Teleporter

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Command Area
Teleporter small.png
Teleporter Room
General
Obvious exits: Hallway east, Captain's Quarters north, the teleporter
Purpose: To facilitate teleportation.
Access level: Teleporter
Noteworthy contents: The teleporter, a Hand Teleporter, Shield Generators
Clearance: Captain, Research Director
Description
"The teleporter sounds cooler than it really is."
Mapping notes
Security level: Medium
Style:
Balance Requirements:
Other:

Located in the Bridge, south of the Captains Quarters. Pretty much broken into every round, the Teleporter houses one of the two Hand Teleporters on the station. It also provides a back door into the Captains Quarters and any location with a Tracking Beacon.

Unless you test fire the teleporter before using it, it has a chance of malfunctioning, turning you into a fly person. Gross.

At the start of the shift, the following Tracking Beacons are available:

The teleporter room stores some Shield Generators (ID-locked to Teleporter), for whatever purpose you can think of. Shield generation would be a good place to start.

This is a secure area, and only the Captain and Research Director are authorized to enter. No one really cares though, unless the Hand Teleporter is yet to be swiped.



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