Difference between revisions of "Chemist"

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{{JobPageHeader
 
{{JobPageHeader
|headerbgcolor = #395837
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|headerbgcolor = lightblue
|headerfontcolor = white
+
|headerfontcolor = black
 
|stafftype = MEDICAL
 
|stafftype = MEDICAL
|imagebgcolor = orange
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|imagebgcolor = #eeeeff
 
|img_generic = Chemist.png
 
|img_generic = Chemist.png
 
|img = chemist_action.png
 
|img = chemist_action.png
 
|jobtitle = Chemist
 
|jobtitle = Chemist
|access = [[Medbay]], [[Chemistry Lab]], Mineral Storage
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|access = [[Medbay]], [[Chemistry Lab]], [[Morgue]], Mineral Storage
|additional = [[Morgue]], [[Operating Theatre]], [[Virology]], [[Genetics]]
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|additional = [[Genetics]], [[Operating Theatre]], [[Virology]]
|difficulty = Easy
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|difficulty = Medium
 
|superior = [[Chief Medical Officer]]
 
|superior = [[Chief Medical Officer]]
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
 
|duties = Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
|guides = [[Guide to chemistry]], [[Chemical recipes]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]]
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|guides = [[Guide to chemistry]], [[Chemical recipes]], [[Guide_to_Ghetto_Chemistry|Guide to Ghetto Chemistry]],  [[Grenade]], [[Guide_to_plumbing|Guide to Plumbing]]
|quote = Just to be clear, I '''shouldn't''' give the clown lube, right?
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|quote = Just to be clear, I '''shouldn't''' give the clown [[Guide_to_chemistry#Space_Lube|lube]], right?
 
}}
 
}}
You start in [[Medbay]]. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!
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You start in [[Medbay]]. You mess with all sorts of [[Guide_to_chemistry|chemicals]]. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the [[shitcurity|security officers]] or [[traitor|syndicate]] fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!
  
'''Bare minimum requirements:''' Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give Science [[guide to chemistry#Active Pure Chemicals|sulphuric acid]] and botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, And don't give the clown lube!
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'''Bare minimum requirements:''' Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists [[guide to chemistry#Unstable Mutagen|unstable mutagen]] when they ask for it, and don't give the clown [[Guide_to_chemistry#Space_Lube|lube]]!
  
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
 
[[File:Chemistry.png|300px|thumb|alt=Medbay|link=http://puu.sh/3EEmO.png|The chemical research lab is located in [[Medbay]]. It provides enough work space for two people]]<br>
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=== Tools of the trade ===
 
=== Tools of the trade ===
* The [[Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life.
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[[File:Dispenser.png]] The [[Chem Dispenser]] turns electrical energy into a variety of basic chemicals, through <s>magic</s> science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell [[File:Power_cell.png]] instead of the old one. Then screwdriver to finish (or ask [[Science]] for upgrades). Or you can charge the machine with an [[inducer]] [[File:Inducer.png]].<br/>
* The [[ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills/patches and 30 unit bottles.
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[[File:Nduct_n_w.png]] The plumbing system can help you automate the creation of chemicals. [[Guide_to_plumbing|Click here for more information]]. <br>
* The [[Reagent Grinder]] is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
+
[[File:chemmaster.gif]] The [[ChemMaster 3000]] can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.<br/>
* The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.
+
[[File:Blender.png]] The [[Reagent Grinder]] is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.<br/>
* Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency.  
+
[[File:Chemheater.png]] The [[Chemical Heater]] is important for making many recipes that require high temperatures to mix.<br/>
* Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They provide an optional way to apply medicine.  
+
[[File:Pillsbox.png]] Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. [[File:Pillbottle.png]] <br/>
* On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.
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[[File:writingbox.png]] Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.[[File:Medicalspray.png]]<br/>
 +
[[File:handlabeller.png]] On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.<br/>
  
 
=== Being helpful ===
 
=== Being helpful ===
 +
These are some suggested things you can make. Just remember you can't be certain that these things will actually be used, so if you wish you can choose hold off on most things until you receive requests. Also, if you are using a map with the [[Guide_to_plumbing|plumbing]] system instead of a chem dispenser you may want to focus on mass producing a select few things instead of a bit of everything.
 +
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<big>'''You can find a list of most of the reagents in the game [[Reagents|here]].'''</big>
 +
 
==== Roundstart ====
 
==== Roundstart ====
'''If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them.'''
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If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them. These suggestions were written with an available chem dispenser in mind.  
 
 
* For yourself:
 
** Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
 
  
* For the whole crew and especially [[doctor]]s:
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*'''For yourself''':
** Make some 20u [[Guide_to_chemistry#Styptic Powder|styptic powder]] patches, 20u [[Guide_to_chemistry#Silver Sulfadiazine|silver sulfadiazine]] patches and some 10-20u [[Guide_to_chemistry#Tricordrazine|tricordrazine]] pills.  
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** Make [[Guide_to_chemistry#Plastic_Sheets|plastic sheets]], then use them to craft large water bottles. These are functionally identical to large beakers!
** Put these in the publically accessable chemical fridge in your lab.
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** Bring a few [[Guide_to_construction#Plastic|plastic sheets]] to the [[Guide_to_Research_and_Development#Techfab|medical techfab]], and you should be able to print a few 120u XL-beakers.  
 +
** Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either a fridge, a pile somewhere (click-drag bag to floor) or to just carry them around. It's your choice.
 +
** Optionally, grab a syringe gun, vend a couple of syringes from a [[Vending_machines#NanoMed_Plus|NanoMed Plus]] [[File:Vendmed.gif]] and make a chemical for self-defense to fill them with, such as [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]]. You do not have to do this. Also see [[#Arming_thyself|Arming thyself]].  
  
