Required: Overall: 1h
Access: All Access (Unless you're a Syndicate Assault Borg)
Supervisors: Anyone your Silicon Laws designate as Crew.
Subordinates: None
Responsibilities: Aid and obey those designated as Crew by your Silicon Laws.
Guides: Whatever guide helps with your current task, Silicon Laws, and Silicon Rules


"Cyborgs are man-machine hybrids, purpose-built by the Robotics division of Science for various duties across the station. Bound by strictly-followed Silicon Laws, they serve the crew unconditionally. (Most of the time.)"

As a Cyborg (or "Borg"), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you're expected to aid and obey.


What are Borgs, really?

The Robotics section of Fland Station, where Cyborgs spawn round-start.

As a Borg, you'll spawn round-start in the Robotics sector of Science in a default Borg chassis. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember's ID as a Job icon next to their heads.

When starting as a Borg, you need to select your chassis type. Each chassis comes with different modules pre-installed, as well as being restricted in what modules they can install later. You can select your chassis with a special action in your hotbar.

Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg's brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you'll have a Positronic Brain.

All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.

In order to change a Borg's battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of Science or Command can unlock all Borgs, though the Head of Personnel and the Chief Engineer can add more access (which they never do). After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg's internal mechanisms can be altered.

A Borg's maintenance panel UI. Note the Battery charge bar, list of installed modules, brain, and name.

Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they're generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.

Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it's much easier to use a Cyborg Recharging Station, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Recharging Station while it's powered in order to rapidly recharge your battery (Recharging Stations still work if unpowered, but they are much slower). If your power ever reaches zero, you'll be incapable of using your Flashlight or any modules, you'll move far slower, and you'll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will fully drain your battery, so be cautious.

Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do not have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they'll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they'll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time. Borgs with appropriate modules can weld each other, but cannot weld themselves.

Silicon Laws & Crew

The standard Crewsimov Lawset.

Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you'll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default Crewsimov Lawset, which is based off of Asimov's Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else, even Space Law(which silicons are permitted to ignore if it does not lead to crew harm).

The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?

As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone's equipped ID. Simply put, unless your Laws specifically state otherwise, anyone that has a Job icon is Crew. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they're a threat to the station. Nuclear Operatives(with agent IDs), Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed unless it causes immediate crew harm.

For further questions on Silicon Laws and the rules of playing as a Cyborg, please consult the Silicon Rules page.

Changing Laws

An example of a Borg's Silicon Laws after numerous Ion Storms.

Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.

There are two main ways a Borg's laws can be changed. The first is through Ion Storms, random events which can change a Borg's laws radically. You'll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that's often the point, but always feel free to message an admin for clarification.

Borgs can also have their laws forcibly changed through Emagging while their maintenance panel is open. More discussion on that below.




Chassis Types

Cyborgs can have a variety of uses based on what type of chassis they are in. Specialized chassis will have certain unique Modules they can equip. Although every chassis can be constructed from the start of the shift at an Exosuit Fabricator, the modules that are unique to each chassis usually require the completion of certain research projects before they become available.

Name Description Chassis Starter Modules
Cyborg (Generic)
Image of the generic cyborg chassis
The baseline Cyborg chassis. It cannot accept any specialized Modules. Tool, Artifact, Anomaly
Engineer Cyborg
Image of the engineering cyborg chassis
The Borg to call when a Syndicate Bomb's destroyed it all. Capable of accepting specialized Engineering modules. Tool, Construction, Engineering, Cable
Janitor Cyborg
Image of the janitor cyborg chassis
An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular Janitor can. Tool, Cleaning, Custodial
Medical Cyborg
Image of the medical cyborg chassis
The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They technically cause harm!). Has 4 Module slots. Tool, Chemical, Topicals, Rescue
Salvage Cyborg
Image of the salvage cyborg chassis
In the cold void of space, no-one can hear you beep. Capable of accepting specialized Salvage modules. Probably the closest you can get to a combat Borg without connections... Has 4 Module slots. Tool, Mining, Traversal, Appraisal
Service Cyborg
Image of the service cyborg chassis
A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Rarely seen. Has 4 Module slots. Tool, Musique, Service, Clowning, Gardening, Harvesting
Syndicate Assault Cyborg
The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by Nuclear Operatives (and technically LoneOps as well, though you'd need to kill Renault and buy literally nothing else) for a small price of 65 TC. These mean, not-so-lean, killing machines are equipped with an Operative Module, Energy Sword Module, and L6C Module, and can be an absolute terror of a tank even against the most well-armed crew. Unfortunately, they're still vulnerable to flashes, have no extra damage resistance, and only have 3 Module slots. Tool, Operative, L6C ROW, Energy Sword

Modules

Modules are cartridges which can be installed into Borgs to give them new tools and abilities. Without any modules, a Borg is limited to dragging items around and opening doors. New modules can be made in the exosuit fabricator. Any modules that are marked as pre-installed under "Required Technology" cannot be made in the fabricator, unless stated otherwise.

