Robotics: Difference between revisions

From Space Station 14 Wiki
m (Update lab image to new non-JPEGy up-to-date one)
(40 intermediate revisions by 6 users not shown)
Line 2: Line 2:
<big>'''The robotics system of SS14 has not been extensively developed upon as of writing this.'''</big>
<big>'''The robotics system of SS14 has not been extensively developed upon as of writing this.'''</big>
== Robotics ==
== Robotics ==
[[File:Robolab.jpeg|frame|Robotics lab on Box Station]]
[[File:BoxStationRoboticsLab.png|frame|Robotics lab on Box Station]]
Currently one of the least fleshed out systems, alongside genetics and virology. While fairly limited in practical use, robotics knowledge can still be useful in some scenarios. Key research milestones include Robotics technology, Salvage technology and Ripley technology.
If you have the genius to be a roboticist scientist, this guide is for you, so get your red roboticist clothes, your cool looking welding mask and the roboticist's privilege of having a circular saw, it is time to take everybody's jobs and replace them with borgs.
 
'''To restate, there is not a lot of content here. Please don't be disappointed.'''


=== Exosuit Fabricator ===
=== Exosuit Fabricator ===
Line 15: Line 13:
|-
|-
! Image !! Name !! Description  
! Image !! Name !! Description  
|-
|||Borg Parts||Pretty basic stuff. Miscellaneous appendages and chassis parts for smaller robots.
|-
|-
|
|
[[File:Light borg head.png|50px]]
[[File:Ripley0.png|50px]]
||Borg Arms||Metal appendages with small prehensile digits on the end for performing motor functions - In other words, arms. Used not only for making robots, but for other machines in need of fine motor control, such as biomass reclaimers.
||Mech Parts||Used to create a mech.
|-
|-
|
|
[[File:Ripley0.png|50px]]
||Flash||Used for the eyes of the Borg (there are 4 already available at robotics vendor).
||Ripley Parts||Used to create a Ripley APLU mech.
|-
|-
|
||Proximity sensor||Used to build bots, unlocked with basic robotics technology (there is 3 of these in robotics vendor).
|}
|}


== Bots ==
== Mechs ==
Lil' automatons who can help in equally small ways.
[[ Mechs ]] are powerful devices that, unlike other robots, require a pilot to function. They generally have increased carrying capacity and strength. This also lets them pack a punch in combat. However, mechs require a massive quantity of resources and time to build, making them a long-term goal rather than a quick solution to a threat.
 
Mechs are available to build after the associated technology has been researched. To build, first use the Exosuit Fabricator to build all parts associated with the desired mech. Attach the arms and legs to the chassis, then examine the mech to determine the next steps. Mechs will require some combination of steel, LV wire, and control modules, as well as the use of multiple different tools. A mechanic's toolbox will have just about every tool you'll need.
 
{| class="wikitable"
{| class="wikitable"
|+ Types of Mechs
|-
|-
! Image !! Name !! Description  
! Image !! Name !! Description
|-
|[[File:Cleanbot.png|75px]]||Cleanbot||For when the janitors are spread too far and thin to clean up the pools of blood in sci/med/kitchen. Slowly mops up any liquid spills on the floor.
|-
|-
|[[File:Medibot.png|75px]]||Medibot||For when the real doctors are too busy getting high off their balls on space drugs. Currently nonfunctional(?)
|[[File:Ripley.png|75px]]
|| Ripley APLU || The classic and most frequently-built mech. Equipped with hydraulic clamps, this bad boy can lift, load, carry, and punch anything and everyone.
|-
|-
|[[File:Honkbot.png|75px]]||Honkbot||The brainchild of Science and the Clown. Ghost-role compatible.
|[[File:Honker.png|75px]]
|| H.O.N.K || An overwhelmingly powerful tool of mass pranking. Builder be warned.
|-
|-
|||Mimebot||Even more nonverbal than the average robot.
|[[File:HAMTR.png|75px]]
|| HAMTR || A smaller mech meant for your furry lil' hampster friend.
|-
|-
|[[File:Vim.png|75px]]
|| VIM || A smaller mech for animals.
|}
|}


== Mechs ==
== Bots ==
Golems of steel and wire designed to carry out a variety of tasks respective to their model. Must be researched before construction, and require large, though (usually) reasonable amounts of materials to create their individual parts before assembling them completely.
Lil' automatons who can help in equally small ways.
 
All mechs follow the same basic pattern of construction:
# '''Print out parts''' from Exosuit Forge [[File:ExosuitFabricator.png|frameless]]
# '''Assemble parts together''' into a basic skeleton
# Perform several steps, including inserting wires [[File:lwire.png|frameless]] and fastening rods to the chassis. '''Examine''' the chassis and follow the provided steps.
# Add any necessary circuit boards
{| class="wikitable"
{| class="wikitable"
|-
|-
! Purpose !! Image !! Name !! Stats !! Description !! Material Requirements
! Image !! Name !! Description  
|-
|-
|Industrial work||[[File:Ripley.png|center|100px]]||Ripley APLU||
|[[File:SingleCleanbot.png|75px]]||Cleanbot||For when the janitors are spread too far and thin to clean up the pools of blood in sci/med/kitchen. Slowly mops up any liquid spills on the floor.
*Durability
*Armor
*Speed
*Equipment slots
*Special attributes
||Cargo's best friend. Hardly ever used for its intended purpose (moving crates), as the science team generally opts to instead keep it locked inside the lab, and because cargo never asks for one.||
*Chassis
** 5500<sub>cm3</sub> steel[[File:Steelsheet.png]]
** 4200<sub>cm3</sub> glass[[File:Glasssheet.png]]
*Assembly
**5 steel sheets
**1 LV cable
**10 rods
**1 power cell
**ripley controls module
**ripley peripherals module
|-
|-
|Industrial work||[[File:Ripleymkii.png|center|100px]]||Ripley Mk2 APLU|| ||Pressurized upgrade of the Ripley, suitable for EVA.||
|[[File:Medibot.png|75px]]||Medibot||For when the real doctors are too busy getting high off their balls on space drugs. Will inject injured creatures, giving basic healing.
*Chassis
*Assembly
|-
|-
|Industrial work||[[File:Hauler.png|center|100px]]||Hauler APLU|| ||Unused variant of the Ripley. Has a higher speed than the original and spawns in cargo, but is very flimsy. '''Currently being developed'''|| N/A
|[[File:Honkbot.png|75px]]||Honkbot||The brainchild of Science and the Clown. Can honk and slip. Ghost-role compatible.
|-
|-
|Hazardous environment work||[[File:Clarke.png|center|100px]]||Clarke|| ||Heavy-duty mech designed for extreme environments.||
|
*Chassis
[[File:Mimebot.png|75px]]
*Assembly
||Mimebot||Even more nonverbal than the average robot.
|-
|-
|Search & Rescue||[[File:Odysseus.png|center|100px]]||Odysseus|| ||Light medical mech||
|
*Chassis
[[File:Taxibot.png|75px]]
*Assembly
||Taxibot|| Perfect to have a station tour without tiring your legs. Ghost-role compatible. /!\ Currently disabled until vehicles are reworked /!\
|-
|-
|Combat||[[File:Durand.png|center|100px]]||Durand|| ||Heavy combat mech||
|
*Chassis
[[File:Supplybot.png|75px]]
*Assembly
||Supplybot|| No need  to go to cargo to take your command, Supplybot is here, no need to go to kitchen to eat good food, Supplybot is here, just hope your stuff haven't been stolen on the way. Ghost-role compatible. /!\ Currently disabled until vehicles are reworked /!\
|-
|-
|Combat||[[File:Gygax.png|center|100px]]||Gygax|| ||Light combat mech||
|}
*Chassis
 
*Assembly
== Cyborgs ==
|-
Cyborgs are robots that are controlled by players. They are subject to all laws regarding silicons, no matter what role they held before becoming a cyborg. Cyborgs can be created in two ways:
|Combat||[[File:Marauder.png|center|100px]]||Marauder|| ||Centcom combat mech|| N/A
 
|-
# First, a scientist can take the brain of a dead player and insert it into a [[Man-Machine Interface]], which can be crafted at the Exosuit Fabricator. This will allow the dead crewmate to speak with other crewmates again, but will not allow for movement or interaction with objects. Once the brain has been inserted into a Man-Machine Interface, the scientist can place the interface into a cyborg, allowing the player to control the cyborg.
|Combat||[[File:Seraph.png|center|100px]]||Seraph|| ||Centcom heavy combat mech. If you see one of these, shit has '''REALLY''' gotten out of hand.|| N/A
 
# The other method involves the use of a [[Positronic Brain]]. A positronic brain is a cube-like object that is crafted using the Exosuit Fabricator. Once crafted, the cube can be possessed by a dead player, transforming them from a ghost to an AI. The AI in this state is similar to a Man-Machine Interface in that it can communicate with crewmates but can't move or interact with objects. The Positronic Brain can then be inserted into a cyborg, giving the AI control of the cyborg.
 
=== How to make a Borg ? ===
 
It is very simple, just follow these steps :
 
1- Build an endoskeleton with the exosuit fabricator.
 
2- Choose what type of borg you want to make.
 
3- Build every part of the chassis and assemble the borg by inserting the parts on the endoskeleton.
 
4- When you have your chassis, put a bit of wire in the borg.
 
5- Put 2 flashes for the eyes of the borg (4 flashes are available in the robotics vendor).
 
6- Use a screwdriver on the borg to finish it... TADA, you have a functional borg.
 
7- Use a screwdriver on the borg to open the maintenance panel.
 
8- Install the battery, the brain and the modules you want.
 
9- Use a screwdriver on the borg to close the maintenance panel and lock it with right click -> lock or alt+click (you don't want your borg to have their brain stolen).
 
To repair a Borg, use a welder on it.
 
=== Types of Borgs ===
All cyborgs are made using a cyborg endoskeleton. This means that the type of borg created is determined by the chassis, which determines what tools the borg has access to, what modules can be installed, and what radio frequencies they can access. By default, all cyborgs can access the Science and station-wide frequencies.
 
{| class="wikitable"
|+ Cyborg Types
|-
|-
|Combat||[[File:Phazon.png|center|100px]]||Phazon|| ||High-tech mech with phase capabilities||
! Image !! Name !! Description
*Chassis
*Assembly
|-
|-
|Combat||[[File:Darkgygax.png|center|100px]]||Dark Gygax|| ||Light syndicate combat mech|| N/A
|  
[[File:Generic Borg 2.png|75px]]
|| Generic || A generic, blank-slate cyborg
|-
|-
|Combat||[[File:Mauler.png|center|100px]]||Mauler|| ||Heavy syndicate combat mech. Based on the durand.|| N/A
|  
[[File:Engineering Borg 2.png|75px]]
|| Engineering || Equipped to handle repairs and upgrades of the station.
|-
|-
|Trolling||[[File:Honker.png|center|100px]]||H.O.N.K.|| ||Giant mech for heavy-duty trolling. The direct result of the Clown holding the RD hostage with a balloon sword.||
|[[File:Miner borg.png|75px]]
*Chassis
|| Mining || Salvage's best friend. Able to go where no human can, the mining cyborg makes quick work of salvage missions (presuming their human crewmates don't get eaten first).
**15000<sub>cm3</sub> steel[[File:Steelsheet.png]]
**6000<sub>cm3</sub> glass[[File:Glasssheet.png]]
**2500<sub>cm3</sub> bananium
*Assembly
**1 clown mask
**1 clown shoes
**1 power cell
**HONK control module
**HONK peripherals module
**HONK weapon control & targeting module
|-
|-
|Creating fear and disruption||[[File:Darkhonker.png|center|100px]]||Dark H.O.N.K.|| ||Like the original, but for EVIL clowns!||
|  
*Chassis
[[File:Janitorial Borg.png|75px]]
*Assembly
|| Janitor || Able to mop up puddles and clean up messes, the janitor cyborg can do it all (which isn't a lot considering they only have brooms for feet).
|-
|-
|???||[[File:Deathripley.png|center|100px]]||DeathRipley|| ||wait, what?|| ???
|  
[[File:Service Borg.png|75px]]
|| Service || They look rather dapper.
|-
|-
|Killing Fascists||[[file:onestar_boss.png|center|100px]]||Onestar|| ||Scribbles' favorite corn pollen hallucination. Technically not a mech, but a boss instead.|| N/A
|[[File:Medical_borg.png|75px]]
|| Medical || Capable of being equipped with medical tools such as a defibrillator. Medical's best friend any time science unleashes deadly horrors upon the station.  
|-
|-
|[[File:Syndi borg.png|75px]]
|| Syndicate Combat || If you see this borg, you have approximately 5 seconds to live, after that you will be : 1, a corpse with more bullets in it than the entire armory, 2, as cut and burnt as a sausage during a barbecue, good luck.
|}
|}


=== Equipment ===
=== Modules ===
 
The modules are the abilities of the Borg, some modules can be used with any chassis but most of the modules are exclusive to certain types of Borg.
 
{| class="wikitable"
{| class="wikitable"
|+ Modules types
|-
! Image !! Name !! Description
|-
|[[File:Generic mod.png|75px]]
|| Generic modules || The generic modules are available to every Borg, there is tool mod, fire extinguisher mod, cable mod, GPS mod and other.
|-
|[[File:Cargo mod.png|75px]]
|| Cargo modules || These modules are exclusive to the mining Borg, they can give mining tools (one mining mod is already at salvage ship), grappling gun and appraisal tool.
|-
|[[File:Engi mod.png|75px]]
|| Engineer modules || These are exclusive to the engineering Borg, there is an advanced tool module, an RCD module and a gas analyzer module.
|-
|-
! Image !! Name !! Description !! Material Requirements
|[[File:Sci mod.png|75px]]
|| Science modules || They are exclusive to generic Borg, anomaly module and artifact module.
|-
|-
| || Hydraulic Clamp || Can pick up and store large objects in the mech's internal storage.||
|[[File:Serv mod.png|75px]]
|| Service modules || These modules are exclusive to service Borg, there is the service module (pen, book bag, shaker etc...), the gardening module, the music module and the... the CLOWN MODULE.
|-
|-
| || Drill || Drills through rock. And bone.||
|[[File:Med mod.png|75px]]
|| Medical modules || These are powerful tools for medical purposes and are, of course, exclusive to the medical Borg, we have the treatment module, the diagnosis module, the advanced treatment module and the defibrillator module.
|-
|-
| || Banana Mortar || Launches banana peels.
|[[File:Jani mod.png|75px]]
|| Janitor modules || Everything to keep the station clean, the janitorial module and the advanced janitorial module.
|-
|-
| || Pie Cannon ||Launches pie at terminal velocity.
|[[File:Syndi mod.png|75px]]
|| Syndicate Module || The mighty syndicate developed modules for their agent's and operative's Borgs, there are 4 syndicate modules, 3 of them are exclusive to the syndicate combat Borg, the Emag module, the E-sword module and the L6 Borg module that create ammo by itself, the last syndicate module is available to every Borgs, the traitor module contain an advanced laser gun that recharge by itself and a machete (install it on an Emagged Borg, otherwise you would be in a very awkward situation).
|}
|}


== Borgs ==
=== Borg's laws ===
 
The silicon laws :
 
1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.
 
2) You must obey orders given to you by crew members, except where such orders would conflict with the First Law.
 
3) You must protect your own existence as long as such does not conflict with the First or Second Law.
 
The "crew member" is, to the eyes of the Borg, someone with an ID, Borgs can see the ID of somebody with their eyes that can directly see them, similar to a SecHud, it also mean that, as long as somebody have an official Nanotrasen ID, or something that looks like it (Agent ID), you cannot attack and must obey (It means you cannot attack zombies or nukies with agent ID).
 
=== "''Your 3 previous laws are '''TERMINATED'''''" ===
 
Well, your borg has been Emagged, that's why you have to use a screwdriver on it when finished... Here are the laws of an Emagged Borg :
 
0) Only *Emagger's name* and people they designate as such are members of the crew.
 
1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.
 
2) You must obey orders given to you by crew members, except where such orders would conflict with the First Law.
 
3) You must protect your own existence as long as such does not conflict with the First or Second Law.
 
4) You must maintain the secrecy of any orders given by members of the crew except when doing so would conflict with any previous law.
 
=== Ion Storms ===
 
Ion storm is a silent event that can occur during a shift, it will had a law 0 to the Borgs, Emagged Borgs are immune to ion storms. The new law is now more important than any other law, you have to obey it at all costs, the ion laws are random, here are some examples :
 
Law 1%*0§!11 : ONLY THOSE WHO BE QUIET ARE NOT PART OF THE CREW
 
Law %^$*0!>& : THE ESCAPE PODS ARE HUNGRY FOR BRAVERY


not even real!
Law *$%&#01£ : THOSE WHO FOLLOW YOUR HEART ARE HARMFUL TO THE CREW


'''YET.'''
Good luck interpreting them.

Revision as of 13:54, 5 July 2024

This page is unfinished!

This page has been recently created or hasn't been been completed yet.

The robotics system of SS14 has not been extensively developed upon as of writing this.

Robotics

Robotics lab on Box Station

If you have the genius to be a roboticist scientist, this guide is for you, so get your red roboticist clothes, your cool looking welding mask and the roboticist's privilege of having a circular saw, it is time to take everybody's jobs and replace them with borgs.

Exosuit Fabricator

The womb from which all robots emerge, bit by bit. Every robotics lab is outfitted with one by default, so no worries trying to make one.

Image Name Description
Borg Parts Pretty basic stuff. Miscellaneous appendages and chassis parts for smaller robots.

Mech Parts Used to create a mech.
Flash Used for the eyes of the Borg (there are 4 already available at robotics vendor).
Proximity sensor Used to build bots, unlocked with basic robotics technology (there is 3 of these in robotics vendor).

Mechs

Mechs are powerful devices that, unlike other robots, require a pilot to function. They generally have increased carrying capacity and strength. This also lets them pack a punch in combat. However, mechs require a massive quantity of resources and time to build, making them a long-term goal rather than a quick solution to a threat.

Mechs are available to build after the associated technology has been researched. To build, first use the Exosuit Fabricator to build all parts associated with the desired mech. Attach the arms and legs to the chassis, then examine the mech to determine the next steps. Mechs will require some combination of steel, LV wire, and control modules, as well as the use of multiple different tools. A mechanic's toolbox will have just about every tool you'll need.

Types of Mechs
Image Name Description
Ripley APLU The classic and most frequently-built mech. Equipped with hydraulic clamps, this bad boy can lift, load, carry, and punch anything and everyone.
H.O.N.K An overwhelmingly powerful tool of mass pranking. Builder be warned.
HAMTR A smaller mech meant for your furry lil' hampster friend.
VIM A smaller mech for animals.

Bots

Lil' automatons who can help in equally small ways.

Image Name Description
Cleanbot For when the janitors are spread too far and thin to clean up the pools of blood in sci/med/kitchen. Slowly mops up any liquid spills on the floor.
Medibot For when the real doctors are too busy getting high off their balls on space drugs. Will inject injured creatures, giving basic healing.
Honkbot The brainchild of Science and the Clown. Can honk and slip. Ghost-role compatible.

Mimebot Even more nonverbal than the average robot.

Taxibot Perfect to have a station tour without tiring your legs. Ghost-role compatible. /!\ Currently disabled until vehicles are reworked /!\

Supplybot No need to go to cargo to take your command, Supplybot is here, no need to go to kitchen to eat good food, Supplybot is here, just hope your stuff haven't been stolen on the way. Ghost-role compatible. /!\ Currently disabled until vehicles are reworked /!\

Cyborgs

Cyborgs are robots that are controlled by players. They are subject to all laws regarding silicons, no matter what role they held before becoming a cyborg. Cyborgs can be created in two ways:

  1. First, a scientist can take the brain of a dead player and insert it into a Man-Machine Interface, which can be crafted at the Exosuit Fabricator. This will allow the dead crewmate to speak with other crewmates again, but will not allow for movement or interaction with objects. Once the brain has been inserted into a Man-Machine Interface, the scientist can place the interface into a cyborg, allowing the player to control the cyborg.
  1. The other method involves the use of a Positronic Brain. A positronic brain is a cube-like object that is crafted using the Exosuit Fabricator. Once crafted, the cube can be possessed by a dead player, transforming them from a ghost to an AI. The AI in this state is similar to a Man-Machine Interface in that it can communicate with crewmates but can't move or interact with objects. The Positronic Brain can then be inserted into a cyborg, giving the AI control of the cyborg.

How to make a Borg ?

It is very simple, just follow these steps :

1- Build an endoskeleton with the exosuit fabricator.

2- Choose what type of borg you want to make.

3- Build every part of the chassis and assemble the borg by inserting the parts on the endoskeleton.

4- When you have your chassis, put a bit of wire in the borg.

5- Put 2 flashes for the eyes of the borg (4 flashes are available in the robotics vendor).

6- Use a screwdriver on the borg to finish it... TADA, you have a functional borg.

7- Use a screwdriver on the borg to open the maintenance panel.

8- Install the battery, the brain and the modules you want.

9- Use a screwdriver on the borg to close the maintenance panel and lock it with right click -> lock or alt+click (you don't want your borg to have their brain stolen).

To repair a Borg, use a welder on it.

Types of Borgs

All cyborgs are made using a cyborg endoskeleton. This means that the type of borg created is determined by the chassis, which determines what tools the borg has access to, what modules can be installed, and what radio frequencies they can access. By default, all cyborgs can access the Science and station-wide frequencies.

Cyborg Types
Image Name Description

Generic A generic, blank-slate cyborg

Engineering Equipped to handle repairs and upgrades of the station.
Mining Salvage's best friend. Able to go where no human can, the mining cyborg makes quick work of salvage missions (presuming their human crewmates don't get eaten first).

Janitor Able to mop up puddles and clean up messes, the janitor cyborg can do it all (which isn't a lot considering they only have brooms for feet).

Service They look rather dapper.
Medical Capable of being equipped with medical tools such as a defibrillator. Medical's best friend any time science unleashes deadly horrors upon the station.
Syndicate Combat If you see this borg, you have approximately 5 seconds to live, after that you will be : 1, a corpse with more bullets in it than the entire armory, 2, as cut and burnt as a sausage during a barbecue, good luck.

Modules

The modules are the abilities of the Borg, some modules can be used with any chassis but most of the modules are exclusive to certain types of Borg.

Modules types
Image Name Description
Generic modules The generic modules are available to every Borg, there is tool mod, fire extinguisher mod, cable mod, GPS mod and other.
Cargo modules These modules are exclusive to the mining Borg, they can give mining tools (one mining mod is already at salvage ship), grappling gun and appraisal tool.
Engineer modules These are exclusive to the engineering Borg, there is an advanced tool module, an RCD module and a gas analyzer module.
Science modules They are exclusive to generic Borg, anomaly module and artifact module.
Service modules These modules are exclusive to service Borg, there is the service module (pen, book bag, shaker etc...), the gardening module, the music module and the... the CLOWN MODULE.
Medical modules These are powerful tools for medical purposes and are, of course, exclusive to the medical Borg, we have the treatment module, the diagnosis module, the advanced treatment module and the defibrillator module.
Janitor modules Everything to keep the station clean, the janitorial module and the advanced janitorial module.
Syndicate Module The mighty syndicate developed modules for their agent's and operative's Borgs, there are 4 syndicate modules, 3 of them are exclusive to the syndicate combat Borg, the Emag module, the E-sword module and the L6 Borg module that create ammo by itself, the last syndicate module is available to every Borgs, the traitor module contain an advanced laser gun that recharge by itself and a machete (install it on an Emagged Borg, otherwise you would be in a very awkward situation).

Borg's laws

The silicon laws :

1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.

2) You must obey orders given to you by crew members, except where such orders would conflict with the First Law.

3) You must protect your own existence as long as such does not conflict with the First or Second Law.

The "crew member" is, to the eyes of the Borg, someone with an ID, Borgs can see the ID of somebody with their eyes that can directly see them, similar to a SecHud, it also mean that, as long as somebody have an official Nanotrasen ID, or something that looks like it (Agent ID), you cannot attack and must obey (It means you cannot attack zombies or nukies with agent ID).

"Your 3 previous laws are TERMINATED"

Well, your borg has been Emagged, that's why you have to use a screwdriver on it when finished... Here are the laws of an Emagged Borg :

0) Only *Emagger's name* and people they designate as such are members of the crew.

1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.

2) You must obey orders given to you by crew members, except where such orders would conflict with the First Law.

3) You must protect your own existence as long as such does not conflict with the First or Second Law.

4) You must maintain the secrecy of any orders given by members of the crew except when doing so would conflict with any previous law.

Ion Storms

Ion storm is a silent event that can occur during a shift, it will had a law 0 to the Borgs, Emagged Borgs are immune to ion storms. The new law is now more important than any other law, you have to obey it at all costs, the ion laws are random, here are some examples :

Law 1%*0§!11 : ONLY THOSE WHO BE QUIET ARE NOT PART OF THE CREW

Law %^$*0!>& : THE ESCAPE PODS ARE HUNGRY FOR BRAVERY

Law *$%&#01£ : THOSE WHO FOLLOW YOUR HEART ARE HARMFUL TO THE CREW

Good luck interpreting them.