Robotics Lab

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For the Guide to Robotics, click here.

Science Area
Mech Bay and Robotics Lab
The mech factory.
Obvious exits Research Division west, Starboard Primary Hallway north-east, maintenance south-west and east
Purpose To manufacture stompy mechs for various purposes
Access level
Noteworthy contents Two Exosuit Fabricators, an R&D Console, a Circuit Imprinter, an operation table and surgical tools
Clearance Captain, Research Director, Roboticists
Security level Medium
Style Garage/Laboratory
Balance Requirements No major balance requirements
Other Notes
Locations on FTL13


Unused Content

The following page contains content that is not normally seen in FTL13.
The reason this page is outdated is: "Ship not in rotation."



IT'S ALIIIIVE!

That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: Borg me!.

Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!

This is also one of the first places Cargo usually contact screaming: We want a Ripley!.

Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.

The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.

For more information, see the Roboticist or Guide to robotics pages.

Science Area
Mech Bay and Robotics Lab
The mech factory.
Obvious exits Arrivals south-east, Research and Development Lab south-west
Purpose To manufacture stompy mechs for various purposes
Access level
Noteworthy contents Two Exosuit Fabricators, an R&D Console, a Circuit Imprinter, an operation table and surgical tools
Clearance Captain, Research Director, Roboticists
Security level Medium
Style Garage/Laboratory
Balance Requirements No major balance requirements
Other Notes
Locations on FTL13


IT'S ALIIIIVE!

That's right - this is where all those crazy Roboticist bastards go who dream of one day making a human machine. That dream lasts precisely as long as it takes for the first Greyshit to turn up, bang on the window and shout: Borg me!

Generally guaranteed to find someone lying with their brain out, the Robotics Lab is a great place to go if you find you're fed up with the role you've been assigned. Just get one of the whitecoats inside to slice you, splice you and stuff you into a Cyborg unit and you can live out that Wall-E fantasy all day long!

This is also one of the first places Cargo usually contact screaming: We want a Ripley!.

Two Exosuit Fabricators, an R&D Console, and a Circuit Imprinter allows anyone with the access to make anything mechanized. This area also comes equipped with an operation table to carry out borging operations, whether or not the patients asked for it. Requires Robotics access.

The assembly line is a favourite target for Revolutions due to the abundance of flashes laying around.

For more information, see the Roboticist or Guide to robotics pages.

Mech Bay

This area is where Mechs and Cyborgs go when they need to recharge and get repairs, have a laugh and socialise. A shutter door nearby allows the mechs to go in and out without the need for Robotics access.