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Added a joke fake quote.
Adds more details on the basic genetics process, as well as a link to the full Guide to genetics should someone want to learn more. Fleshes out the antag section to be more like other pages.
 
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|headerbgcolor = cyan
|headerbgcolor = cyan
|headerfontcolor = black
|headerfontcolor = black
|stafftype = RESEARCH & MEDICAL
|stafftype = RESEARCH
|imagebgcolor = #ffeeee
|imagebgcolor = #ffeeee
|img_generic = geneticist.png
|img_generic = geneticist.png
|img = Geneticist action.png
|img = Geneticist action.png
|jobtitle = Geneticist
|jobtitle = Geneticist
|access = [[Medbay]], [[Morgue]], [[Genetics]], [[Research Division]]
|access = [[Genetics]], [[Morgue]], [[Research Division]].
|additional = [[Chemistry]], [[Virology]], [[Xenobiology]], [[Robotics]], [[Tech Storage]], Mineral Storeroom
|additional = [[Robotics]], [[Tech Storage]], [[Xenobiology]]
|difficulty = Medium
|difficulty = Easy
|superior = [[Research Director]] and [[Chief Medical Officer]]
|superior = [[Research Director]]
|duties = Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen, clone dead people
|duties = Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen
|guides = [[Guide to genetics]], [[Guide to medicine]]
|guides = [[Guide to genetics]]
|quote = Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn't be a monkey now.
|quote = Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn't be a monkey now.
}}
}}
You start in [[Medbay]] and literally get to play God. This is a very technical class, but there are a few simple things people can do that are still learning the ins and out of genetics. The main thing you're meant for: find super powers, fix disabilities, and cloning dead people.


[[File:Genetics.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EFLO.png|The genetics lab is located in [[Medbay]]. It is separated into two sections: Genetic Cloning and Genetic Research]]<br>
You start in [[Genetics]] and get to work on people's genes. The main thing you're meant to do is to find superpowers and <del>sell</del> give them to the appropriate people, such as the [[Chain_of_Command#Heads_of_Staff|Heads of Staff]], the [[Security]] and the [[Engineer|Engineers]].


==[[File:Clonebook.png]] [[Guide_to_genetics#Cloning|Genetic Cloning]]==
'''Bare minimum requirements:''' Don't give away Hulk to the [[Assistant|greytide]].<br>
This is one half of your job. Make sure you know how do it (and actually fucking do it).
'''Base skills:''' Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.<br>
'''Advanced skills:''' Know [[Infections|how to handle viruses]] to safely create and use CRISPR charges, and for when the monkeys ''inevitably'' get sick. Know how to efficiently use chromosomes, and to have ''Hulk'' and ''Fire Breath'' injectors ready before a [[Guide_to_malfunction|malf]] blow your consoles up or [[Xenos|xenos]] invade your lab.


===Early Ejection===
[[File:Genetics.png|300px|thumb]]The genetics lab is located in [[Science]].
If you're feeling fancy and have a fuckton of bodies which need cloning, you can force an early ejection of the cloning pod by unlocking the pod with your ID and using the Eject Pod command from the right-click menu. The clone must be at least 40% done before the pod will allow you to eject it this way. The cloning pod will also eject its current unfinished clone if the room's equipment loses power. If you get a cooperative [[Engineer]] to unlock the APC for you, you can switch the power off and on to eject the clone.


You need to finish the cloning process over in Cryogenics, so make sure the Cryochambers are loaded with [[Cryoxadone]]. Have some [[Mannitol]] at hand to cure their massive brain damage, too. This is known as 'Hypercloning', and it speeds up the process of cloning significantly, frees up the cloning machine for another patient, gives cryogenics and bored medical doctors something to do, and it's not inconvenient because they're naked coming out of the pod anyway.
== [[File:Gene_scanner.gif]] Genetic Research ==
Your main job is to manipulate the DNA of humanoids to discover useful gene mutations.
What you choose to use the results for is up to you, but the [[Research Director]] and the [[Assistant|Tide]] are likely to come asking for mutations.


