Emag

From /VM/station wiki
{{#if:| 
{{#if:|Emag.png|Cryptographic Sequencer}}
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.
Strategy: Use this to enter areas you don't have access to. Just make sure nobody sees you as the door will spark.
Contents Description
{{{contents}}} Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave!

Experiment! Who knows what else it could work on.

| {{#if:Use this to enter areas you don't have access to. Just make sure nobody sees you as the door will spark.|

{{#if:|Emag.png|Cryptographic Sequencer}}
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.
Strategy: Use this to enter areas you don't have access to. Just make sure nobody sees you as the door will spark.
Description
{{#if:Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave!

Experiment! Who knows what else it could work on.|Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave! Experiment! Who knows what else it could work on.|No description}}

| {{#if:Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.|

{{#if:|Emag.png|Cryptographic Sequencer}}
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 6 telecrystals.
Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will.
Description
{{#if:Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave!

Experiment! Who knows what else it could work on.|Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors). It also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on), but besides gaining access through mundane locks, there are a number of other uses that E-Mags have. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave! Experiment! Who knows what else it could work on.|No description}}

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{{#if:|Emag.png|{{#ifexist: File:Emag.png| Cryptographic Sequencer}}|no image}}
Cryptographic Sequencer

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Things it can be used on[edit]

Airlock[edit]

If it can be opened, opens it and breaks so it stays open.

If it can't be opened, just breaks so it stays closed.

Airlocks unable to be opened, due to such things as being bolted or welded shut, technically cannot be bypassed with the emag. However, it is but a simple matter of simply screwdrivering open the panel and crowbarring out the now useless electronics and loosening the bolts with a wrench.

Cyborg[edit]

Unlocks the panel if it's closed.

Rewrites cyborg's laws to obey you if opened, and unlocks some special modules depending on the cyborg type.

Doing so will cause the interface to "look damaged..." for anyone who opens/closes the panel afterwards, making the emagging evident. Cyborgs slaved to a malfunctional AI can not be emagged.

Cleanbot[edit]

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will spray slippery acid foam.

ED-209 and secbots[edit]

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will attack everyone in sight with lasers.

Floorbot[edit]

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will deconstruct floors into open space.

Medbot[edit]

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will inject everyone with toxin.

Honkbot[edit]

Unlocks the panel if it's closed.

If its panel is opened with a screwdriver, it will play disturbing noises and HONK people. If attacked, it will HONK the offender into oblivion.

Mulebot[edit]

Unlocks controls.

Supply computer[edit]

Unlocks buying/selling contraband as well as 1 new item:
The 'Spec Ops' crate with a box of EMP grenades, 3 smoke bombs, a sleepypen and an incendiary grenade, costing 2000 credits.

Express supply console[edit]

Lets supply pods crash on a random part of the station instead of cargo bay.

Cloning pod[edit]

Ejects the cloned person regardless of condition.

Chem Dispenser[edit]

Adds Carptoxin, Toxin, Morphine, Space Drugs and Miner's Salve to the reagent list.

Soda Dispenser[edit]

Adds Thirteen Loko, Whiskey Cola, Mindbreaker Toxin and Tirizene to the reagent list.

Booze Dispenser[edit]

Adds ethanol, iron, mint toxin and Atomic Bomb to the reagent list.

Mutagen Dispenser (From the podpeople lavaland ruin)[edit]

Adds liquid plasma to the reagent list.

The Orion Trail[edit]

Unlocks 'Realism Mode' - if you die in the game, you die in real life. If you win, you get a kickass toy spaceship that explodes like a minibomb.

Arcade[edit]

Turns a regular arcade machine into Outbomb Cuban Pete, which is harder than the standard game. If a player wins, he gets a bomb and a hat. If the player fails, he is gibbed. Un-emags after a victory or if the machine is screwdrivered.

Communications console[edit]

Reroutes it, allowing you to send a message to the Syndicate. This sends a message to game admins. Can be restored.

Holodeck computer[edit]

Disables safety protocols, allowing you to run the Wildlife Simulation (Spawns several hostile Holocarp), the Burn Simulation (Fills the entire deck with plasma before igniting - Spills out of the holodeck quickly) or the Bees Simulation (Fills the holodeck with bees that inject random toxins, some of which are very dangerous).

Message monitor[edit]

Prints out the password and temporary disables the console.

Emergency shuttle console[edit]

Shortens launch to 10 seconds.

Deployable Barrier[edit]

First use: Removes access restrictions

Second use: Breaks the ID scanner, leaving the barrier permanently left in the state it's currently in

Turret[edit]

Makes it shoot everyone and boosts fire rate.

Turret Control console[edit]

Disables access restrictions, letting anyone mess with controls.

Crusher/Recycler[edit]

Allows it to grind people and corpses.

Shield generator[edit]

Makes parts of shield slowly dissipate.

Telecomms server monitoring console[edit]

Removes access restrictions.

Traffic control console[edit]

Removes access restrictions.

Power Flow Console[edit]

Disables precise logging and allows you to clear logs.

Computer[edit]

Lets you download two new programs. One runs DDoS attacks against other consoles, the other destroys the console.

Vending machines[edit]

Removes access restrictions.

RnD Console and Exosuit Fabricator[edit]

Removes access restrictions.

Mech fabricator[edit]

Removes access restrictions.

Light replacer[edit]

Fills replaced lights with plasma.

Note: they will explode immediately if turned on.

Lockbox[edit]

Breaks open.

Secure briefcase and safe[edit]

Breaks open.

Locker[edit]

Breaks open.

Locked crate[edit]

Breaks open.

Library computer[edit]

Lets you print random fake cultist items. You can't use them, but it's still fun to fool Security with.

Labor/Mining shuttle console[edit]

Allows anyone to pass.

APC[edit]

Permanently unlocks interface. Locks the AI out. Turns the APC blue, making it look as if a Malfunctioning AI had hacked it.

Sleeper[edit]

Scrambles the chemical buttons, remapping each button to another chemical. (NOTE: Sleepers have been removed from all /tg/ maps and replaced with Stasis Beds.)

Emitter[edit]

Unlocks interface if locked.

R&D console[edit]

Removes access restrictions. Currently pointless.

R&D server[edit]

Removes access restrictions. Currently pointless.

Megaphone[edit]

Makes text larger and red.

Toolset Implant[edit]

Adds a combat knife. Emag the implant by using the emag in the hand with the implant.

Limb Grower[edit]

Adds the synthetic arm blade.

Equipment Reclaimer Station[edit]

Removes access restrictions.

Security Gas Mask[edit]

Changes activation phrase.

Fire Alarm[edit]

Prevents the fire alarm from detecting fires.

Bar Sign[edit]

Changes image.

Automated Announcement System[edit]

Changes the announcement messages and prevents interaction until fixed.

Point Claim Console[edit]

Allows prisoners to move the labor shuttle. Does not announce returns to security.

Meteor Shield Satellite[edit]

Disables the shield and doubles the chances of meteors.
Anyone can check the status by using a multitool on it - DEBUG_MODE means that it's emagged.

Button[edit]

Removes access restrictions.

Slot Machine[edit]

Causes the slot machine to throw coins instead of dropping them, injuring or even killing the winner loser.

Firing Pin[edit]

Removes authorization checks.

Portable Generator[edit]

Removes upper limit for power output.

Vape[edit]

Creates a large smoke cloud when used, but also has a small chance of making a small explosion.

Geiger Counter[edit]

Allows the Geiger counter to irradiate people it scans. The Geiger counter automatically charges up to 20 rads and can store up to 25 rads if it is irradiated by another source. Irradiating someone will remove stored rads. The Geiger counter's normal functionality can be restored with a screwdriver.

Organ Harvester[edit]

Disables the safety system and lets you harvest organs from living people.

Lipid Extractor[edit]

Removes the access restrictions and lowers the automatic ejection hunger threshold.

Notes and Known Bugs[edit]

  • You must be on hostile intent while using the emag in order for it to work on most containers (like lockers or crates), otherwise you will just smack the container with the emag.