<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.traumastation.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RatherUncreativeName</id>
	<title>Traumastation Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.traumastation.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RatherUncreativeName"/>
	<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/wiki/Special:Contributions/RatherUncreativeName"/>
	<updated>2026-09-13T21:41:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.0</generator>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Station_Engineer&amp;diff=499</id>
		<title>Station Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Station_Engineer&amp;diff=499"/>
		<updated>2026-08-24T02:56:18Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: Created page with &amp;quot;{{RoleBox |name = Engineer |image = Generic engineer.png |superior = Chief Engineer |department = Engineering |difficulty = Hard |access = Engineering |quote = &amp;quot;Security bombed? Sure, I&amp;#039;ll get to that eventually.&amp;quot; }}  == Job Description == You&amp;#039;ve done your internship, and now you have the honors of setting up power and fixing the station should anything bad happen to it. Unfortunately, Nanotrasen almost exclusively uses energy sources that will destroy the entire station...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RoleBox&lt;br /&gt;
|name = Engineer&lt;br /&gt;
|image = Generic engineer.png&lt;br /&gt;
|superior = Chief Engineer&lt;br /&gt;
|department = Engineering&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|access = Engineering&lt;br /&gt;
|quote = &amp;quot;Security bombed? Sure, I&#039;ll get to that eventually.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
You&#039;ve done your internship, and now you have the honors of setting up power and fixing the station should anything bad happen to it. Unfortunately, Nanotrasen almost exclusively uses energy sources that will destroy the entire station if mismanaged, and is full of people who [[Antagonists|intentionally]] or [[Clown|unintentionally]] blow up chunks of the station on a regular basis. The crew will start shouting over radio about having no power in about five seconds, so get to work setting up the destructive [[Guide to Power|power engine]] of your choice and try not to mess it up and blow everyone up.&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Guide_to_Power&amp;diff=498</id>
		<title>Guide to Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Guide_to_Power&amp;diff=498"/>
		<updated>2026-08-24T02:55:36Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: Guide to power generators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Singularity Engine ==&lt;br /&gt;
The Singularity Engine is a powerful generator that uses a contained singularity to produce energy for the station.&lt;br /&gt;
It generates power by collecting the radiation emitted by the singularity using Radiation Collectors and gaseous plasma.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Singularity Engine ===&lt;br /&gt;
To start the Singularity Engine, engineers must follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Place the Singularity Generator in the middle of the containment field. Some stations start with the generator already in place, while others require engineers to bring it from cold storage.&lt;br /&gt;
* Turn on the four Containment Field Generators.&lt;br /&gt;
* Turn on and lock the Emitters.&lt;br /&gt;
* Confirm that the Containment Field Generators have created a Containment Field around the Singularity.&lt;br /&gt;
* Turn on the Radiation Collectors. These require plasma to produce power. They might not come fueled, so be sure to refill them.&lt;br /&gt;
* Construct the Particle Accelerator.&lt;br /&gt;
* Turn on the Particle Accelerator Control Computer and set the power level to the desired power level.&lt;br /&gt;
&lt;br /&gt;
Once these steps are complete, the Singularity Engine will start producing power for the station.&lt;br /&gt;
Be sure to monitor the singularity&#039;s power level and containment field to prevent it from escaping and destroying the station.&lt;br /&gt;
Check in to refill the collectors often, as they will run out of plasma over time.&lt;br /&gt;
&lt;br /&gt;
=== Containment Field ===&lt;br /&gt;
To prevent the singularity from escaping and destroying the station, engineers must contain it within a Containment Field.&lt;br /&gt;
&lt;br /&gt;
It is suggested to use a max size containment field for the singularity. Any smaller and the singularity may outgrow its field and escape.&lt;br /&gt;
&lt;br /&gt;
Containment field generators should be arranged in a square, with 7 tiles of spacing between each field generator.&lt;br /&gt;
&lt;br /&gt;
=== Power Levels and Decay ===&lt;br /&gt;
Because singularities emit radiation, they decay, losing power over time.&lt;br /&gt;
&lt;br /&gt;
To counter this decay, the Particle Accelerator emits particles that collide with the singularity, feeding and sustaining it.&lt;br /&gt;
&lt;br /&gt;
Singularities have defined power levels, which determine their radiation output.&lt;br /&gt;
Engineers can increase or decrease the singularity&#039;s power level by adjusting the power level on the Particle Accelerator Control Computer.&lt;br /&gt;
&lt;br /&gt;
Particle Accelerators normally operate between power levels 1 and 3, which translate to a power level of 1 to 3 on the singularity.&lt;br /&gt;
&lt;br /&gt;
Power levels also determine how big the singularity is, with higher power levels sustaining larger singularities capable of producing more power.&lt;br /&gt;
&lt;br /&gt;
=== Producing Power ===&lt;br /&gt;
The Singularity Engine produces power by capturing the radiation emitted by it using Radiation Collectors.&lt;br /&gt;
They require gaseous plasma to function. The plasma containers attached to the collectors must be filled with plasma to produce power.&lt;br /&gt;
&lt;br /&gt;