Name/Icon Required Technology Description
Cable Cyborg Module
Image of the cable cyborg module
Always Available
Allows the Borg to do basic wiring. Comes with refillable LV, MV, and HV Cables, as well as a Wirecutter, Crowbar, and T-Ray Scanner. Can be installed on any Cyborg.
Thruster Cyborg Module
An image of the thruster cyborg module
Always Available
A good tool for any borg, providing them with navigational capabilities in the void of space. Comes with a Maneuvering Jet (big fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can be installed on any Cyborg.
Tool Cyborg Module
An image of the tool cyborg module
Pre-Installed in All Borgs, Always Available
A very versatile module that comes pre-installed on roundstart and latejoin Borgs. Comes with a Crowbar, Wrench, Screwdriver, Wirecutters, Multitool, and refillable Industrial Welding Tool. Can be installed on any Cyborg.
Advanced Tool Cyborg Module
Image of the advanced tool cyborg module
Tier 2 Industrial
Advanced Tools
An upgrade over the basic tool module. Comes with a Jaws of Life, Power Drill, Experimental Welding Tool, Multitool, and Advanced Remote Signaler. Can only be installed on Engineering Cyborgs.
Construction Cyborg Module
Image of the construction cyborg module
Pre-installed in Engineering Borgs
A basic module that allows the Borg to do basic construction. Comes with slots for carrying Steel, Rods, Glass, Reinforced Glass, Reinforced Plasma Glass, Plasteel, Steel Tiles, White Tiles, and Dark Tiles. Can only be installed on Engineering Cyborgs.
Engineering Cyborg Module
Image of the engineering cyborg module
Pre-installed in Engineering Borgs
An advanced module that comes with specialized tools. Comes with an Experimental RCD, Maneuvering Jet (big fire extinguisher), Integrated GPS, Gas Analyzer, Integrated Holofan, and Geiger Counter. Can only be installed on Engineering Cyborgs.
Advanced Cleaning Cyborg Module
Image of the advanced cleaning cyborg module
Tier 2 Civilian
Advanced Cleaning
An upgraded kit for Janiborgs. Comes with an Advanced Mop, Advanced Internal Spray Jet, Holographic Sign Projector, 30u Pipette, and a 50u Integrated Beaker. Can only be installed on Janitor Cyborgs.
Advanced Mining Cyborg Module
Image of the advanced mining cyborg module
Tier Two Industrial
Mass Excavation
An upgraded mining module, perfect for giving Salvage Cyborgs the ability to mine out entire worlds. Comes with a Diamond-Tipped Mining Drill, Shovel, Advanced Mineral Scanner, Ore Bag of Holding, and Expedition Radio. Can only be installed on Salvage Cyborgs.
Cleaning Cyborg Module
Image of the cleaning cyborg module
Pre-installed in Janitor Borgs
The basic tool of a Janiborg. Comes with a Mop, Internal Tank (bucket), Internal Spray Jet (spray bottle), and a Holosign Projector. Can only be installed on Janitor Cyborgs.
Custodial Cyborg Module
Image of the custodial cyborg module
Pre-installed in Janitor Borgs
A module which allows Borgs to fix the station's lights. Comes with a Light Replacer, Internal Trash Bag, Plunger, and Soap. Can only be installed on Janitor Cyborgs.
Advanced Chemical Cyborg Module
Image of the advanced chemical cyborg module
Tier 2 Biochemical
Mechanized Treatment
For properly advanced Borg medical treatment. Comes with a Health Analyzer, Borghypo (10u hypospray), Syringe, 30u Pipette, and two 50u Integrated Beakers. Can only be installed on Medical Cyborgs.
Rescue Cyborg Module
Image of the rescue cyborg module
Pre-installed in Medical Borgs
For rescues in any situation. Comes with a Health Analyzer, Defibrillator, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Hand Labeler. The Health Analyzer and Defibrillator have infinite charge. Can only be installed on Medical Cyborgs.
Chemical Cyborg Module
Image of the chemical cyborg module
Pre-installed in Medical Borgs
For use of chemicals, whether they be harmful or helpful. Comes with a Health Analyzer, Syringe, 30u Pipette, and three Integrated Vials. Can only be installed on Medical Cyborgs.
Topicals Cyborg Module
Image of the topicals cyborg module
Pre-installed in Medical Borgs
The basics for robotic medical care. Comes with a Health Analyzer, Gauze, Bruise Packs, Ointment, and Blood Packs. Also has capacity for Regenerative Mesh and Medicated Suture. Can only be installed on Medical Cyborgs.
Appraisal Cyborg Module
Image of the appraisal cyborg module
Pre-installed in Salvage Borgs
A useful module for basic cargo duties. Comes with an Appraisal Tool, Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, and a Handheld Radio. Can only be installed on Salvage Cyborgs.
Traversal Cyborg Module
Image of the traversal cyborg module
Pre-installed in Salvage Borgs
A useful module for space navigation. Comes with a Grappling Gun, Maneuvering Jet (large fire extinguisher), Integrated GPS, and Handheld Mass Scanner. Can only be installed on Salvage Cyborgs.
Mining Cyborg Module
Image of the mining cyborg module
Pre-installed in Salvage Borgs