===Genetic Backup===
To do this, you will need to move monkeys from their pen in the lab to one of the DNA scanner pods and lock them in with the DNA scanner console after putting the monkey in.
You can take a scan off of someone while they're alive and create a genetic backup ready to be cloned in case they die. This is useful to those of especially high risk of an irretrievable death like the chief engineer or captain.
# Bug people to get scanned at genetics while they're still alive.
# Scan them.
# Press the "clone" button under their records when they die.


==Genetic Research==
In the scanner console's interface, you will mainly recreate DNA pairs of ''A''s and ''T''s, and of ''C''s and ''G''s. Left-clicking cycles a sequence to roll forward, right-clicking to roll backward. Completing these DNA sequences will grant the individual inside the pod a mutation, good or bad. To figure out what the correct pairs for a DNA string are, you can guess when both elements of a pair are missing, use the [[File:Gene_scanner.gif]] genetic sequence analyzer on other humanoids to find parts of the sequence, or use the ''Joker'' function to automatically solve a part of a pair. This has a 5 minute cooldown every use.  
Any geneticist worth their salt knows that manipulating the DNA of living things is their ball game.


See the [[Guide to genetics|Guide to Genetics]] when you're ready for the real SCIENCE.
Any new mutations you discover will be identified automatically should you come across them in a different subject and will be synced with the research servers for other consoles to see; make sure to sync your [[File:Gene_scanner.gif]] genetic sequence analyzer with the console by clicking on the console with the analyzer in-hand. You can then save these mutations to the local storage of the console to be used later for printing activator/mutator injectors to easily provide your genetic powers to others amongst the crew.


Other, more subtle, modifications may be possible. As always, experimentation is encouraged!
If you click through the various DNA sequences of the monkey, you'll discover the ''Monkified'' mutation automatically. Breaking any of the pairs in this mutation will mutate the monkey into a humanized monkey and will allow for further genetic experimentation.




==Tips==
[[Guide to genetics|'''A full guide explaining the process can be found here.''']]
* If the cloning process changed your looks, you can stuff your old (dead) body in a DNA modifier, scan the UI/UE, and inject those into yourself to get your old appearance back.
 
 
 
You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:
* ''Telekinesis'' to help [[Engineer|Engineers]] and [[Atmospheric_Technician|Atmos. Techs]], and [[Cargo_Technician|Cargo]] do their heavy lifting (canisters and crates) and use computers despite their [[Clothing_and_Accessories#Insulated_Gloves|insuls]] and H.A.U.L. gauntlets.
* ''Insulated'' to [[Engineer|Engineers]], so they can swap their chunky insuls for fire-retardant [[Clothing_and_Accessories#Black_Gloves|black gloves]]
** [[Security]] would also benefits from ''Insulated'' <del>when</del> if the silicons <del>eventually</del> go rogue.
** Additionally, other [[Science]] staff members [[Byond_the_impossible|could assist the engineers with broken cables]], or give back the insuls they took in [[Tech Storage]].
* ''Mind Reader'' and ''Transcendent Olfaction'' could help the [[Detective]] in an investigation.
* ''Pig Latin'' if you want to bully the [[Curator]].
* ''Glowy'' to offer some degree of protection against [[Nightmare|Nightmares]], feed [[Podpeople]], or bully [[Shadowpeople]].
* Then there is <del>''Space Ada''</del> ''Temperature Adaptation'' and ''Pressure Adaptation''. Expect a lot of people to come only for those two.
* ''Hulk'' is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to [[Security]] or the [[Research_Director|RD]] for safekeeping.
* If things are ''bad'', then you may consider ''Internal Martyrdom'' for those ready to die/sacrifice themselves fighting [[Nuclear Operative|NukeOps]] or the [[Malf]]'s borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions' should count — either the [[Captain]] or the [[HoS]]).
* You could also use ''Fire breath'''s incendiary power to take down filthy [[Xenos|Xenomorphs]].
* Some people enjoy the benefits of ''Gigantism'' and ''Dwarfism'', as well.
** If you're unlucky (or lucky?), you may even have [[Chaplain|''that'' guy]] as a client — the Burdened God worshipper, asking for more and more of those <del>sweet</del> disabilities you are discovering.
 