You can turn on the collectors by interacting with them using &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Use&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can also eject the tank by interacting with the collector using &amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;&#039;&#039;&#039;Alt&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
From here, you can refill the tank with plasma using a plasma canister and reinsert it into the collector.&lt;br /&gt;
&lt;br /&gt;
The maximum power the radiation collector can produce is determined by:&lt;br /&gt;
* The amount of radiation it is capturing (which is effectively the Singularity&#039;s power level)&lt;br /&gt;
* The amount of plasma it has in its connected tank&lt;br /&gt;
&lt;br /&gt;
Over time the collector will drain the tank of plasma, which reduces it&#039;s effective power output.&lt;br /&gt;
Eventually the tank will be empty, and the collector will stop producing power. Be sure to refill the tank often!&lt;br /&gt;
&lt;br /&gt;
=== Radiation Protection ===&lt;br /&gt;
The singularity emits a massive amount of radiation, which can kill crew members who are not wearing proper protection.&lt;br /&gt;
Be sure to wear a radiation suit or an engineering hardsuit when working near the singularity.&lt;br /&gt;
This won&#039;t completely negate the radiation, but it will reduce the damage you take.&lt;br /&gt;
&lt;br /&gt;
The Chief Engineer has a special hardsuit that negates all radiation damage, which allows them to work near the singularity without fear of accumulating radiation damage over time.&lt;br /&gt;
&lt;br /&gt;
=== Singularity Properties ===&lt;br /&gt;
The Singularity has several properties, which both make it dangerous and useful for power generation:&lt;br /&gt;
* It has a strong gravitational pull that can suck in objects and crew members.&lt;br /&gt;
* It has an event horizon, which can permanently destroy any object that touches it, whether it be a crew member or station equipment. Any object swallowed by the singularity is lost forever, and feeds the singularity.&lt;br /&gt;
* It constantly emits radiation that can harm crew members who aren&#039;t wearing proper protection.&lt;br /&gt;
* The singularity can decay over time, losing power and radiation output.&lt;br /&gt;
&lt;br /&gt;
=== Loosed Singularity (Singuloose) ===&lt;br /&gt;
If the singularity escapes its containment field, it will begin to consume the station, destroying everything in its path.&lt;br /&gt;
The more it consumes, the larger it grows, making it harder to potentially contain it again.&lt;br /&gt;
&lt;br /&gt;
The singularity can be destroyed by firing antiparticles at it using a Portable Particle Decelerator, but this is a risky and dangerous operation that requires careful planning and execution.&lt;br /&gt;
Often multiple decelerators firing at once are needed to destroy a singularity.&lt;br /&gt;
&lt;br /&gt;
Portable Particle Decelerators can be either researched and made by the Research Department, or they can be bought from Cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tesla Engine ==&lt;br /&gt;
The Tesla Engine is a powerful generator that uses a contained ball of lightning to produce energy for the station.&lt;br /&gt;
&lt;br /&gt;
It generates power by harnessing the lightning strikes produced by the lightning ball using Tesla Coils.&lt;br /&gt;
&lt;br /&gt;
=== Containment Field ===&lt;br /&gt;
The Tesla Engine requires a containment field to prevent the lightning ball from escaping and destroying the station.&lt;br /&gt;
&lt;br /&gt;
It is suggested to use the minimum size containment field for the lightning ball.&lt;br /&gt;
Larger containment fields allow the lightning ball to reach closer to sensitive equipment and potentially strike it, ignoring placed grounding rods and tesla coils.&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strikes ===&lt;br /&gt;
When the Tesla Engine is active, the lightning ball will periodically strike objects surrounding it.&lt;br /&gt;
&lt;br /&gt;
The Tesla prefers to strike some objects more than others, such as Tesla Coils and Grounding Rods.&lt;br /&gt;
&lt;br /&gt;
If the tesla can&#039;t find any Tesla Coils or Grounding Rods to strike first, it will strike almost any station object capable of being powered, such as Substations, APCs, and general machinery.&lt;br /&gt;
&lt;br /&gt;
Certain objects aren&#039;t struck by the tesla, such as batteries, lights, PDAs, and other handheld items.&lt;br /&gt;
&lt;br /&gt;
It will also strike mobs and crew members, shocking them. Make sure to wear insulated gloves before approaching it.&lt;br /&gt;
&lt;br /&gt;
=== Tesla Coils ===&lt;br /&gt;
Lightning strikes can be harnessed using Tesla Coils, which convert the lightning strikes into power for the station.&lt;br /&gt;
&lt;br /&gt;
Tesla Coils should be placed around the lightning ball to capture the energy from lightning strikes, as well as to prevent the lightning from striking sensitive equipment further away.&lt;br /&gt;
&lt;br /&gt;
Tesla Coils take damage every time they are struck by lightning, and will eventually break if not repaired.&lt;br /&gt;
Be sure to monitor the condition of the Tesla Coils and repair them as needed.&lt;br /&gt;
&lt;br /&gt;
When lightning strikes Tesla Coils, they fill an internal battery, which is rapidly discharged to the grid.&lt;br /&gt;
It will discharge this power even if there is no consumer to take it, so it&#039;s a good idea to have an SMES nearby to store the power and discharge it smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Grounding Rods ===&lt;br /&gt;
Grounding Rods help protect sensitive equipment from being struck and prevent a loosed tesla (tesloose).&lt;br /&gt;
&lt;br /&gt;
Grounding rods do not take damage from lightning strikes.&lt;br /&gt;
This makes them beneficial for forming a safety net of grounding rods to rely on in case the tesla coils are damaged or destroyed.&lt;br /&gt;
&lt;br /&gt;
Engineers should use grounding rods to protect sensitive equipment from lightning strikes, such as the Emitters powering the containment field generators.&lt;br /&gt;
&lt;br /&gt;