* More suggestions for pills/patches for the injured:
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*'''Suggested basic chems''' (in order of urgency):
*** Styptic Powder (Aluminum, Hydrogen, Oxygen, Sulfuric Acid - heals '''brute''')
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** 30u [[Guide_to_chemistry#Unstable_Mutagen|unstable mutagen]] bottles for the [[Botanist]] (if asked to).
*** Silver Sulfadiazine (Ammonia, Silver, Sulfur, Oxygen, Chlorine - heals '''burn''')
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** 30u [[Guide_to_chemistry#Mannitol|mannitol]] bottles. Bottles let people use them both to heal their brain damage and to pour on damaged brains.
*** Synthflesh (Styptic Powder, Carbon, Blood - heals '''both brute and burn''')
+
** 40u [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] pills. Heals minor radiation.
*** Charcoal (Ash and Table Salt - heals '''toxins''')
 
*** Salbutamol (Salicylic Acid, Lithium, Bromine, Ammonia, Aluminum - heals '''oxyloss''')
 
*** Pentetic Acid (Welding Fuel, Chlorine, Ammonia, Formaldehyde, Sodium, Cyanide): Purges '''radiation''' and all '''chemicals''' quickly
 
*** Potassium Iodide (Potassium, Iodine): Minor '''radiation'''
 
  
* For [[Atmos Tech|atmos tech]]s and [[Engineer|station engineer]]s as they can use these to plug hull breaches quickly, don't hand these to everyone:
+
*'''Suggested intermediate chems''':
** Make about 30 units of foaming agent (not fluorosulfactant!) and fluorosulfuric acid, place 10 units of each into 3 separate beakers.  
+
** 40u [[Guide_to_chemistry#Synthflesh|synthflesh]] patches. Heals both brute and burn even on corpses, but deals toxin damage. If you want to mass produce something, this is a good choice.
** Make 90 units of Iron, place 30 units of each into 3 other seperate beakers.  
+
** 10u [[Guide_to_chemistry#Neurine|neurine]] pills. This heals [[Guide_to_Traumas#Basic_Traumas_Without_Prefix|basic traumas]].
** Add one beaker of Acid + Foaming Agent and one beaker of Iron to a grenade, this is a metal foam grenade, if you use the correct amounts you should have made 3 of them.  
+
** 5u [[Guide_to_chemistry#Oculine|oculine]] pills. Heals eyes.
 +
** 5u [[Guide_to_chemistry#Inacusiate|Inacusiate]] pills. Heals ears.
 +
** 0.5u [[Guide_to_chemistry#Mutadone|mutadone]] pills. Instantly removes [[Guide_to_genetics#Muta.tions_and_Their_Consequences|mutations]].
 +
** 60u [[Guide_to_chemistry#Libital|libital]] medical gel (there's empty gel cans in the chemistry locker.) Heals brute.  
 +
** 60u [[Guide_to_chemistry#Aiuri|aiuri]] medical gel. Heals burn.  
 +
** 20u [[Guide_to_chemistry#Syriniver|syriniver]] + 80u anything else in ''Intravenous Medicine Bags''. Heals toxins.  
  
* For [[Botanist]]s:
+
*'''Suggested advanced chems''':
** Having a supply of unstable mutagen makes a huge difference for Botanists.  
+
** 10u [[Guide_to_chemistry#Pentetic_Acid|pentetic acid]] pills. Heals toxins, major radiation and purges all chemicals quickly.
** If your Botanists stop by 24/7, they might not know that they can make their own mutagen by combining Blumpkin chlorine with Glowshroom radium/phosphorus.
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** 30u [[Guide_to_chemistry#Salbutamol|salbutamol]] pills. Heals oxyloss safely and lets you survive without air.  
** They can also use Saltpetre to quickly optimize plant stats, Diethylamine/Ammonia as superior fertilizers and a dropper for precise mutations.
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** 10u [[Guide_to_chemistry#Atropine|atropine]] patches. Quickly heals someone who is in [[Health#Critical_Status|crit]].  
 +
** 10u [[Guide_to_chemistry#Lipolicide|lipolicide]] pills. To make fat people slim.
  