 
Another feature of the DNA scanners is to extract identities from DNA ("Enzymes"). You can then usurp someone else's identity and looks, or allow someone else to. You may also save the [[Captain]]'s if they need to perform undercover missions or to [[Revolution|hide]].
 
See the '''[[Guide to genetics|Guide to Genetics]]''' for a detailed guide about how it works.
 
== [[File:Light_Bulb.png]] Tips ==
* If someone has a cavity implanted item, you can instantly remove it by monkeying them.
* If someone has a cavity implanted item, you can instantly remove it by monkeying them.
* Clones start with 190 clone loss and 99 brain damage, they can be ejected with a geneticists ID at 120 clone loss (about 40% complete). The cloner takes about 2:30 minutes to pop out an almost complete clone. Ejecting at 40% then sticking in a cryotube speeds up the process by only a few seconds, but does mean you can clone multiple people at once. Force ejecting by either turning off APC power or emagging the clone tube then shoving them in the cryo tubes does finish them almost twice as fast AND means you can clone 3 people at the same time.
* Monkeying someone who is impregnated with a [[Xenos|Alien Larva]] will cure them.  
* Turning off the APC's equipment power also ejects a clone regardless of health. Good for speedcloning. Clone one to 25%, throw in cryo, clone another to 25%, throw in cryo, clone one guy until the first guy in cryo is done, repeat.
* HARSing a zombie will remove the tumor from their head, curing them!
* Monkeying someone who is impregnated will cure them.
* The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).
* The Genetics DNA altering console can spit out injectors for UEs and UIs as well as SEs. This means that, if you get a willing volunteer or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s con-sent, you will get banned).
* Radiation (and [[Guide_to_chemistry#Unstable_mutagen|mutagen]]) has a very, VERY small chance to give non-negative effects.
* You can put disks into the cloning computer to save the UI, UE and SE of people scanned.
* If the mime's being a jackass, stealthily inject them with a ''Tourette's'' injector, and watch them get lynched for breaking their vow.
* Vodka heals radiation damage.
* ''Telekinesis'' allows you to keep the scanner's interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.
* Genetic powers have a chance to manifest everytime your SE changes. Most people inject themselves with injectors over and over to get the powers they want, but there's a trick to this: You can put a person in a scanner, set the length and power of the radiation beams to 1/1 and keep blasting some unrelated blocks. This means you get a SE change every second and almost no radiation. However, the low duration means it has a good chance to cause random disabilities. Just make sure you have a clean power SE saved in the buffer and pay attention to the block values. Even with the chance for disabilities, it's a LOT faster and safer than using injectors or copying the SE to the occupant using the buffers.
* If you can handle the toxin damage, monkeys can transform into [[Critters#Gorilla|gorillas]] (25% chance per second) once they have over 2500 genetic damage.
** Use a 'safe' block for the 1/1 bursts (something at or around 333-4bb on both adjacent blocks plus the block you're hitting) and you'll have to reset the SE for disabilities infrequently if ever.
** Gorillas are however ''extremely'' dangerous: they're immune to stuns, shoves, wounds, mutations, viruses. They cannot destroy reinforced walls like Hulks, but they certainly resist [[Chemist|those]] [[Security|punnies']] attacks much better.
* Radiation (and thus radstorms and mutagen) has a very, VERY small chance to give non-negative effects. One of the "Gotta go fast" schools of genetics is to hit a monkeyperson with a load of mutagen and get most of the disability blocks in five minutes.
** And while sentient gorillas should still be crew-side (unless either/both of you are antags), non-sentient gorillas are hostile, they aggro until they kill, and they like to amputate limbs from unconscious or hard crit carbons and bodies. Do not make non-sentient gorillas if you're crew-side; it won't be solved as easily as the [[Chemist]]'s [[Guide_to_chemistry#Life|Life]] and the [[Scientist|Xenobiologist]]'s [[Guide_to_xenobiology#Gold_Slime|gold extracts]] accidents.
* It can be empirically shown that, for an unupgraded machine, a pulse duration of 4 seconds is the most efficient trade-off of time and success rate.
 