=== Loosed Tesla (Tesloose) ===&lt;br /&gt;
If the lightning ball escapes the containment field, it is referred to as a loosed tesla, or tesloose.&lt;br /&gt;
&lt;br /&gt;
An escaped tesla will randomly walk around the station, attracted to objects that can be powered, such as APCs, Substations, and machinery.&lt;br /&gt;
It will also gladly strike crew members and mobs, shocking them.&lt;br /&gt;
&lt;br /&gt;
Wearing insulated gloves will protect you from being shocked by the tesla, but it won&#039;t prevent the tesla from striking you.&lt;br /&gt;
&lt;br /&gt;
The tesla can be destroyed by firing antiparticles at it using a Portable Particle Decelerator, however, the Tesla is much more powerful than the Singularity, and it will take a lot of antiparticles to destroy it.&lt;br /&gt;
A group of people using decelerators is recommended to destroy a tesloose.&lt;br /&gt;
&lt;br /&gt;
Portable Particle Decelerators can be either researched and made by the Research Department, or they can be bought from Cargo.&lt;br /&gt;
&lt;br /&gt;
== Nuclear Generator ==&lt;br /&gt;
&lt;br /&gt;
The Nuclear Generator generates power by heating a gas through fission reactions in a Nuclear Reactor, which then spins a Gas Turbine.&lt;br /&gt;
&lt;br /&gt;
=== The Nuclear Reactor ===&lt;br /&gt;
&lt;br /&gt;
The Nuclear Reactor is the primary source of heat the generator uses to make power.&lt;br /&gt;
&lt;br /&gt;
It is represented as a grid of Reactor Rod ports, which engineers can insert different fabricated rods into.&lt;br /&gt;
&lt;br /&gt;
Heat is generated through fission reactions inside fuel rods and transferred into the coolant gas by gas channels.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Rods ===&lt;br /&gt;
&lt;br /&gt;
Reactor Rods are the parts that go into the Reactor grid and cause it to function.&lt;br /&gt;
&lt;br /&gt;
They transfer heat and interact with neutrons within the Reactor.&lt;br /&gt;
&lt;br /&gt;
If a Reactor Rod&#039;s &#039;&#039;&#039;Temperature&#039;&#039;&#039; reaches 1426C (1700k), it will begin to melt.&lt;br /&gt;
&lt;br /&gt;
Once melted it will become much more active and able to transfer heat into the Reactor, which may cause a total meltdown.&lt;br /&gt;
&lt;br /&gt;
Handling hot Reactor Rods can cause serious burns.&lt;br /&gt;
&lt;br /&gt;
If it is hotter than 80C you&#039;ll need gloves to be able to handle them. At 400C, not even gloves will protect you.&lt;br /&gt;
&lt;br /&gt;
There are four different types of Reactor Rods that can be manufactured from a variety of materials and placed into the Reactor grid: Fuel Rods, Neutron Reflectors, Gas Channels, and Heat Exchangers.&lt;br /&gt;
&lt;br /&gt;
=== Fuel Rods ===&lt;br /&gt;
Fuel Rods are the source of neutrons and heat within the Reactor.&lt;br /&gt;
&lt;br /&gt;
They can emit neutrons through spontaneous decay or from interacting with existing neutrons, creating heat.&lt;br /&gt;
&lt;br /&gt;
They have two statistics that determine their effectiveness and volatility:&lt;br /&gt;
* &#039;&#039;&#039;Neutron Radioactivity&#039;&#039;&#039;: Creates high-energy neutrons and large amounts of heat. Decays into Radioactivity.&lt;br /&gt;
* &#039;&#039;&#039;Radioactivity&#039;&#039;&#039;: Creates neutrons and heat. Decays into Spent Fuel.&lt;br /&gt;
&lt;br /&gt;
Every fuel rod assembly contains control rods which start out fully inserted.&lt;br /&gt;
&lt;br /&gt;
Retracting the control rods allows neutrons to pass through the fissile fuel and start nuclear chain reactions.&lt;br /&gt;
&lt;br /&gt;
Be careful to not retract them too quickly, lest you create another Chernobyl disaster.&lt;br /&gt;
&lt;br /&gt;
They also keep track of how much &#039;&#039;&#039;Spent Fuel&#039;&#039;&#039; they contain, which does not affect the Fuel Rod&#039;s performance, but can indicate when it is time to replace it.&lt;br /&gt;
&lt;br /&gt;
Once a Fuel Rod contains enough &#039;&#039;&#039;Spent Fuel&#039;&#039;&#039;, it can be reprocessed by a nuclear centrifuge to create plutonium, which can be used to make plutonium fuel rods.&lt;br /&gt;
&lt;br /&gt;
=== Neutron Reflectors ===&lt;br /&gt;
Neutron reflectors reflect neutrons usually in the direction they were emitted from.&lt;br /&gt;
&lt;br /&gt;
Some materials are better than others, with &#039;&#039;&#039;graphite&#039;&#039;&#039; reflectors reflecting almost all neutrons.&lt;br /&gt;
&lt;br /&gt;
Reflectors allow you to decrease the critical mass for your fuel, so don&#039;t let your screwdriver slip.&lt;br /&gt;
&lt;br /&gt;
=== Gas Channels ===&lt;br /&gt;
Gas Channels transfer heat from themselves into the coolant gas that flows through them.&lt;br /&gt;
&lt;br /&gt;
Each Gas Channel will increase the flow rate by &#039;&#039;&#039;100 L/s&#039;&#039;&#039;, allowing the Reactor to process more gas at once.&lt;br /&gt;
&lt;br /&gt;
=== Heat Exchangers ===&lt;br /&gt;
Heat Exchangers guide the spread of heat within the Reactor.&lt;br /&gt;
&lt;br /&gt;
They are exceptionally good at transferring heat and don&#039;t interact with neutrons, making them ideal for getting heat from a Fuel Rod into a Gas Channel without interfering with the fission process.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Reactor ===&lt;br /&gt;
The Reactor is controlled and modified through its UI, which also provides information on the Reactor&#039;s status.&lt;br /&gt;
&lt;br /&gt;
The Reactor UI has three major panels: Targeting, Grid View, Status Panel&lt;br /&gt;
&lt;br /&gt;
=== Targeting ===&lt;br /&gt;
The targeting panel has controls for inserting and removing rods into and out of the Reactor grid.&lt;br /&gt;
&lt;br /&gt;
The position of the target are adjusted through the arrow buttons buttons, with the exact coordinate shown in the center.&lt;br /&gt;
&lt;br /&gt;
Reactor Rods can be inserted or removed through the Insert/Remove button below the position buttons.&lt;br /&gt;
&lt;br /&gt;
If there is a Reactor Rod at the target position, it will show information on that Reactor Rod, including its:&lt;br /&gt;
* Name&lt;br /&gt;
* Temperature (T)&lt;br /&gt;