==== If You Want to be Especially Awesome ====
+
==== Other things you may want to do ====
* Xenobiology can use radium to make various mutation toxins.
+
* During a [[Infections|disease]] outbreak, if the cure is something you can produce, then make pills of it. Curing can take a random time, so aim for pills at least 5u big. If a doctor comes in with a [[Infections#How_to_create_a_vaccine|vaccine]], then make 0.1u vaccine pills instead. Read more about common cures under [[Infections#Understanding_stats|here]]. You can also make the [[Infections#How_to_create_a_vaccine|vaccine]] yourself at the [[Holodeck|holodeck]] Emergency Medical program, if you have time.
* The [[Virologist]] will want unstable mutagen and synaptizine to make new and exciting diseases.
+
* You can go over to cargo and use the public console to receive a [[Supply_crates#Bounties|bounty]] to make.
* [[Geneticist]]s can benefit from a supply of potassium iodide or charcoal pills to treat high radiation levels in themselves and their subjects.
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* Botany can use [[Guide_to_chemistry#Saltpetre|saltpetre]] to quickly optimize plant stats, [[Guide_to_chemistry#Diethylamine|diethylamine]]/[[Guide_to_chemistry#Ammonia|ammonia]] as fertilizers and a [[Medical_items#Eyedropper|dropper]] for precise mutations.
* The [[Janitor]] might want you to refill his space cleaner bottle, especially if the virologist has infected the entire station and there's vomit everywhere.
+
* [[Guide_to_xenobiology|Xenobiology]] can use radium to make various [[Guide_to_xenobiology#Green_Slime|mutation toxins]].
* You can help the [[Chef]] as well: sulfuric acid is used to make soy sauce.
+
* The doctors may sometimes wants more [[Guide_to_chemistry#Synaptizine|synaptizine]] to make new and exciting [[Infections|diseases]].
* The [[Bartender]] might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
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* [[Geneticist]]s might benefit from a supply of [[Guide_to_chemistry#Potassium_Iodide|potassium iodide]] or to treat radiation levels in themselves and their subjects. Genetic scanners no longer irradiate the monkeys, but the ''Radioactive'' mutation can if it's disabled too late.
* The [[Warden]] might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
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* The [[Janitor]] might want you to refill his [[General_items#Space_Cleaner|space cleaner bottle]] or to have some [[Guide_to_chemistry#Drying_Agent|drying agent]] for their galoshes (few know about it, and it's easy to make, so you may even offer).  
* Grind up snacks to make nutriment pills and taunt the Chef about his inefficient creations.
+
* You can help the [[Chef]] replenish the supply of sugar.  
* In the event of a rogue [[Terminology#Hulk|Hulk]] from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
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* The [[Bartender]] might request various chemicals to make [[Guide_to_drinks|cocktails]] with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
* In the case of a rogue AI or an alien hive, various people will want thermite in order to break through reinforced or resin walls.
+
* The [[Warden]] might request various chemicals to use in [[Security_items#Chemical_Implant|implants for prisoners]], to ensure they don't re-offend.
* Rogue AIs in particular go down with a combination of thermite, metal foam grenades and EMP grenades.
+
* Grind up snacks or fail making [[Sodium Chloride]] to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
 +
* In the event of a rogue [[Terminology#Hulk|Hulk]] from [[Guide_to_genetics|genetics]] rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
 +
* In the case of a rogue [[AI]], various people will want [[Guide_to_chemistry#Thermite|thermite]] in order to break through reinforced walls.
 +
* Rogue AIs in particular go down with a combination of [[Guide_to_chemistry#Thermite|thermite]] and [[Guide_to_chemistry#EMP|EMP]] [[grenade|grenades.]]
 
* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
 
* Enable the reagent scanner on your [[PDA]] and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
* You aren't far from either the waiting room or the sleepers and cryogenics, so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
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* You aren't far from the Medbay lobby or the [[Guide_to_medicine#Cryogenics_Tube|cryogenics]], so if there are no [[Medical Doctor]]s around, feel free to grab a health analyzer and start treating patients.
* If you have nothing else to do, whip up various medical pills and patches and leave them on the Medbay counter.
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* The [[Clown]] will often request [[Guide_to_chemistry#Space_Lube|space lube]]. When this happens, you have choice. The recommended choice is to NOT give [[Guide_to_chemistry#Space_Lube|lube]] to the clown. [[Guide_to_chemistry#Barbers_Aid|Barbers Aid]] can be used as a prank worthy substitute.
* The [[Clown]] will often request space lube. Be helpful by laughing in his face. Itching powder can also be used as a prankworthy substitute <s>without making a lynch mob savagely beat and space you</s>.
+
* cooperate with the [[Botanist]] to make a factory that makes [[Condensed Capsaicin]], [[Security Officer]]s will love it.
  
 
=== Arming thyself ===
 
=== Arming thyself ===
* Grab the syringe gun on the table west of the Medbay doors before the Medical Doctors get it. They really can't do jack with it, while it's a valuable weapon in your hands when filled with chloral hydrate or worse. If you fail, you can try and hang out by Medical Storage to slip in and grab the second one.
+
* Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or worse.  
* Later in the round, if you've been nice to R&D, and R&D are competent, they might give you a rapid syringe gun which can hold six syringes if you ask them for it.
+
* Later in the round, if you've been nice to [[Research_Division|R&D]], and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. This can hold six syringes at once.  
* A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride.
+
* A space cleaner spray bottle can be used as a ghetto flamethrower with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]] that makes 3x3 fireballs with you at its center (prepare firefighting gear).
* You have all the tools you need to make grenades. See below.
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* You have all the tools you need to make [[#Grenades|grenades]].
 
 
===CHEM 101===
 
See the [[Guide to chemistry]] for a list of some of the possible mixtures.
 