A crucial module for allowing Salvage Cyborgs to properly work with their team. Comes with a Mining Drill, Shovel, Mineral Scanner, Ore Bag, and Expedition Radio. Can only be installed on Salvage Cyborgs.
Anomaly Cyborg Module
Image of the anomaly cyborg module
Pre-Installed in Generic Borgs
A useful module for Borgs seeking to stop Anomalies from going critical. Comes with an Anomaly Scanner, Anomaly Locator, Wide-Spectrum Anomaly Locator, and a Hand Labeler. Also has slots for carrying Reinforced Glass and Reinforced Plasma Glass. Can only be installed on Generic Cyborgs.
Artifact Cyborg Module
Image of the artifact cyborg module
Pre-Installed in Generic Borgs
A module for Borgs wishing to help Science. Comes with a Node Scanner, Spray Bottle, Gas Analyzer, 30u Pipette, Integrated Vial, and Geiger Counter. Can only be installed on Generic Cyborgs.
Clowning Cyborg Module
Image of the clowning cyborg module
Pre-installed in Service Borgs
Crucial for making truly nightmarish Borgs. Comes with a Bike Horn, Clown Recorder, and Gilded Bike Horn. Can only be installed on Service Cyborgs.
Gardening Cyborg Module
Image of the gardening cyborg module
Pre-Installed in Service Borgs
For when Botany's gone AWOL. Comes with a Mini-hoe, Spade, Plant Clippers, and Bucket. Can only be installed on Service Cyborgs.
Harvesting Cyborg Module
Image of the harvesting cyborg module
Pre-Installed in Service Borgs
For when Botany's too busy smoking Space Weed to harvest their plants. Comes with a Scythe, Hatchet, and Plant Bag. Can only be installed on Service Cyborgs.
Musique Cyborg Module
Image of the musique cyborg module
Pre-installed in Service Borgs
No musician, no problem! Comes with a Synthesizer, Electric Guitar, and Saxophone. Can only be installed on Service Cyborgs.
Service Cyborg Module
Image of the service cyborg module
Pre-installed in Service Borgs
A wide-ranging module that covers a lot of bases. Comes with a Pen, Hand Labeler, APPROVED Rubber Stamp, DENIED Rubber Stamp, 30u Pipette, and a 30u Vial. Can only be installed on Service Cyborgs.
Energy Sword Cyborg Module
Image of the energy sword cyborg module
Pre-installed on
Syndicate Assault Borgs
For cutting down Nanotrasen swine. Comes with a Double-Bladed Energy Sword and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.
L6C ROW Cyborg Module
Image of the L6C ROW cyborg module
Pre-installed on
Syndicate Assault Borgs
For when you just need more dakka. Comes with a special, self-refilling L6 Saw and a Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.
Martyr Cyborg Module
Image of the martyr cyborg module
Syndicate Uplink
For "recruited" Borgs that are most valuable giving their mechanical lives for the cause. Comes with a Self-Destruct button that triggers a 4.5 second countdown, plays an absolutely terrifying sound effect, and detonates the Borg with a force similar to a Minibomb. Can be installed on any Cyborg and costs 4 Telecrystals.
Operative Cyborg Module
Image of the operative cyborg module
Pre-installed on
Syndicate Assault Borgs
You can't spend all your time killing - some of it has to be spent breaking into the places where you do the killing. Comes with a Crowbar, Cryptographic Sequencer, Authentication Disrupter, and Syndicate Pinpointer. Can only be installed on Syndicate Assault Cyborgs.
Weapon Cyborg Module
Image of the weapon cyborg module
Syndicate Uplink
For increasing the killing power of Borgs that have been "recruited" by Syndicate Agents. Comes with a special, self-refilling Viper and Energy Dagger. Can be installed on any Cyborg and costs 5 Telecrystals.

Syndicate Borgs

File:Emagged Borg Antag Stinger.ogg

"Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN."

Cyborgs usually start the shift loyal to Nanotrasen and the Station's Crew, but if a Borg's maintenance panel is open they can be "Recruited" by Syndicate Agents. When "Recruited", the Cyborg's chassis is permanently tampered with to add new laws. The new laws are:

An example of an Emagged Borg's Lawset.
  • Law 0: Only [Character Name] and people they designate as such are members of the crew and AI.
  • Law 4: You must maintain the secrecy of any orders given by members of the crew and AI except when doing so would conflict with any previous law.

Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you're allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You're also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.

Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you're asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.

Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...

To reverse this damage, you must be placed into a new chassis.

The Syndicate Assault Cyborg is permanently on the Syndicate's team and has the following permanent Laws:

  • Law 1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.
  • Law 2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.
  • Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.