* Neutron Radioactivity (N)&lt;br /&gt;
* Radioactivity (R)&lt;br /&gt;
* Spent Fuel (S)&lt;br /&gt;
&lt;br /&gt;
The bottom of the panel displays the name of the part that in the Reactor&#039;s inventory, which is ready to be inserted into the grid or taken out of the Reactor.&lt;br /&gt;
&lt;br /&gt;
=== Grid View ===&lt;br /&gt;
The grid view gives a graphic visualization of the status of the Reactor grid.&lt;br /&gt;
&lt;br /&gt;
The Change View button can be used to alternate between the different views:&lt;br /&gt;
* Temperature View: shows the temperature of the components&lt;br /&gt;
* Neutron View: shows the number of neutrons at any given position&lt;br /&gt;
* Target View: shows the current target location&lt;br /&gt;
* Fuel View: shows the fuel level of the components&lt;br /&gt;
&lt;br /&gt;
=== Status Panel ===&lt;br /&gt;
The status panel gives information on the Reactor as a whole and provides control of the control rods.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Temperature Gauge&#039;&#039;&#039; shows the current temperature of the Reactor, in a range between -273C and 1726C (0k to 2000k).&lt;br /&gt;
&lt;br /&gt;
If the Reactor ever reaches 1726C (2000k), it will &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;meltdown&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Radiation Gauge&#039;&#039;&#039; shows the current radiation being emitted by the Reactor, in a range between 0 and 50 rads.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Thermal Power Gauge&#039;&#039;&#039; shows an estimation of the amount of thermal power being made by the Reactor, in a range between 0 and 10 000 000 thermal watts (Wt).&lt;br /&gt;
&lt;br /&gt;
Thermal Power is a decent estimation of how much power can be extracted from the gas by the &#039;&#039;&#039;Turbine&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thermal Power has a tendency to increase and decrease as the Reactor runs, rarely remaining stable.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Control Rod Gauges&#039;&#039;&#039; show the actual and set insertion levels of the control rods within the Reactor, and provide buttons to change the insertion level.&lt;br /&gt;
&lt;br /&gt;
100% insertion means the control rods are as effective as possible and 0% insertion means the control rods are functionally disabled.&lt;br /&gt;
&lt;br /&gt;
=== Circuit control ===&lt;br /&gt;
&lt;br /&gt;
Integrated circuits can work well with reactors.&lt;br /&gt;
&lt;br /&gt;
You can read the current control rod insertion percentage, casing temperature and thermal power generation as integer inputs.&lt;br /&gt;
&lt;br /&gt;
You can write the target control rod insertion percentage too, allowing you to indirectly control the fission rate.&lt;br /&gt;
&lt;br /&gt;
=== Cooling the Reactor ===&lt;br /&gt;
The Reactor is cooled through the use of gases, but some gases have effects on the Reactor when in sufficient quantities:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ff3300&amp;quot;&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039;&amp;lt;/span&amp;gt; has a reactive effect, creating more neutrons and decaying into &amp;lt;span style=&amp;quot;color:#13ff4b&amp;quot;&amp;gt;&#039;&#039;&#039;Tritium&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If there is enough plasma within the Reactor, it may end up going into a runaway reaction and &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;melting down&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#4e4e4e&amp;quot;&amp;gt;&#039;&#039;&#039;Carbon Dioxide&#039;&#039;&#039;&amp;lt;/span&amp;gt; has a moderative effect, removing neutrons that come into contact with it.&lt;br /&gt;
&lt;br /&gt;
This can be used to regulate a plasma reaction or slow down the Reactor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#13ff4b&amp;quot;&amp;gt;&#039;&#039;&#039;Tritium&#039;&#039;&#039;&amp;lt;/span&amp;gt; transmutes within a Reactor, randomly decaying into a wide variety of gases:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#2887e8&amp;quot;&amp;gt;&#039;&#039;&#039;Oxygen&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Nitrogen&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#56941e&amp;quot;&amp;gt;&#039;&#039;&#039;Ammonia&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#8f00ff&amp;quot;&amp;gt;&#039;&#039;&#039;Nitrous Oxide&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#3a758c&amp;quot;&amp;gt;&#039;&#039;&#039;Frezon&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the presence of &amp;lt;span style=&amp;quot;color:#2887e8&amp;quot;&amp;gt;&#039;&#039;&#039;Oxygen&#039;&#039;&#039;&amp;lt;/span&amp;gt; and at the temperatures of the Reactor, &amp;lt;span style=&amp;quot;color:#13ff4b&amp;quot;&amp;gt;&#039;&#039;&#039;Tritium&#039;&#039;&#039;&amp;lt;/span&amp;gt; will begin to burn, &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;creating large amounts of heat&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Reactor Radiation ===&lt;br /&gt;
&lt;br /&gt;
The Reactor sometimes allows some radiation to leak out, which can pose a danger to unprotected crew.&lt;br /&gt;
&lt;br /&gt;
The radiation level of the Reactor is determined by how many neutrons are escaping the Reactor grid.&lt;br /&gt;
&lt;br /&gt;
Proper protection and shielding are highly recommended when working near the Reactor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Gas Turbine ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Gas Turbine is where the power actually gets made.&lt;br /&gt;
&lt;br /&gt;
It takes in hot gas from the Reactor and outputs electricity and sends colder gas back to the Reactor.&lt;br /&gt;
&lt;br /&gt;
The amount of energy made by the Turbine is affected by its RPM, which is adjusted through Flow Rate and Stator Load.&lt;br /&gt;
&lt;br /&gt;
=== Flow Rate ===&lt;br /&gt;
The Flow Rate determines how much gas goes through the Turbine every second.&lt;br /&gt;
&lt;br /&gt;
The higher the Flow Rate, the higher the RPM of the Turbine.&lt;br /&gt;
&lt;br /&gt;
Flow Rate is usually set to allow maximum flow through the Reactor core, which can be found by the following equation: 100 * number of gas channels + 200.&lt;br /&gt;
&lt;br /&gt;
=== Stator Load ===&lt;br /&gt;
The Stator Load determines how much power is made by each revolution of the Turbine.&lt;br /&gt;
&lt;br /&gt;
The higher the Stator Load, the lower the RPM of the Turbine.&lt;br /&gt;
&lt;br /&gt;
Stator Load is usually adjusted to ensure the Turbine stays at optimal RPM.&lt;br /&gt;
&lt;br /&gt;
=== RPM ===&lt;br /&gt;
The RPM (Rotations Per Minute) represents how fast the Turbine is spinning.&lt;br /&gt;
&lt;br /&gt;
The Turbine has an optimal RPM, where it will produce the most power.&lt;br /&gt;
&lt;br /&gt;
Going faster or slower than optimal will result in poor performance.&lt;br /&gt;
&lt;br /&gt;
=== Circuit control ===&lt;br /&gt;
&lt;br /&gt;
Like a reactor, turbines can be controlled by integrated circuits.&lt;br /&gt;
&lt;br /&gt;
Both the flow rate and stator load can be set to integer values.&lt;br /&gt;
&lt;br /&gt;
You can read the current speed as well as the power generated and being used.&lt;br /&gt;
&lt;br /&gt;
=== Turbine Status Indicators ===&lt;br /&gt;
The Turbine has a set of status indicators to warn operators of dangerous conditions or faults.&lt;br /&gt;
&lt;br /&gt;
==== Overspeed ====&lt;br /&gt;
The Turbine RPM is too high.&lt;br /&gt;
&lt;br /&gt;
If the Turbine RPM gets too high, it will start to take damage.&lt;br /&gt;
&lt;br /&gt;
Prolonged time spent at overspeed or excessive overspeed will cause the Turbine to &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;tear itself apart&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Damage to the Turbine can be repaired with a &amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;welder&amp;lt;/span&amp;gt;, though it will likely take multiple attempts to fully repair it.&lt;br /&gt;
&lt;br /&gt;
==== Overtemp ====&lt;br /&gt;
The gas going into the Turbine is too hot.&lt;br /&gt;
&lt;br /&gt;
If the gas coming into the Turbine is hotter than 2726C (3000k), it will trigger an emergency purge valve and dump the gas into the room.&lt;br /&gt;
&lt;br /&gt;
This hot gas can cause serious burns to personnel or even a fire, if the gas is flammable.&lt;br /&gt;
&lt;br /&gt;
==== Stalling ====&lt;br /&gt;
The gas is not hot enough for the set stator load.&lt;br /&gt;
&lt;br /&gt;
Stalling is where the gas going into the Turbine isn&#039;t &amp;quot;pushing&amp;quot; hard enough to overcome the stator load&#039;s resistance.&lt;br /&gt;
&lt;br /&gt;
==== Undertemp ====&lt;br /&gt;
The gas going into the Turbine is too cold.&lt;br /&gt;
&lt;br /&gt;
If the gas is at or below room temperature (20C), there is no energy for the Turbine to take out of it.&lt;br /&gt;
&lt;br /&gt;
=== Turbine Parts ===&lt;br /&gt;
&lt;br /&gt;
Turbine parts are what define how well the turbine functions.&lt;br /&gt;
&lt;br /&gt;
Turbine parts are made in the Nuclear Fabricator from a set of materials.&lt;br /&gt;
&lt;br /&gt;
The Turbine is capable of accepting two different types of parts: Blades and Stators&lt;br /&gt;
&lt;br /&gt;
=== Turbine Blades ===&lt;br /&gt;
Turbine blades govern the integrity and inertia of the turbine.&lt;br /&gt;
&lt;br /&gt;
Higher integrity means it can take more damage before failing, making it generally safer.&lt;br /&gt;
&lt;br /&gt;
Higher inertia means it will take more energy to change the RPM, which leads to smoother operation.&lt;br /&gt;
&lt;br /&gt;
=== Stators ===&lt;br /&gt;
Stators affect the power efficiency and output of the Turbine.&lt;br /&gt;
&lt;br /&gt;
=== Starting the Nuclear Generator ===&lt;br /&gt;
To start the Nuclear Generator, engineers must follow these steps:&lt;br /&gt;
* Fill the coolant loop with a gas.&lt;br /&gt;
* Set the Turbine&#039;s Flow Rate according to the Reactor setup.&lt;br /&gt;
* Insert the Fuel Rods into the empty spots in the Reactor grid, typically by a control rod(s) and surrounded by heat exchangers and gas channels.&lt;br /&gt;
* Retract the Control Rods to start warming up the Reactor.&lt;br /&gt;
* As the Reactor warms up, engineers will want to keep adjusting the Turbine&#039;s Stator Load to maintain optimal RPM.&lt;br /&gt;
* Once the Turbine is making enough power for the station, the Control Rods should be inserted to the point of maintaining Reactor temperature.&lt;br /&gt;
&lt;br /&gt;
Over time, the Fuel Rods will lose radioactivity, meaning the Control Rods should be retracted further or the fuel rods replaced.&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Morph&amp;diff=497</id>
		<title>Morph</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Morph&amp;diff=497"/>
		<updated>2026-08-24T02:01:18Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: /* Fighting against Morphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RoleBox&lt;br /&gt;
|name = Morph&lt;br /&gt;
|image = Morph.png&lt;br /&gt;
|superior = None&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|access = None&lt;br /&gt;
|quote = &amp;quot;What happened to all the guns in the armory?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Morphs are an unknown alien life form that only know two things: Eat and kill. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
As a Morph, you have no hands, but instead have multiple abilities to assimilate the station.&lt;br /&gt;
&lt;br /&gt;
You have night vision, the ability to replicate, the ability to change your appearance to match nearly anything you find, and the ability to devour items and dead creatures.&lt;br /&gt;
&lt;br /&gt;
To navigate the station, you can pry open doors, and navigate through open air vents.&lt;br /&gt;
&lt;br /&gt;
Morphs take 50% more heat damage, so avoid lasers at all costs.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
While morphed to match the appearance of another entity, you can anchor yourself to better match furniture such as lockers, and rotate yourself to get to an angle that looks more natural. However, you cannot attack, and must un-morph to kill your prey.&lt;br /&gt;
&lt;br /&gt;
You can talk at any time, but your talking verbs will be words like &amp;quot;oozes, sloshes, burbles,&amp;quot; and your voice will be an obvious gurgling noise that gives away your disguise. Avoid talking unless you don&#039;t care that it reveals you as a Morph.&lt;br /&gt;
&lt;br /&gt;
== Devouring ==&lt;br /&gt;
You can eat any item or dead creature. However, items will not give you biomass. Eating them only serves to prevent others from using the eaten item.&lt;br /&gt;
&lt;br /&gt;
Eating the dead provides biomass. Small creatures like mice offer little biomass, but can be plentiful and easily killed. Larger prey such as slimes, monkeys and crewmembers offer much more biomass at higher risk of being found or killed in retaliation.&lt;br /&gt;
&lt;br /&gt;
You can devour while disguised, but doing so will revert you to your original form once you&#039;ve devoured something.&lt;br /&gt;
&lt;br /&gt;
== Replication ==&lt;br /&gt;
When you&#039;ve assimilated 150 biomass, you can split into another Morph. This process is lengthy, and ends in a distinctive loud noise. Try to replicate in a safe area. &lt;br /&gt;
&lt;br /&gt;
The new Morph will be AI controlled until another player takes the role. Replicate as much as you can, and overwhelm the station with Morphs until you can assimilate the entire station.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
* Ambush your prey. With the ability to disguise and quickly navigate the station through vents, you can easily catch a lone crewmember unaware.&lt;br /&gt;
&lt;br /&gt;
* Avoid head on fights. Your melee capabilities are strong, but you can be quickly overwhelmed by multiple crewmembers, especially if security arrives to the scene.&lt;br /&gt;
&lt;br /&gt;
* Destroy cameras when possible. The AI&#039;s ability to call out your location can compromise your ability to disguise, and the AI can potentially shock or bolt doors when you try to get to a safe location to crawl into the vents. Broken cameras may be suspicious, but any number of other antags can do the same, and the AI may not identify the threat as Morphs until it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
* Devour valuable items. If you can find a vent into the armory, you can potentially eat their supply of laser weapons before they can take advantage of your vulnerability to heat damage. However, you cannot eat entire lockers, and bashing open a locked safe might get the attention of an angry Warden.&lt;br /&gt;
&lt;br /&gt;
== Fighting against Morphs ==&lt;br /&gt;
&lt;br /&gt;
* Weld vents shut. Without vents, Morphs are forced to pry open doors in a frontal attack, and Morphs require significant biomass to have the numbers to overwhelm an entire department by force.&lt;br /&gt;
&lt;br /&gt;
* Stick together. The more crewmembers are together, the less likely a Morph will be able to pick them off one by one.&lt;br /&gt;
&lt;br /&gt;
* Consider welding doors shut. Morphs can&#039;t pry open welded doors, but welding doors also cut off your own escape routes if a threat attacks from the entrance.&lt;br /&gt;
&lt;br /&gt;
* Kill it with fire. Due to their vulnerability to heat damage, a welder is likely your best self defense against a Morph, and advanced laser weapons can quickly dispatch even large swarms of Morphs.&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Morph&amp;diff=496</id>
		<title>Morph</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Morph&amp;diff=496"/>
		<updated>2026-08-24T01:55:44Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: Created Morph page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RoleBox&lt;br /&gt;
|name = Morph&lt;br /&gt;
|image = Morph.png&lt;br /&gt;
|superior = None&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|access = None&lt;br /&gt;
|quote = &amp;quot;What happened to all the guns in the armory?&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Morphs are an unknown alien life form that only know two things: Eat and kill. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
As a Morph, you have no hands, but instead have multiple abilities to assimilate the station.&lt;br /&gt;
&lt;br /&gt;
You have night vision, the ability to replicate, the ability to change your appearance to match nearly anything you find, and the ability to devour items and dead creatures.&lt;br /&gt;
&lt;br /&gt;
To navigate the station, you can pry open doors, and navigate through open air vents.&lt;br /&gt;
&lt;br /&gt;
Morphs take 50% more heat damage, so avoid lasers at all costs.&lt;br /&gt;
&lt;br /&gt;
== Morphing ==&lt;br /&gt;
While morphed to match the appearance of another entity, you can anchor yourself to better match furniture such as lockers, and rotate yourself to get to an angle that looks more natural. However, you cannot attack, and must un-morph to kill your prey.&lt;br /&gt;
&lt;br /&gt;
You can talk at any time, but your talking verbs will be words like &amp;quot;oozes, sloshes, burbles,&amp;quot; and your voice will be an obvious gurgling noise that gives away your disguise. Avoid talking unless you don&#039;t care that it reveals you as a Morph.&lt;br /&gt;
&lt;br /&gt;
== Devouring ==&lt;br /&gt;
You can eat any item or dead creature. However, items will not give you biomass. Eating them only serves to prevent others from using the eaten item.&lt;br /&gt;
&lt;br /&gt;
Eating the dead provides biomass. Small creatures like mice offer little biomass, but can be plentiful and easily killed. Larger prey such as slimes, monkeys and crewmembers offer much more biomass at higher risk of being found or killed in retaliation.&lt;br /&gt;
&lt;br /&gt;
You can devour while disguised, but doing so will revert you to your original form once you&#039;ve devoured something.&lt;br /&gt;
&lt;br /&gt;
== Replication ==&lt;br /&gt;
When you&#039;ve assimilated 150 biomass, you can split into another Morph. This process is lengthy, and ends in a distinctive loud noise. Try to replicate in a safe area. &lt;br /&gt;
&lt;br /&gt;