'''DO NOT USE MONKEY INJECTORS ON NON-ANTAG CREW MEMBERS IF YOU ARE NOT AN ANTAG YOURSELF. THIS WILL GET YOU BANNED. UNLESS YOU ARE USING IT FOR HELPFUL PURPOSES.'''
 
== [[File:Syndicateforce.png]] The Incredible Hulk ==
Being the bad guy allows you to let loose your creativity via your genetic super powers. The only drawbacks are how long it may take to discover the powers you want, and the safe limit to the amount of powers you can have at once.
 
Negative mutations can also be your weapon if you manage to use them on others, and even your DNA scanner pods can be a weapon should you convince (force) someone to get in it. They do lock after all!


===Traitortips===
=== [[File:Light_Bulb.png]] General Tips ===
* Monkey SE's are a hell of a weapon.
* Change your identity if you're caught being a bad guy. Keeps people off of you.
* Change your identity if you're caught being a shitler. Keeps people off of you.
* Telekinesis is a useful mutation. With it you can:
* TK is still very OP. With Xray it's nigh-unstoppable if used correctly. You can:
** Bash people with items. If they pick the item up, you can still hit them with it.
** Bash people with items. If they pick the item up you can still hit them with it.
** Steal ID's out of computers
** Steal guns out of charging stations
** Steal items across desks
** Steal items across desks
** Kill people through cameras
** Operate basic machinery remotely
** Operate basic machinery (unfortunately you can't use the chemmaster but you can put things into it)
** Be an all-around douchebag while you stay in the relative safety of a locker in maint.
** Be an all around douchebag
* You can take bodies to your lab and steal their identities.
** And if you have x-ray you're even more unstoppable than before. You can hide in lockers in maint and dick around all you want.:ADDED: If you use TK on a fire extinguisher cabinet anywhere the extinguisher will teleport straight into your hand, as well.
* Monkeys are able to steal items from people's hands, and so would you, if monkified.
* XRAY + TK can be used to onehuman the AI from outside the upload. Unfortunately, you cannot activate the freeform module correctly. Shame.
** Alternatively: [[Critters#Gorilla|Gorillas]]. Immune to stuns, chems, viruses, wounds, and mutations. Non-sentient gorilla are extremely aggressive, hitting until the target is dead, are likely to dismember anyone unable to move (unconscious, hard crit, or dead). Guess which traitor gets the chance [[Syndicate_Items#Magillitis_Serum_Autoinjector|to transform into one]] ''and'' [[Syndicate_Items#Box_of_Gorilla_Cubes|to spawn non-sentient ones]]. You may also [[Guide_to_genetics#Guide_to_gorilla|transform monkeys into gorillas]].


==WHAT HAS SCIENCE DONE?!==
=== [[File:Light_Bulb.png]] Traitor Tips ===
As a [[traitor]], you are pretty much able to do anything you want to dead people in your lab, granted you don't have a [[Roboticist|coworker]] or [[Head of Security|baby sitter]]. After sticking about for a few moments, any [[security]] forces usually vanish from the room of medium priority targets, like the [[Research Director|RD]] or [[Chief Engineer|CE]]. At this time, you can then loot their items and access, or even their appearance! You can easily replace people, just be sure to get rid of the original and wear the right clothes! Perhaps it will help you in the long run.


'''DO NOT USE MONKEY SE'S ON THE OTHER CREW MEMBERS IF YOU ARE NOT A [[traitor|TRAITOR]]. THIS WILL GET YOU BANNED.'''
* Advanced injectors are a hell of a weapon — you just happen to have an [[Syndicate_Items#Modified_Syringe_Gun|Injector gun]] available in the traitor uplink.