 
 
{{anchor|Grenades}}
 
  
 
===Grenades===
 
===Grenades===
As a chemist, you are pretty much the only person with access to grenade materials. You can fit two beakers worth of ANY COMBINATION of lab-juice you have created, a staggering 100 units, into any one grenade assembly. You can take out the containers by clicking on the grenade in your hand, but the containers are expended (obviously) when the grenade is used. It is possible to use medicine, water, or more devious items into a grenade. The mix and matching of different chemical formulas may not always go as planned, but what's science without experimentation?
+
As a chemist you have the tools you need to craft chemical grenades. See the [[Grenade|grenade guide]] to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either [[Guide_to_chemistry#Smoke|smoke]] or [[Guide_to_chemistry#Fluorosurfactant|foam]] containing other chemicals. To learn the differences between smoke and foam, see [[Guide_to_chemistry#Smoke_vs_foam_vs_others|Smoke vs foam vs others]].
 
 
Keep in mind, making grenades that harm others will get you [[robust]]ed in the least, and possibly jobbanned if you are not an antagonist.
 
 
 
====Building Grenades 101====
 
#Grab a cable coil from the desk, or make an assembly from stock parts
 
#Wire the grenade casing by hitting it with the triggering mechanism
 
#Stuff the unsecured grenade full of chemistry containers (bottles/beakers).  It holds up to two of them.
 
#Screwdriver shut, you can also use the screwdriver to tweak the timer.
 
#Activate the grenade in your hand to prime it if wired, or use the other method
 
 
 
For reactions that go off when mixed, you want them separated into two bottles.  For more on chemical reactions, see the [[Guide to chemistry]]. See also [[grenade]]s.
 
  
 
===Pills and Patches===
 
===Pills and Patches===
Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Things like synthflesh and styptic powder only work in patches and will only damage the user if put into pills.
+
Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under [[Guide_to_chemistry#Reagent_Delivery|Reagent Delivery]].  
 
 
==== Chemicals to put into pills ====
 
* Epinephrine for stabilizing the critically injured
 
* Charcoal to treat toxin damage
 
* Mannitol treats brain damage
 
* Oculine treats physical eye damage
 
* Synaptizine reduces hallucinations and slightly lowers the duration of stuns, but causes toxin damage.
 
* A mixture of leporazine and salbutamol will allow a person to survive longer in space without a suit
 
* 1 unit pills of mutadone remove all genetic defects and superpowers like a clean SE injector, useful for the recently cloned, or if high levels of radiation occur near the station
 
* If the cure for a disease spreading around the station is something you can produce, then make pills of it! If the virologist comes through with vaccine, 0.4u pills of it are enough to cure and immunize people.
 
 
 
==== Chemicals to put into patches ====
 
 
 
Mostly Silver Sulfadiazine, Styptic Powder, and Synthflesh, but any other medicine works fine in patch form as well.
 
  
==== Chemicals to put into bottles ====
+
===Chemo-spherics===
Bottles should contain material that is not medicine, such as acids, or medicines that should not be used all at once, like cryoxadone. Each bottle can hold only 30 units, and can be splashed onto things. They can be produced infinitely from your ChemMaster, so feel free to go nuts.
+
These projects can be dangerous, so be sure to have the approval of the [[Chief Medical Officer]]. Some chemicals can release [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gas]] if spilled or released in smoke. If in a past life you were an [[Atmospheric Technician]], you can create a [[Guide_to_Atmospherics#The_Gases_and_Their_Functions|gas]] factory with [[plumbing]]. Combining 9:1 [[Guide_to_chemistry#Phlogiston|Phlogiston]] and oxygen smoke/foam will net you a never-ending plasma fire. [[Byond_the_impossible|If safely contained]], this can produce [[Guide_to_Atmospherics#Water_Vapor|Water Vapor]] and possibly [[Guide_to_Atmospherics#Tritium|Tritium]]. Mixing [[Guide_to_chemistry#Nitrous_Oxide|Nitrous Oxide]] smoke with [[Guide_to_chemistry#Phlogiston|Phlogiston]]'s plasma fires can make [[Guide_to_Atmospherics#BZ|BZ]]. Producing, harvesting, and selling [[Guide_to_Atmospherics#N2O|Nitrous Oxide gas]] to [[supplies|cargo]] can be very profitable.
* Thermite
 
* Acids
 
* Cryoxadone
 
* Clonexadone
 
* Mannitol
 
* Saline-Glucose Solution
 
* Space cleaner
 
* Touch-based medicines
 
* Most toxins (so you can put them in spray bottles or syringes)
 
  
 
==Tips==
 
==Tips==
* The effects of chloral don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out. Anti-toxin completely negates chloral, however.
+
* If there are no chemistry bags available, you can use [[Engineering_items#Wirecutters|wirecutters]] [[File:Wirecutters.png]] on two bedsheets, activate the resulting cloth in your hand and craft one.
 +
* The effects of [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]] don't work if you drink [[Guide_to_drinks#Coffee|coffee]] beforehand. You'll still take damage if the dose was high enough but you don't get knocked out.  
 
* The effects of different chemicals stack, as they are all processed individually at the same time.  
 
* The effects of different chemicals stack, as they are all processed individually at the same time.  
* Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a synthflesh smoke grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric smoke grenade to make everyone's stuff start melting and deal absolutely <i>decent</i> amounts of damage.
+
* Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a [[Guide_to_chemistry#Synthflesh|synthflesh]] smoke grenade to heal someone from [[Health#Critical_Status|critical]] to full health almost instantly, or use a [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] smoke grenade to make everyone's stuff start melting and deal absolutely <i>decent</i> amounts of damage.
 
