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===Your Defense=== At the start of each shift, the Research Director is one of the more vulnerable heads of staff on board. Given enough time, however, he can develop into a powerful, destructive force. You start with access to the Toxins and Xenobiology labs, which both can be used to your advantage if you're familiar with them (Which, being the Director of Science, you most certainly should be). There is a Reactive Teleporter Armor in your locker - It is both a fantastic tool and a hilarious deathtrap. When it is activated, any physical contact (Hugging, stripping, grabbing, hitting) will cause the armor to shunt you away in a random direction. While can be incredibly useful, it can also be incredibly dangerous if you're near space. It can easily fling you out into the void, so be mindful of when you keep it on or off. While you can produce a vast array of weapons, a large majority of them require a Firing Pin. These can be found in the Armory, in your locker or ordered from Cargo. While you cannot replicate the standard Electronic Firing Pins, you can create two unique versions: Testing Range pins, and Mindshield Pins. The former will give your gun the ability to be fired exclusivley on the Firing Range, for testing, while the latter will not fire for those who do not have a [[Security_items#Mindshield_Implant|Mindshield Implant]]. Gear given to Security typically benefits from being pinned with them, as it prohibits their weapons from being used against them.
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