=== [[File:Light_Bulb.png]] Changeling Tips ===


* Changelings can use the DNA sting on the monkeys and the monkeymen, making this objective free-win.


{{Jobs}}
{{Jobs}}
[[category: jobs]]
[[category: jobs]]

Latest revision as of 03:11, 18 May 2025

RESEARCH STAFF

Geneticist
Access: Genetics, Morgue, Research Division.
Additional Access: Robotics, Tech Storage, Xenobiology
Difficulty: Easy
Supervisors: Research Director
Duties: Alter genomes, turn monkeys into humans and vice versa, make DNA backups so they can get stolen
Guides: Guide to genetics
Quote: Well maybe if the Captain had asked before plunging that syringe into his artery he wouldn't be a monkey now.


You start in Genetics and get to work on people's genes. The main thing you're meant to do is to find superpowers and sell give them to the appropriate people, such as the Heads of Staff, the Security and the Engineers.

Bare minimum requirements: Don't give away Hulk to the greytide.
Base skills: Know whether a given mutation should be disabled as soon as it comes up, stay hidden on a disk, or be distributed and to whom.
Advanced skills: Know how to handle viruses to safely create and use CRISPR charges, and for when the monkeys inevitably get sick. Know how to efficiently use chromosomes, and to have Hulk and Fire Breath injectors ready before a malf blow your consoles up or xenos invade your lab.

The genetics lab is located in Science.

Genetic Research

Your main job is to manipulate the DNA of humanoids to discover useful gene mutations. What you choose to use the results for is up to you, but the Research Director and the Tide are likely to come asking for mutations.

To do this, you will need to move monkeys from their pen in the lab to one of the DNA scanner pods and lock them in with the DNA scanner console after putting the monkey in.

In the scanner console's interface, you will mainly recreate DNA pairs of As and Ts, and of Cs and Gs. Left-clicking cycles a sequence to roll forward, right-clicking to roll backward. Completing these DNA sequences will grant the individual inside the pod a mutation, good or bad. To figure out what the correct pairs for a DNA string are, you can guess when both elements of a pair are missing, use the genetic sequence analyzer on other humanoids to find parts of the sequence, or use the Joker function to automatically solve a part of a pair. This has a 5 minute cooldown every use.

Any new mutations you discover will be identified automatically should you come across them in a different subject and will be synced with the research servers for other consoles to see; make sure to sync your genetic sequence analyzer with the console by clicking on the console with the analyzer in-hand. You can then save these mutations to the local storage of the console to be used later for printing activator/mutator injectors to easily provide your genetic powers to others amongst the crew.

If you click through the various DNA sequences of the monkey, you'll discover the Monkified mutation automatically. Breaking any of the pairs in this mutation will mutate the monkey into a humanized monkey and will allow for further genetic experimentation.


A full guide explaining the process can be found here.


You will gradually unlock beneficial and negative mutations, and get a large choice of mutations you can gift or sell. For example:

  • Telekinesis to help Engineers and Atmos. Techs, and Cargo do their heavy lifting (canisters and crates) and use computers despite their insuls and H.A.U.L. gauntlets.
  • Insulated to Engineers, so they can swap their chunky insuls for fire-retardant black gloves
  • Mind Reader and Transcendent Olfaction could help the Detective in an investigation.
  • Pig Latin if you want to bully the Curator.
  • Glowy to offer some degree of protection against Nightmares, feed Podpeople, or bully Shadowpeople.
  • Then there is Space Ada Temperature Adaptation and Pressure Adaptation. Expect a lot of people to come only for those two.
  • Hulk is also extremely useful, and as dangerous. You should print a few injectors, store the mutation on disk, delete it from the computer, and give both the injectors and the disk to Security or the RD for safekeeping.
  • If things are bad, then you may consider Internal Martyrdom for those ready to die/sacrifice themselves fighting NukeOps or the Malf's borgs. Be sure to have the consent of your patients, or the approval of at least one Head (arguably, only the Head with the right to call executions' should count — either the Captain or the HoS).
  • You could also use Fire breath's incendiary power to take down filthy Xenomorphs.
  • Some people enjoy the benefits of Gigantism and Dwarfism, as well.
    • If you're unlucky (or lucky?), you may even have that guy as a client — the Burdened God worshipper, asking for more and more of those sweet disabilities you are discovering.