* [[Grenade|Grenades]] are great for everything. Experiment!
 
* [[Grenade|Grenades]] are great for everything. Experiment!
* If you go to the chef at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
+
* If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]], which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
* Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
+
* [[Guide_to_chemistry#Strange_Reagent|Strange Reagent]] can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
* You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenadeless foam.
+
* You don't need a grenade for foam. You can have [[Guide_to_chemistry#Fluorosurfactant|fluorosurfactant]] in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.  
* Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated.
+
* Medbay lobby looking like a chainsaw massacre? Let loose some [[Guide_to_chemistry#Space_Cleaner|space cleaner]] foam and watch as medical bay is <i>magically cleaned</i> and the [[janitor]] infuriated.
  
 
===Tips for Antagonizing===
 
===Tips for Antagonizing===
* Some chemicals are absolutely amazing in damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
+
* Some chemicals deal absolutely amazing damage. If you fill a spray bottle with [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], you will literally spray fire.
* You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
+
* You can put pretty much put any deadly chemical into patches. Make some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] patches labeled "[[Guide_to_chemistry#Synthflesh|Synthflesh]]," or put some [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]] and [[Guide_to_chemistry#Phlogiston|phlogiston]] into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s>nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
+
* [[Guide_to_chemistry#Sulfonal|Sulfonal]] is [[Guide_to_chemistry#Chloral_Hydrate|chloral hydrate]], but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and [[Guide_to_chemistry#Cyanide|cyanide]] into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
* Make a foam grenade with fluorosulfuric acid, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
+
* If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are <s>absolutely fucking insane</s> nice, they'll give you a tool which can hold 300 units of <i>any</i> chemical. You can start cackling now.
* Perfluorodecalin is a reagent that heals oxygen damage extremely quickly but also mutes people. Put it in a syringe gun with sedatives and they can't scream while they go down.
+
* Make a foam grenade with [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric]], [[Guide_to_chemistry#Chlorine_Trifluoride|chlorine trifluoride]], [[Guide_to_chemistry#Space_Lube|space lube]], and [[Guide_to_chemistry#Phlogiston|phlogiston]]. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will stunlock anyone hit with it.
+
* Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you [[Guide_to_drinks#Neurotoxin|Neurotoxin]], which will mess up anyone hit with it.
* If you emag a service borg, they can produce infinite amounts of "beer" that will instantly put someone to sleep when they ingest it.
+
* If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
 
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
 
* If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
 +
* If researched, you can print piercing syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]]. These can hold 10u and will penetrate hardsuits.
 +
* Later you can print bluespace syringes from the [[Guide_to_Research_and_Development#Techfab|medical techfab]], which can hold 60u. These cannot be put into syringe guns, however.
 
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
 
* Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
* "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
+
* "Accidentally" leave some [[Guide_to_chemistry#Fluorosulfuric_Acid|fluorosulfuric acid]] in the [[Guide_to_medicine#Cryogenics_Tube|cryo tubes]]. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
* You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
+
* You can make drugs like [[Guide_to_chemistry#Methamphetamine|methamphetamine]] to move very fast and have stun reduction in combat, but only take small amounts.
* Traitors can buy a special kit for six telecrystals. This box contains ten bottles of horrible poisons that are also very effective in killing people.
+
* [[Traitor|Traitors]] can buy a [[Syndicate_items#Poison_Kit|poison kit]]. This box contains ten bottles of horrible poisons that are also very effective in killing people.
* [[Traitor_Items#Sleepy_Pen|Sleepy pens can be refilled with any chemicals.
+
* [[Traitor_Items#Sleepy_Pen|Sleepy pens]] can be refilled with 45u of any chemicals and inject instantly with only a small notification. You can do a LOT with this.
 +
* As an alternative to the Sleepy pen, you can ask the warden for a Lethal injection syringe, empty it into a beaker, then get [[Nitrile Gloves]], with those gloves, you will be able to inject someone with any toxin mix you want before they get up from being shoved twice against the wall.
 +
* Create an unstabilized phlogiston factory in-front of the [[Brig]] or inside of it to force Security to use lethal force on anyone they arrest since doing this will cause a massive and never-ending plasma fire.
 +
* If you break into sec checkpoints, throwing [[Condensed Capsaicin]]-filled booze bottles you get from the [[Bartender]] can prove as an easy setup to turn someone into giblets with a remote, instant explosive. Throw/Smash, shove, throw and detonate with a [[Remote Signaling Device]].
 +
* As an alternative to the last tip's condensed capsaicin booze bottles, you can use condensed capsaicin drinking glasses.
 +
* Getting [[Botany]] to make apples with the "Densified Chems" trait and give them to you will allow you to inject a chemical war-crime mix into the apples. From there you can manipulate people into eating them or stun-lock them so you can feed them it, whether they like it or not.
 +
* Put Anacea and potent toxins like [[Fluorosulfuric acid]] or Liquid [[N2O]] in a pill, patch, bubblegum or bluespace/lethal injection syringe to make a 3rd degree poison that can't be purged easily with a [[Multiver pill]]
  
 
==Chemical-X==
 
==Chemical-X==
Chemistry is one of the most dangerous jobs on the med-sci staff, and it's easy to be a good [[Traitor]] as such. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. If you can find a room with a light switch, you can inject the light bulbs with liquid plasma while they're off, then enjoy the show as someone flips the lights on.
+
Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a [[Traitor|traitor]] chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "[[Guide_to_chemistry#Chlorine Trifluoride|hellfoam]]" and "[[Guide_to_chemistry#Chlorine Trifluoride|hellsmoke]]" mixes. <br>
  
If you're the paranoid type you could potentially acid your own face to screw up your identity, which now lists you as Unknown. The only problems are that Unknowns are naturally suspicious types and people are often quite suspicious of the chemist running around anywhere other than the chemlab. It will probably end up in a [[shitcurity]] [[LAW|interrogation]].
+
If you want to make something grand and spectacular though, consider crafting and learning how to use a [[Makeshift_weapons#Chemical_Payload|chemical payload]].  
  
 
{{Jobs}}
 
{{Jobs}}
[[Category:Jobs]]
+
[[Category:Jobs]][[Category:Chemistry]]

Latest revision as of 18:37, 5 May 2024

MEDICAL STAFF
Chemist.png Chemist action.png
Chemist
Access: Medbay, Chemistry Lab, Morgue, Mineral Storage
Additional Access: Genetics, Operating Theatre, Virology
Difficulty: Medium
Supervisors: Chief Medical Officer
Duties: Supply science with chemicals, make medicine and less likable substances in the comfort of a fully reinforced room
Guides: Guide to chemistry, Chemical recipes, Guide to Ghetto Chemistry, Grenade, Guide to Plumbing
Quote: Just to be clear, I shouldn't give the clown lube, right?

You start in Medbay. You mess with all sorts of chemicals. That's it. Some of the time you can do what ever you feel like for most of the round or make stuff to deal with the security officers or syndicate fucking with shit in your lab. Be sure to keep the scientists stocked with acid, and keep your nose out of those space drugs!

Bare minimum requirements: Stock the dispenser up with some beneficial medicine before you go off on your own chemical adventures. Give botanists unstable mutagen when they ask for it, and don't give the clown lube!

Medbay
The chemical research lab is located in Medbay. It provides enough work space for two people


Getting Things Done

Chemists are naturally suspicious individuals. They've got all the tools in the world to break in wherever they desire and/or kill people in all sorts of horrifying and inhumane ways. An easy way to allay this suspicion - whether you plan on doing something suspicious or not - is to make yourself useful to the station at the game's beginning. Any accidents are likely to be blamed on your coworker, then, if you have one.

Tools of the trade

Dispenser.png The Chem Dispenser turns electrical energy into a variety of basic chemicals, through magic science. Guard it with your life. If you run out of power, you can disassemble the dispenser with screwdriver+crowbar and rebuild it by first putting the circuit board back, and then all other things but use a full power cell Power cell.png instead of the old one. Then screwdriver to finish (or ask Science for upgrades). Or you can charge the machine with an inducer Inducer.png.
Nduct n w.png The plumbing system can help you automate the creation of chemicals. Click here for more information.
Chemmaster.gif The ChemMaster 3000 can magically separate chemicals, and has the ability to produce a limitless supply of 50 unit pills, 40 unit patches and 30 unit bottles.
Blender.png The Reagent Grinder is identical to the grinder the Chef has. It can be used to extract chemical reagents from things the Shaft Miners, Chef, and Botanists produce.
Chemheater.png The Chemical Heater is important for making many recipes that require high temperatures to mix.
Pillsbox.png Inside the chemistry locker you will find boxes of pill bottles on some maps. These can be loaded with pills for inventory space efficiency. Pillbottle.png
Writingbox.png Some maps also have medical sprays in the same locker. These can be filled with chemicals by using the ChemMaster. They work as patches and provide an optional way to apply medicine.Medicalspray.png
Handlabeller.png On a table is a hand labeler. This can be used to label beakers, pill bottles, grenades and many other things. Actual pills and patches are instead labeled with the ChemMaster.

Being helpful

These are some suggested things you can make. Just remember you can't be certain that these things will actually be used, so if you wish you can choose hold off on most things until you receive requests. Also, if you are using a map with the plumbing system instead of a chem dispenser you may want to focus on mass producing a select few things instead of a bit of everything.

You can find a list of most of the reagents in the game here.

Roundstart

If someone comes and requests something from you, make sure you fulfill them first. No one likes a chemist doing his own thing as they have to stand there waiting. If you are in the middle of something, inform them that you will be right with them. These suggestions were written with an available chem dispenser in mind.

  • For yourself:
    • Make plastic sheets, then use them to craft large water bottles. These are functionally identical to large beakers!
    • Bring a few plastic sheets to the medical techfab, and you should be able to print a few 120u XL-beakers.
    • Print a chemistry bag from your ChemDrobe. You will use it to put pills/patches/bottles in either a fridge, a pile somewhere (click-drag bag to floor) or to just carry them around. It's your choice.
    • Optionally, grab a syringe gun, vend a couple of syringes from a NanoMed Plus Vendmed.gif and make a chemical for self-defense to fill them with, such as Chloral Hydrate. You do not have to do this. Also see Arming thyself.
  • Suggested basic chems (in order of urgency):
  • Suggested intermediate chems:
    • 40u synthflesh patches. Heals both brute and burn even on corpses, but deals toxin damage. If you want to mass produce something, this is a good choice.
    • 10u neurine pills. This heals basic traumas.
    • 5u oculine pills. Heals eyes.
    • 5u Inacusiate pills. Heals ears.
    • 0.5u mutadone pills. Instantly removes mutations.
    • 60u libital medical gel (there's empty gel cans in the chemistry locker.) Heals brute.
    • 60u aiuri medical gel. Heals burn.
    • 20u syriniver + 80u anything else in Intravenous Medicine Bags. Heals toxins.
  • Suggested advanced chems:
    • 10u pentetic acid pills. Heals toxins, major radiation and purges all chemicals quickly.
    • 30u salbutamol pills. Heals oxyloss safely and lets you survive without air.
    • 10u atropine patches. Quickly heals someone who is in crit.
    • 10u lipolicide pills. To make fat people slim.

Other things you may want to do

  • During a disease outbreak, if the cure is something you can produce, then make pills of it. Curing can take a random time, so aim for pills at least 5u big. If a doctor comes in with a vaccine, then make 0.1u vaccine pills instead. Read more about common cures under here. You can also make the vaccine yourself at the holodeck Emergency Medical program, if you have time.
  • You can go over to cargo and use the public console to receive a bounty to make.
  • Botany can use saltpetre to quickly optimize plant stats, diethylamine/ammonia as fertilizers and a dropper for precise mutations.
  • Xenobiology can use radium to make various mutation toxins.
  • The doctors may sometimes wants more synaptizine to make new and exciting diseases.
  • Geneticists might benefit from a supply of potassium iodide or to treat radiation levels in themselves and their subjects. Genetic scanners no longer irradiate the monkeys, but the Radioactive mutation can if it's disabled too late.
  • The Janitor might want you to refill his space cleaner bottle or to have some drying agent for their galoshes (few know about it, and it's easy to make, so you may even offer).
  • You can help the Chef replenish the supply of sugar.
  • The Bartender might request various chemicals to make cocktails with, though bear in mind that a bartender who wants anything particularly toxic is probably up to no good.
  • The Warden might request various chemicals to use in implants for prisoners, to ensure they don't re-offend.
  • Grind up snacks or fail making Sodium Chloride to make nutriment or vitamin pills and taunt the Chef about his inefficient creations.
  • In the event of a rogue Hulk from genetics rampaging about, a syringe gun loaded with a syringe containing 1 unit mutadone and 14 units chloral hydrate/lexorin will make them very sad.
  • In the case of a rogue AI, various people will want thermite in order to break through reinforced walls.
  • Rogue AIs in particular go down with a combination of thermite and EMP grenades.
  • Enable the reagent scanner on your PDA and test the food and drinks at the bar and kitchen for tampering. This can also be used on people to find out what they've been poisoned with.
  • You aren't far from the Medbay lobby or the cryogenics, so if there are no Medical Doctors around, feel free to grab a health analyzer and start treating patients.
  • The Clown will often request space lube. When this happens, you have choice. The recommended choice is to NOT give lube to the clown. Barbers Aid can be used as a prank worthy substitute.
  • cooperate with the Botanist to make a factory that makes Condensed Capsaicin, Security Officers will love it.

Arming thyself

  • Grab one of the syringe guns in Medbay before the Medical Doctors get them. It's a valuable weapon in your hands when filled with Chloral Hydrate or worse.
  • Later in the round, if you've been nice to R&D, and they are competent, they might research "Medical Weaponry", which lets you print a rapid syringe gun from the medical techfab. This can hold six syringes at once.
  • A space cleaner spray bottle can be used as a ghetto flamethrower with chlorine trifluoride that makes 3x3 fireballs with you at its center (prepare firefighting gear).
  • You have all the tools you need to make grenades.

Grenades

As a chemist you have the tools you need to craft chemical grenades. See the grenade guide to learn how to make them. These can be both beneficial and malicious, depending on what chems you put into the two beakers. When the grenade is triggered the two beakers will mix. Typically you want the grenade to result in either smoke or foam containing other chemicals. To learn the differences between smoke and foam, see Smoke vs foam vs others.

Pills and Patches

Pills are a great way to give large amount of medicine at once, if you are going to make medicine that will be single serve, make it pill form. Each pill can hold 50 units of material at one time, and up to seven can be stored in a pill bottle! They are even small enough to store in your pockets. Patches are similar to pills, but work in a touch-based way rather than ingestion. Read more about the different ways of applying chemicals under Reagent Delivery.

Chemo-spherics

These projects can be dangerous, so be sure to have the approval of the Chief Medical Officer. Some chemicals can release gas if spilled or released in smoke. If in a past life you were an Atmospheric Technician, you can create a gas factory with plumbing. Combining 9:1 Phlogiston and oxygen smoke/foam will net you a never-ending plasma fire. If safely contained, this can produce Water Vapor and possibly Tritium. Mixing Nitrous Oxide smoke with Phlogiston's plasma fires can make BZ. Producing, harvesting, and selling Nitrous Oxide gas to cargo can be very profitable.