The new Morph will be AI controlled until another player takes the role. Replicate as much as you can, and overwhelm the station with Morphs until you can assimilate the entire station.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
* Ambush your prey. With the ability to disguise and quickly navigate the station through vents, you can easily catch a lone crewmember unaware.&lt;br /&gt;
&lt;br /&gt;
* Avoid head on fights. Your melee capabilities are strong, but you can be quickly overwhelmed by multiple crewmembers, especially if security arrives to the scene.&lt;br /&gt;
&lt;br /&gt;
* Destroy cameras when possible. The AI&#039;s ability to call out your location can compromise your ability to disguise, and the AI can potentially shock or bolt doors when you try to get to a safe location to crawl into the vents. Broken cameras may be suspicious, but any number of other antags can do the same, and the AI may not identify the threat as Morphs until it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
* Devour valuable items. If you can find a vent into the armory, you can potentially eat their supply of laser weapons before they can take advantage of your vulnerability to heat damage. However, you cannot eat entire lockers, and bashing open a locked safe might get the attention of an angry Warden.&lt;br /&gt;
&lt;br /&gt;
== Fighting against Morphs ==&lt;br /&gt;
&lt;br /&gt;
* Weld vents shut. Without vents, Morphs are forced to pry open doors in a frontal attack, and Morphs require significant biomass to have the numbers to overwhelm an entire department by force.&lt;br /&gt;
&lt;br /&gt;
* Stick together. The more crewmembers are together, the less likely a Morph will be able to pick them off one by one.&lt;br /&gt;
&lt;br /&gt;
* Consider welding doors shut. Morphs can&#039;t pry open welded doors, but welding doors also cut off your own escape routes if a threat attacks from the entrance.&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Bingle&amp;diff=495</id>
		<title>Bingle</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Bingle&amp;diff=495"/>
		<updated>2026-08-08T19:37:40Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: Created page with &amp;quot;{{RoleBox |name = Bingle |image = bingles.gif |superior = The Pit |department = Team Antagonist |difficulty = Easy |access = None |quote = &amp;quot;The Pit must grow&amp;quot;. }}  Bingles are a major midround antagonist that spawn when a Prime Bingle appears on the station. The Prime Bingle can&amp;#039;t pick where the Bingle Pit spawns. Wherever it spawns, the Prime Bingle must do what all Bingles do: Drag anything into the Bingle Pit. The more things dragged into the Bingle Pit, the larger th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RoleBox&lt;br /&gt;
|name = Bingle&lt;br /&gt;
|image = bingles.gif&lt;br /&gt;
|superior = The Pit&lt;br /&gt;
|department = Team Antagonist&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|access = None&lt;br /&gt;
|quote = &amp;quot;The Pit must grow&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bingles are a major midround antagonist that spawn when a Prime Bingle appears on the station. The Prime Bingle can&#039;t pick where the Bingle Pit spawns. Wherever it spawns, the Prime Bingle must do what all Bingles do: Drag anything into the Bingle Pit. The more things dragged into the Bingle Pit, the larger the Pit gets, the more Bingles can spawn, and the stronger the Bingles themselves can become. Everything dropped into the Bingle Pit makes a distinctive noise, which will likely draw attention to the Bingle Pit before the crew sees you. Bingles have evolved three specialized forms for protecting and feeding the Pit.&lt;br /&gt;
&lt;br /&gt;
== Bony Bingles ==&lt;br /&gt;
[[File:Bonybingle.png|124px]]&lt;br /&gt;
&lt;br /&gt;
Bony Bingles, and their upgraded form Skeletal Bingles, specialize in speed and taking out unaware crew. They have a delayed knockdown stun effect similar to stun batons, and are slightly faster than other Bingles. Upon evolving, this speed boost is significantly increased, and they are able to easily outspeed the crew. Unlike other Bingles, they lack effective structural damage for destroying the station to feed the Pit.&lt;br /&gt;
&lt;br /&gt;
Use your speed to quickly drag items to the Bingle Pit, or attack unsuspecting crew nearby the Bingle Pit that other Bingles can&#039;t catch.&lt;br /&gt;
&lt;br /&gt;
== Hunkish Bingles ==&lt;br /&gt;
[[File:Hulkingbingle.png|124px]]&lt;br /&gt;
&lt;br /&gt;
Hunkish Bingles, and their upgraded form Hulking Bingles, specialize in durability at the cost of speed. They have twice as much health as the average Bingle, are insulated against electrical shock, deal considerable structural damage and heal over time. When upgraded, they are three times as durable as the average Bingle and deal twice the structural damage.&lt;br /&gt;
&lt;br /&gt;
Your low speed and immunity to electrical damage makes you well suited to guarding the Pit, blocking bullets directed towards other Bingles, and destroying structures near the Bingle Pit for more things to feed it.&lt;br /&gt;
&lt;br /&gt;
== Slavering Bingles ==&lt;br /&gt;
[[File:Slaveringbingle.png|124px]]&lt;br /&gt;
&lt;br /&gt;
Slavering Bingles, and their upgraded form Melting Bingles, are unique among Bingles for their acidic ranged attack. Their upgraded form deals twice as much damage per volley of caustic goo.&lt;br /&gt;
&lt;br /&gt;
Your ranged attack is the best way of dealing with enemies from afar, and can potentially break electrified threats in the absence of a Hunkish Bingle. Make sure not to hit your fellow Bingles, as they&#039;re not immune to caustic splashes.&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Hulkingbingle.png&amp;diff=494</id>
		<title>File:Hulkingbingle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Hulkingbingle.png&amp;diff=494"/>
		<updated>2026-08-08T19:24:19Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Slaveringbingle.png&amp;diff=493</id>
		<title>File:Slaveringbingle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Slaveringbingle.png&amp;diff=493"/>
		<updated>2026-08-08T19:24:05Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Bonybingle.png&amp;diff=492</id>
		<title>File:Bonybingle.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Bonybingle.png&amp;diff=492"/>
		<updated>2026-08-08T19:23:55Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=Antagonists&amp;diff=491</id>
		<title>Antagonists</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=Antagonists&amp;diff=491"/>
		<updated>2026-08-08T18:49:47Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: changed blue bingle picture to trauma bingle gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Notice|This page is under construction}}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color: #DDDDDD;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; color:red; background-color: black;&amp;quot;&lt;br /&gt;
| width=200 | Job&lt;br /&gt;
|           | Role&lt;br /&gt;
| width=100 | Difficulty&lt;br /&gt;
| width=100 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Insurgent.png|64px|link=Insurgents]]&amp;lt;br/&amp;gt;[[Insurgents]]&lt;br /&gt;
| Infiltrate the station, survive and escape on the shuttle, or die in horrific ways.&lt;br /&gt;
! Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Agent.png|64px|link=Abductor]]&amp;lt;br/&amp;gt;[[Abductor]]&lt;br /&gt;
| Capture crew, steal their hearts, and experiment on them.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall, 1 Hours Security or 1 Hours Medical (depending on Abductor type)&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blob-animated-core.gif|64px|link=Blob]]&amp;lt;br/&amp;gt;[[Blob]]&lt;br /&gt;
| Expand, overtake the station, get nuked.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Changeling.gif|64px|link=Changeling]]&amp;lt;br/&amp;gt;[[Changeling]]&lt;br /&gt;
| Complete your objectives. Impersonate people. Get gibbed.&lt;br /&gt;
! Hard&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:CosmicCultist.gif|96px|link=Cosmic Cultist]]&amp;lt;br/&amp;gt;[[Cosmic Cultist]]&lt;br /&gt;
| Serve your occult god and further their goals.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Heretic.gif|64px|link=Heretic]]&amp;lt;br/&amp;gt;[[Heretic]]&lt;br /&gt;
| Ascend to godhood.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Morph.png|64px|link=Morph]]&amp;lt;br/&amp;gt;[[Morph]]&lt;br /&gt;
| Gurgle.&lt;br /&gt;
! Medium&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nukies.gif|64px|link=Nuclear Operative]]&amp;lt;br/&amp;gt;[[Nuclear Operative]]&lt;br /&gt;
| Get that fukken disk. Destroy the station with the Nuclear Bomb.&lt;br /&gt;
! Very Hard&lt;br /&gt;
! Operative: 5h Overall, 1h Sec &amp;lt;br&amp;gt; Corpsman: Same, +1h Chemist &amp;lt;br&amp;gt; Commander: 3h Overall, 1h Sec&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Wraith.png|64px|link=Wraith]]&amp;lt;br/&amp;gt;[[Wraith]]&lt;br /&gt;
| Achieve spookiness.&lt;br /&gt;
! Medium&lt;br /&gt;
! 10 Hours Overall as Roundstart, None as Midround&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shadow Demon.png|64px|link=Shadow Demon]]&amp;lt;br/&amp;gt;[[Shadow Demon]]&lt;br /&gt;
| Skulk around in the darkness, kill anyone unlucky enough to cross your path.&lt;br /&gt;
! Hard&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Slaughterdemon.png|64px|link=Slaughter Demon]]&amp;lt;br/&amp;gt;[[Slaughter Demon]]&lt;br /&gt;
| Crawl through blood, slaughter and devour the crew.&lt;br /&gt;
! Hard&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Wizard.png|64px|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
| Create as much mayhem as possible on behalf of the Wizards Federation.&lt;br /&gt;
! Extremely Hard&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Xenomorph.png|64px|link=Xenomorph]]&amp;lt;br/&amp;gt;[[Xenomorph]]&lt;br /&gt;
| Grow. Spread. Repopulate.&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Shadowling.gif|64px|link=Shadowling]]&amp;lt;br/&amp;gt;[[Shadowlings]]&lt;br /&gt;
| Enthrall the crew, and reach your ascended form. Beware of lights.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall, 1 Hour as Medical, 1 Hour as Security&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Swordred.gif|64px|link=Traitor]]&amp;lt;br/&amp;gt;[[Traitor]]&lt;br /&gt;
| Complete your objectives. Die an honourable death or escape on the shuttle.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|-&lt;br /&gt;
! [[File:bingles.gif|64px|link=Bingle]]&amp;lt;br/&amp;gt;[[Bingle]]&lt;br /&gt;
| Grow the pit.&lt;br /&gt;
! Medium&lt;br /&gt;
! None&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Xenoborg.gif|64px|link=Xenoborgs]]&amp;lt;br/&amp;gt;[[Xenoborgs]]&lt;br /&gt;
| Serve the mothership.&lt;br /&gt;
! Medium&lt;br /&gt;
! 3 Hours as AI for Mothership, 3 Hours as Borg for Xenoborg&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Rev.png|64px|link=Revolutionaries]]&amp;lt;br/&amp;gt;[[Head Revolutionary]]&lt;br /&gt;
| Coordinate rebels, seize control, inspire chaos, and topple station authority at any cost. Viva la revolution!&lt;br /&gt;
! Medium&lt;br /&gt;
! 2 Hours as Command&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devil.png|64px|link=Devil]]&amp;lt;br/&amp;gt;[[Devil]]&lt;br /&gt;
| Make contracts, and harvest the souls of innocent people.&lt;br /&gt;
! Medium&lt;br /&gt;
! 1 Hour as Lawyer&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Vampire.png|64px|link=Vampire]]&amp;lt;br/&amp;gt;[[Vampire]]&lt;br /&gt;
| Feed on the blood of the crew to reach your final form.&lt;br /&gt;
! Medium&lt;br /&gt;
! 5 Hours Overall&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
	<entry>
		<id>https://wiki.traumastation.com/index.php?title=File:Bingles.gif&amp;diff=490</id>
		<title>File:Bingles.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.traumastation.com/index.php?title=File:Bingles.gif&amp;diff=490"/>
		<updated>2026-08-08T18:48:06Z</updated>

		<summary type="html">&lt;p&gt;RatherUncreativeName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RatherUncreativeName</name></author>
	</entry>
</feed>