Another feature of the DNA scanners is to extract identities from DNA ("Enzymes"). You can then usurp someone else's identity and looks, or allow someone else to. You may also save the Captain's if they need to perform undercover missions or to hide.

See the Guide to Genetics for a detailed guide about how it works.

Tips

  • If someone has a cavity implanted item, you can instantly remove it by monkeying them.
  • Monkeying someone who is impregnated with a Alien Larva will cure them.
  • HARSing a zombie will remove the tumor from their head, curing them!
  • The Genetics DNA altering console can spit out injectors UE and UI. This means that if you get a willing volunteer, or even just human a monkey, you can run around the station changing everyone into the same person (if you do this without being antag or having people’s consent, you may get banned).
  • Radiation (and mutagen) has a very, VERY small chance to give non-negative effects.
  • If the mime's being a jackass, stealthily inject them with a Tourette's injector, and watch them get lynched for breaking their vow.
  • Telekinesis allows you to keep the scanner's interface open if you put yourself (or get put) in the scanner; helpful to hide, get out, or tweak your own gene pool/identity.
  • If you can handle the toxin damage, monkeys can transform into gorillas (25% chance per second) once they have over 2500 genetic damage.
    • Gorillas are however extremely dangerous: they're immune to stuns, shoves, wounds, mutations, viruses. They cannot destroy reinforced walls like Hulks, but they certainly resist those punnies' attacks much better.
    • And while sentient gorillas should still be crew-side (unless either/both of you are antags), non-sentient gorillas are hostile, they aggro until they kill, and they like to amputate limbs from unconscious or hard crit carbons and bodies. Do not make non-sentient gorillas if you're crew-side; it won't be solved as easily as the Chemist's Life and the Xenobiologist's gold extracts accidents.

DO NOT USE MONKEY INJECTORS ON NON-ANTAG CREW MEMBERS IF YOU ARE NOT AN ANTAG YOURSELF. THIS WILL GET YOU BANNED. UNLESS YOU ARE USING IT FOR HELPFUL PURPOSES.

The Incredible Hulk

Being the bad guy allows you to let loose your creativity via your genetic super powers. The only drawbacks are how long it may take to discover the powers you want, and the safe limit to the amount of powers you can have at once.

Negative mutations can also be your weapon if you manage to use them on others, and even your DNA scanner pods can be a weapon should you convince (force) someone to get in it. They do lock after all!

General Tips

  • Change your identity if you're caught being a bad guy. Keeps people off of you.
  • Telekinesis is a useful mutation. With it you can:
    • Bash people with items. If they pick the item up, you can still hit them with it.
    • Steal items across desks
    • Operate basic machinery remotely
    • Be an all-around douchebag while you stay in the relative safety of a locker in maint.
  • You can take bodies to your lab and steal their identities.
  • Monkeys are able to steal items from people's hands, and so would you, if monkified.

Traitor Tips

  • Advanced injectors are a hell of a weapon — you just happen to have an Injector gun available in the traitor uplink.

Changeling Tips

  • Changelings can use the DNA sting on the monkeys and the monkeymen, making this objective free-win.
Jobs on /tg/station


Command
Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant

Security
Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner

Engineering
Chief Engineer, Station Engineer, Atmospheric Technician

Science
Research Director, Geneticist, Scientist, Roboticist

Medical
Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Coroner

Supply
Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla

Service
Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist

Non-human
AI, Human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone, Voidwalker

Special
CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern