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Access: Research Department
Additional Access: N/A
Difficulty: Medium
Supervisors: Research Director, Station Director
Duties: Research new goodies for the crew to play with, follow the brilliant whims of the Research Director.
Guides: Guide to Research and Development, Destructive Analyzer
Quote: Paramedic to Xenobiology!

The Scientist is one of the most feared and fun jobs on station. Being a scientist means you can make and test a large number of tools and gadgets through research, construct highly explosive bombs, or study dangerous alien life forms.

Required knowledge: None.
Round-start to-do list: None.
Main tasks: Find and deconstruct interesting items around the station. Work with Cargo for materials. Create upgraded tools and devices for other departments.
Main problems: Most high-end research items require mined materials to construct. Your lab may be a valued destination for traitorous elements.
Bare minimum requirements: Science!

The Laboratories

Research & Development

This lab houses the development of hi-tech devices including weapons, batteries, drills, and circuit boards.

Items around the station such as the hand teleporter, stun batons and analyzers can be collected used to improve research tech levels.

Your research efforts will cap at a certain point without minerals from mining. Co-ordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.

For a more in-depth guide, see the Guide to Research and Development.

Toxins Research

Toxins Mixing is where you spawn.

This lab focuses on exploring the possibilities of plasma gas, typically in the form of massive explosions. Also provided to you is the Toxins Test Chamber (AKA Bomb Range). Hopefully, this is where you will be testing your bombs.

Bomb making is not all that easy though, as the Toxins Research Lab is really prone to outbursts of plasma, fire, plasma that's on fire, or even plasma that's on fire and spreading N2O. Yep, it ain't easy being a scientist.

For more information, refer to the Guide to Toxins.

Xenoarcheology and Anomaly study

You can get here from the research shuttle.

This whole place is focused on finding and excavating artifacts from the asteroid, and if you're really lucky: To experiment on large anomalous artifacts you may find while out on a dig. Worse comes to worse, you can also play the role of a second-hand shaft miner, but you still need at least a Quartermaster on staff.

For more information, refer to the Guide to Xenoarchaeology


This laboratory specializes in the the study of alien lifeforms, such as slimes and sometimes xenomorphs.

Careful handling and caution if this lab is advised as it is common for untrained personnel to inadvertently release the specimen. It is important to make sure your flock is fed, and any extra unneeded slimes culled to keep them from getting out of hand, it's also important to make sure adult slimes are fed enough to split, or they'll make a mess of their pens... Or you! Experiment on all sorts of fancy cores.

For more information, refer to the Guide to Xenobiology


  • Unless you're a traitor, don't use the bombs on the main station. You'll get banned otherwise.
  • Always warn the station before your detonate a bomb. Your resident Tajarans will be less likely to claw off your face and more likely to help you fix the inevitable damage to Toxins if you do.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • You can open your PDA, minimize the new window, and leave your PDA in your pocket so that you can set off your bombs as long as you don't need to change the frequency. Whenever it's time for an explosion you just open the window you minimized, click send signal, and it'll do it!
  • Always make sure you have at least one grey slime core on hand in-case of a sudden and unexpected loss of slime life.



  • Most protolathe weaponry spawns in lockboxes. It takes an emag to open one, and unlike locked crates you can't pop a lockbox open with a gun. Try and steal, bribe, or borrow the relevant access, or make due with the weapons that aren't locked.
  • Auto-syringe guns and stun revolvers start unlocked, making them a good choice for weapon if you can't afford an emag or new access.
  • If you need mined materials to make whatever gun you have your eyes on, try and score a Ripley off of Robotics and ask the HoP for mining access.

Gimmicks: The classic Scientist has mad science at the core of their gimmickry. Your destructive analyzer will take a surprising number of things, not least of which are human brains. In general you have a big toolkit to play with and very little supervision, so it's easy for you to pull off gimmicks that involve kidnapping or similar. A truly inspired traitor scientist can even play with the Integrated Circuitry system to make custom-programmed murderdrones.

Jobs on Polaris

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Command Station Director, Head of Personnel, Command Secretary
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist
Science Research Director, Scientist, Roboticist, Xenobiologist
Supply Quartermaster, Cargo Technician, Shaft Miner
Exploration Explorer, Pilot
Civilian Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs
Synthetic AI, Robot, Maintenance Drone, Personal AI
Antagonists Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist
Special Emergency Response Team, Trader, Renegade