|Access: Everywhere because you got a teleporter and tools that let you open doors with no effort.|
Additional Access: Any place your specimens had access to
Duties: Kidnap people, stuff them with organs of dubious origin
Guides: This is the guide
Abductors are technologically advanced alien society set on cataloging all species in the system. Unfortunately for their subjects their methods are quite invasive.
The Truth is out there
Firstly, it is important to note: Abductors are currently not considered to be "full-blown" antags. You can troll the crew in many ways, create deadly havoc such as a zombie outbreak, but are not allowed to just grab a gun and murderbone, or do things like set the release point to the Supermatter crystal. The source of this information is between-the-lines info from primarily forum and discord from as far back as 2016, including ban appeals. The info is vague and there is no clear headmin ruling on the matter. Ahelp beforehand if unsure. - Updated August 2019
How to Play Abductor
Here is a detailed guide to being the best alien duo in the galaxy. If you are in a hurry, skip to the Abductor Quick Guide. First of all, abductors cannot use ordinary guns, and can't speak in the conventional sense. Instead, they share a telepathic link with other member of the expedition ship (the UFO). Talking is automatically converted to telepathy. This is important because it means that regardless of the situation, you have a link to your partner that you can communicate through. Remember to communicate!
Scientists are the operators behind the agent. They have a Human Observation Console where they will spend most of their time. This console lets them see most of the station from above, but only where there are cameras. They start with a science tool in their backpack, which when set to SCAN mode can be used on station crew (through the Human Observation Console) to steal their appearance and add it to the database of disguises for the agent. Then there are two ways to switch between those disguises for the agent. First option is for the the scientist to click the "Switch vest disguise" hud icon on the Human Observation Console. The other option is for either the scientist or agent to use the other console on the ship, the "abductor console" and clicking "Select Agent Vest Disguise". The agent must then click the "Activate" hud icon on their top left corner of screen to disguise.
The science tool can also be set to MARK mode, which will add whoever you marked to your buffer. Only the abductor agent can be marked through the Human Observation Console, while others must be marked from actual melee range. When someone is marked, you can retrieve them either by clicking the "retrieve" HUD icon on the Human Observation Console, or by using the "abductor console" and clicking "retrieve mark". To MARK non-agents you must use the "send self" option to teleport to a target on the station, usually after the target has been put to sleep by an agent. Scientists have an implant that lets them teleport back to the ship with a cooldown. This is done by clicking the blue crystal hud icon on the top left of screen.
The Human Observation Console can also be used to change the agent's vest to Combat Mode. There is more info about that below.
Agents are the ones that will do the majority of the actual field work. Their main job is to find an isolated target, successfully stun them and put them to sleep, cuff them, and take them to a secluded area where the scientist can come in and do the rest. With the help of the scientist, they can put on a disguise to help locate a human to catch. To put on a disguise, the scientist must first have scanned at least one target with their science tool on SCAN mode. After that a disguise can be chosen either with the Human Observation Console (as detailed above) or with the "abductor console". Activate the disguise by clicking the "Activate" hud icon.
Vest Stealth and Combat Mode
Human Observation Console and Abductor Console can be used to toggle your vest between stealth and combat mode. You use Abductor Console to choose between SCAN'ed disguises. the If in stealth mode, the agent clicking their "Activate" hud icon turns the currently selected disguise on or off. If in combat mode, clicking the "Activate" button will instantly remove all stuns, which has a long cooldown. The abductor console can also be used to "unlock" the vest, making you able to take it off.
What this essentially means is that the agent and the scientist are a tag team. The scientist finds a human to abduct, and gets a disguise that would suit the situation for the agent. The scientist marks the agent and warps him down to an area where he will be able to access the target. To warp to the station the agent must then stand on the telepad and have the scientist click the "Send To" hud icon on the Human Observation Console. When on station, the agent should ready the Advanced Baton to stun mode (switch modes by using it in hand). Then use the baton to stun, sleep, cuff a target by quickly changing its mode after each use. The agent then has to get the target to an isolated area (which must have cameras). Then, through his Human Observation Console, the scientist can warp himself down to the target with "send self" and MARK the target with the science tool (which takes time, unless the target is a cow). Once the target is marked, the scientist uses the implant to teleport back to ship, and uses his console to "retrieve" the target to the UFO. If needed, the scientist can mark and retrieve the agent as well through the cameras. Once the target is safely in the UFO, the surgery can begin. Remember that you can buckle cuffed subjects to the surgery table, should they wake up and attempt to resist.
The goal of the surgery is to replace the abductee's heart with an experimental gland without killing them. Once the surgery is done and the gland is in, put the subject into the Experiment Machinery. Push some buttons to complete the experiment, and "ding", the subject will teleported to the "Experiment Release Point" set with the Human Observation Console, and you earn one experimentation point. Experimentation points are the things you must collect to complete your objective. If you lose equipment, such as the agent's advanced baton, you can spend your points to get new ones, but this subtracts the points from the total counting towards your objective.
Abductor Quick Guide
In point format:
- Scientist moves the science tool from backpack to their hand. The scientist can change the tool mode between SCAN and MARK by using it in hand.
- Scientist uses science tool in MARK mode on the agent.
- Scientist uses the Human Observation Console.
- Scientist uses science tool in SCAN mode to collect disguises (with the camera).
- Scientist tells agent where he'll be warped in to and who to try to abduct/watch out for.
- Agent or scientist chooses disguise with the Human Observation Console or Abductor Console. Make sure vest is still on "stealth mode" with Abductor Console.
- Agent clicks the "activate" hud icon to disguise.
- Agent stands on the Alien Telepad.
- Agent is teleported in by scientist with the "send to" hud icon.
- Scientist quickly MARKS the agent with science tool through camera (if you forgot to do it earlier) on MARK mode.
- If the agent fails and is in danger, the scientist recalls him to the UFO with the "retrieve" hud icon.
- Agent stuns, sleeps, and cuffs the target with the Advanced Baton .
- Agent makes sure the target is not catatonic or it won't count for your objectives.
- If the agent succeeds, he takes the target to a secluded area where scientist teleports in with "send self" and uses the science tool in MARK mode to mark the target (with a slow progress bar).
- Scientist uses his implant (hud icon) and returns to the ship, then quickly uses his console to retrieve the target, and then quickly MARK and retrieve the agent as well.
- Scientist uses Surgery to replace the victim's heart with an experimental gland (found in the replacement organ storage).
- Optionally do any other surgery you feel like. The scientist knows all surgery types.
- Scientist chooses an Experiment Release Point with Human Observation Console.
- Target is then placed into the experimentation machine and sent back to the station to the chosen Release Point.
- The process repeats as many times as necessary.
Before you start: Discuss a plan. Make a test-run to a secluded spot, to make sure you know how to MARK and teleport out quickly. Don't blame each other when things go wrong. Consider warping into medbay stealthily to steal a medkit or two in the event that the agent gets harmed. Consider warping into the armory stealthily to steal weapons if needed. Consider warping to the AI core to take it out if it proves to be an issue.
Your overall objective is to kidnap and experiment on given number of station inhabitants and acquire the designated number of experimentation points.
You're the strong arm of the team, you're the one who will spend more time station-side kidnapping humans. Teleport in, incapacitate a human and secure the area for scientist arrival. Keep in mind that while you are the one that will frequently be in combat, communication with your fellow scientist is still very important, as they control what disguises are available to you, the mode of your vest, and are able to warp you out of danger in a pinch. Remember to communicate!
|Agent Vest||The most important part of your equipment, this vest is surgically grafted to your body and works in two modes : Stealth and Combat. Remember: Modes are controlled remotely by your ship console! Communicate frequently and let the scientist know when you need to change modes.|
|Agent Vest Stealth Mode||Using this vest mode will allow you to take on form of any human your scientist teammate added to the database. Be careful however this disguise is very fragile and any damage will reveal your true identity. Disguise is chosen using ship-side console. This vest mode is more commonly used, as it allows you to be more stealthy, and is more useful for sneaking up to isolated targets to abduct them.|
|Agent Vest Combat Mode||This mode significantly increases armor values of the vest and allows you to use an inbuilt anti-stun injector with a long cooldown. You can't maintain the disguise in this mode. Use it in a pinch.|
|Abductor Silencer||Use this device to silently turn off radios and headsets around the targeted human. Especially useful during abductions, in the event of the subject waking up or screaming for help before you can put them to sleep.|
|Alien Pistol||Your self-defense sidearm, deals radiation damage but needs to be recharged using station rechargers. Remember you need your specimens alive! Holds ten energy rounds. This is a last resort, meaning you should only find yourself using it if you're without any other options or tools (or if you decide to go loud).|
|Advanced Baton||Use these to capture the specimens for research.It has 4 different modes that can be toggled through, and can't be used by humans, making it very useful as your main abducting tool. It has a stunning mode which acts as a regular stun baton would, a sleep inducement mode which will cause an already stunned human to go unconscious, a restraining mode which applies disposable alien handcuffs, and a probe mode, which tells you if a subject is suitable for experiments or not. Remember, when abducting: Stun, Sleep, Cuff.|
|Agent Belt||Contains a set of extremely advanced tools, and can also contain other small items.|
|Tools||These tools are extremely fast compared to their station counterpart; additionally, the welding tool won't run out of fuel nor blind the user's eyes, and the multitool will show the function of all wires while hacking.|
|Alien ID||Use this to swipe access from your victim's ID cards! Simply scan the victim's ID onto your alien ID, suspiciously similar to an agent ID.|
You're the support member of the team. The observation console is your main base of operations: Use it to gather disguises, control agent's vest, warp people in and out of the station/UFO, warp yourself to the station, and also to simply monitor station activity and look for an isolated target. You are also generally the one in charge of experimental surgeries. You will also have to go to station to mark humans secured by the agent for retrieval. Be vary careful, as you are the only link back to the UFO, and if you are caught and die while on station then your mission has failed. Remember to use your teleporter implant if danger presents itself for a quick retreat.
These items are not given as starting equipment, but can be bought with the credits you earn by abducting.
|Mind Interface Device||A device that can directly access the mind of other living beings.
In transmit mode it will send anonymous psychic messages to the target, which can be used to communicate with the station's crew.
|Reagent Synthetizer||An abductor style chem dispenser. This can produce every chemical an ordinary emagged chem dispenser can, with some differences: It can not produce carpotoxin, but instead it can make plasma and uranium. The machine is delivered as a beacon which can be used when standing on any free tile to spawn it.||2|
Abductee or Insanity 101
So you were kidnapped and experimented on by aliens? Who'd have expected that! Your mind did not get through this even unscathed and you feel like there's something wrong with your body. Try to complete your objectives and maybe you'll learn what's going on here.
In other words, you have been given a ticket to make the round more fun. This is somewhat reliant on roleplay. Just go along with it and be the crazy alien-lunatic that you now are.
These glands can be dispensed from the replacement organ storage in the abductor ship. Replace a heart with one of these for it to take effect. The scientist can examine one of these too see its true name, but the agent can't.
The icon is completely randomized every time the gland is dispensed, so don't rely on what they look like.
|Icon||Name||True Name (examine with scientist)||Effect|
|Healing Gland||Organic replicator||If organs, chest or or limbs are too damaged or robotic, they will be forcefully rejected and replacements will grow out instead. If having low blood, over 40 toxin damage, or at least 10u toxins in bloodstream, the blood will be rejected (by vomit) and replaced by healthy blood. Also rejects implants.|
|Spider Gland||Araneae cloister accelerator||Makes the abductee exhale spider pheromones and spawn spiderlings.|
|Slime Gland||Gastric animation galvanizer||The abductee occasionally vomits slimes. Slimes will no longer attack the abductee.|
|Trauma Gland||White matter randomiser||The abductee occasionally gains a random brain trauma, up to five times. The traumas can range from basic to deep-rooted.|
|Transform/species Gland||Anthropmorphic transmorphosizer||Makes the abductee occasionally change appearance and species.|
|Egg Gland||Roe/enzymatic synthesizer||Makes the abductee lay acid-filled eggs.|
|Stretch Gland||Pliant cartilage enabler||Allows the abductee to crawl through vents without trouble.|
|Mindshock Gland||Neural crosstalk uninhibitor||Makes the abductee emit a disrupting psychic wave every so often. This will either stun, cause hallucinations or deal random brain damage to people nearby.|
|Viral Gland||Contamination incubator||Makes the abductee carrier of a random advanced disease - abductee is NOT affected.|
|Electric Gland||Electron accumulator/discharger||The abductee becomes fully immune to electric shocks. Additionally, they will randomly discharge electric bolts.|
|Chemical Gland||Intrinsic pharma-provider||The abductee constantly produces random chemicals inside their bloodstream. They also quickly regenerate toxin damage.|
|Plasma Gland||Effluvium sanguine-synonym emitter||The abductee randomly emits clouds of plasma.|
|Blood Gland||Pseudonuclear hemo-destabilizer||Periodically randomizes the abductee's bloodtype into a random reagent.|
|Quantum Gland||Quantic de-observation matrix||Periodically links with a random person in view, then the abductee later swaps positions with that person.|
|Access Gland||Anagraphic electro-scrambler||After it activates, makes the abductee have intrinsic all access.|
- You can easily card the AI. Teleport onto the bridge when no one is looking and snag the intellicard. Then just teleport in front of the AI and card it. It's not often an AI is watching it's core so the odds of you being seen are low.
- Teleport into the medbay storage room and steal medkits. This provides you with an easy way to heal.
- Implant the right organs for the job! Engineer or scientist? Consider EMP organs. Avoid giving healing or stretch glands to security or others who are likely to be a threat to you.
Relevant code changes
|Jobs on Beestation|
|Command||Captain, Head of Personnel|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Science||Research Director, Scientist, Roboticist|
|Medical||Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist|
|Service||Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator|
|Civilian||Quartermaster, Cargo Technician, Shaft Miner, Assistant, Lawyer, Gimmick|
|Non-human||AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost|
|Antagonists||Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Heretics|
|Special||CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role|