Tips

  • If there are no chemistry bags available, you can use wirecutters Wirecutters.png on two bedsheets, activate the resulting cloth in your hand and craft one.
  • The effects of chloral hydrate don't work if you drink coffee beforehand. You'll still take damage if the dose was high enough but you don't get knocked out.
  • The effects of different chemicals stack, as they are all processed individually at the same time.
  • Foam and smoke carry reagents. Foam will continuously apply the reagent's vapor effect, while smoke will cause touch effects and repeated ingestion. One can release a synthflesh smoke grenade to heal someone from critical to full health almost instantly, or use a fluorosulfuric acid smoke grenade to make everyone's stuff start melting and deal absolutely decent amounts of damage.
  • Grenades are great for everything. Experiment!
  • If you go to the chef or break room at round start and grab a heated donk pocket, and then to the chaplain for some holy water (bring a beaker), you now have the stuff to make Strange Reagent, which can literally bring people back from the dead. Laugh at the geneticists as they space themselves after becoming effectively useless. Also, this strange reagent can be diluted with other reagents. It only requires 0.4u of strange reagent to revive someone.
  • Strange Reagent can only revive someone with less than 100 brute and 100 burn damage. This does not stack; 99 brute and 99 burn means they can still be revived.
  • You don't need a grenade for foam. You can have fluorosurfactant in a beaker and a bottle of equal water. Combine the two to produce grenade-less foam.
  • Medbay lobby looking like a chainsaw massacre? Let loose some space cleaner foam and watch as medical bay is magically cleaned and the janitor infuriated.

Tips for Antagonizing

  • Some chemicals deal absolutely amazing damage. If you fill a spray bottle with chlorine trifluoride, you will literally spray fire.
  • You can put pretty much put any deadly chemical into patches. Make some fluorosulfuric acid patches labeled "Synthflesh," or put some chlorine trifluoride and phlogiston into a patch and anyone who uses it will be lit on fire instantly with no way of putting themselves out without an extinguisher or space.
  • Sulfonal is chloral hydrate, but needs more preparation, takes longer to act, and takes WAY longer to stop acting. Put sulfonal and cyanide into a beaker in equal parts, and you have a kill mix that gives someone about 45 seconds of awake time before they drop and don't get back up, provided you drag them to a safe place to die.
  • If you're a traitor, you can pray to trade your telecrystals for a chem sprayer. If the admins are absolutely fucking insane nice, they'll give you a tool which can hold 300 units of any chemical. You can start cackling now.
  • Make a foam grenade with fluorosulfuric, chlorine trifluoride, space lube, and phlogiston. You now have a server-lagging, hull-breach causing, people-obliterating grenade full of liquid holocaust. Drop it behind you during a security chase and laugh as your pursuers fall into it and have their gear melted away before dying instantly from the acid.
  • Some of the Bartender's drinks are very powerful. If you combine the Pan-Galactic Gargle Blaster with morphine, it will give you Neurotoxin, which will mess up anyone hit with it.
  • If you emag a service borg, they can produce infinite amounts of "beer" that will put someone to sleep when they ingest it.
  • If you can somehow get lethal syringes from Security, they hold fifty units and fit in syringe guns. You can have much more powerful deathmixes if you use one of these, but try not to miss as they cannot be replaced!
  • If researched, you can print piercing syringes from the medical techfab. These can hold 10u and will penetrate hardsuits.
  • Later you can print bluespace syringes from the medical techfab, which can hold 60u. These cannot be put into syringe guns, however.
  • Do not underestimate the power of foam. Even with no reagents, it can provide a barrier and prevent people from getting by without slipping.
  • "Accidentally" leave some fluorosulfuric acid in the cryo tubes. Unattentive doctors will just flick it on and walk away as the patient dies screaming. Expect to be lynched, however.
  • You can make drugs like methamphetamine to move very fast and have stun reduction in combat, but only take small amounts.
  • Traitors can buy a poison kit. This box contains ten bottles of horrible poisons that are also very effective in killing people.
  • Sleepy pens can be refilled with 45u of any chemicals and inject instantly with only a small notification. You can do a LOT with this.
  • As an alternative to the Sleepy pen, you can ask the warden for a Lethal injection syringe, empty it into a beaker, then get Nitrile Gloves, with those gloves, you will be able to inject someone with any toxin mix you want before they get up from being shoved twice against the wall.
  • Create an unstabilized phlogiston factory in-front of the Brig or inside of it to force Security to use lethal force on anyone they arrest since doing this will cause a massive and never-ending plasma fire.
  • If you break into sec checkpoints, throwing Condensed Capsaicin-filled booze bottles you get from the Bartender can prove as an easy setup to turn someone into giblets with a remote, instant explosive. Throw/Smash, shove, throw and detonate with a Remote Signaling Device.
  • As an alternative to the last tip's condensed capsaicin booze bottles, you can use condensed capsaicin drinking glasses.
  • Getting Botany to make apples with the "Densified Chems" trait and give them to you will allow you to inject a chemical war-crime mix into the apples. From there you can manipulate people into eating them or stun-lock them so you can feed them it, whether they like it or not.
  • Put Anacea and potent toxins like Fluorosulfuric acid or Liquid N2O in a pill, patch, bubblegum or bluespace/lethal injection syringe to make a 3rd degree poison that can't be purged easily with a Multiver pill

Chemical-X

Chemistry is one of the jobs with the highest harmful potential. With some planning, you can make many different gimmicks as a traitor chemist. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus. Search around or experiment for better "hellfoam" and "hellsmoke" mixes.

If you want to make something grand and spectacular though, consider crafting and learning how to use a chemical payload.

Jobs on /tg/station

Jobstemp.png

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, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern