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=Syndicate Items= This is a hopefully comprehensive list of all the items [[Traitor]]s and [[Nuclear Operative]]s can obtain through their '''uplink''' by paying '''Telecrystals'''.<br> The first section contains all the items a traitor can buy, with items available to nuclear operatives denoted by a green "Yes" in the appropriate column.<br> The second section Contains items exclusive to nuclear operatives. ==Your Uplink== {| |[[File:traitor.png]] |Traitors by default have their PDA [[file:normalpda.gif]] serve as their uplink. This can be changed through game preferences into your headset[[file:headset.png]], your pen [[file:pen.png]] or a pre-installed [[#Uplink_Implant|uplink implant]] [[file:Implant_Case.png]](-4 starting TC). The shop page is hidden for stealth purposes, and to unlock it you will need to either enter the special code you receive roundstart as your PDA's custom ringtone, select a special frequency on your special headset, or click you special pen, whichever you chose as your preference. The shop interface is divided into categories. Traitors start with 20 TeleCrystals, always. |} Some items are very expensive and require higher reputation. You can obtain reputation and telecrystals through doing objectives. How? In the category "objectives" you can select an objective by click-dragging it to an empty slot, which you will need to complete and then turn in for the TC and/or reputation reward. All syndicate agents know '''codewords''' with which to recognize each other on the station, but remember that '''traitors are not required to cooperate.''' Remember, there are '''discounts!''': Up to three items, unique for each uplink, can be purchased *once* each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. ===Bundles=== {| class="wikitable sortable" !<abbr title="Can Nuclear operatives order this item?">Ops?</abbr> !Item ! class="unsortable" |Icon !Cost !Rep ! class="unsortable" |description ! class="unsortable" |info |- |Yes | id="Box_of_Throwing_Weapons" |Raw Telecrystals | |1 |0 |You can directly eject telecrystals out of your uplink, to be inserted into a different uplink. Useful for trading with other traitors, or potentially for putting into an uplink implant. | |- |No | id="Energy_Sword" |Syndie-Kit Tactical |[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]] |20 |300 |A bundle of syndicate equipment collectively worth more than 25 telecrystals, and can include items not normally for sale in the uplink. Kits are all based around a certain theme. You can only purchase one Syndie-Kit, and you don't get to pick which kit you will receive. These are the tactical syndie kits, which are filled with tactical combinations of gear to assist you in your covert missions. Many tactical kits also include a syndicate encryption key, to coordinate with other agents and listen in on station comms. Different kits have different weights, so not all of them are equally likely. {| class="wikitable sortable" ! class="unsortable" |Name ! class="unsortable" |Contents !Notes !Weight |- | id="9mm_Handgun_Magazine" |Recon |X-ray goggles, bluespace launchpad, binoculars, syndicate spacesuit, EMP flashlight, 2 frag grenades, syndicate encryption key. |Now one of the only ways to get xray vision, which is incredibly powerful. |2 |- | id="9mm_Incendiary_Handgun_Magazine" |Spy |Agent ID, partial chameleon kit, chameleon no-slips, camera bug, AI detector, mulligan, switchblade, syndiecigs, EMP flashlight, chameleon projector, storage implant, syndicate encryption key |Designed around stealth and deception. Now alright with the inclusion of the storage implant. |3 |- | id="9mm_Armor_Piercing_Magazine" |Stealth |Energy bow, sleepy pen, radioactive microlaser, chameleon projector, syndie soap, thermal goggles, EMP flashlight, radio jammer, syndicate encryption key |Surprisingly versatile, and well-suited for assassination. |2 |- | id="9mm_Hollow_Point_Magazine" |Gun |.357 Revolver, 2 speedloaders, chameleon holster, airlock override card, C4, and an outfit and clown mask. |Elegant in its simplicity. Shoot the crew. |2 |- |Screwed |Syndicate bomb, minibomb, power sink, syndicate spacesuit, syndicate encryption key |Either you're screwed, or the station is. |2 |- |Murder |Energy sword, thermal goggles, airlock override card, chameleon no-slips, minibomb, syndicate encryption key |Do you like hurting other people? |2 |- |Implants |Freedom implant, uplink implant, EMP implant, explosive implant, storage implant. |The uplink implant is pre-charged with 10 TC. Be careful with that explosive implant. |1 |- |Hacker |Hacked AI law upload module, cryptographic sequencer, airlock override card, binary encryption key, hacked Toy AI that uploads ion laws, AI detector, syndicate toolbox, camera bug, thermal goggles, Agent ID. |Subvert the cyborgs or AI to do all your dirty work while your hands stay clean. |3 |- |Sabotage |3 C4, 2 X4, camera bug, power sink, DETOmatix cartridge, syndicate toolbox, pizza bomb, EMP kit. |Mass mayhem. Wonton destruction. Also, the duffel bag that carries the bombs has all of the storage space and none of the slowdown of a normal duffel bag - as long as you're okay with very blatantly wearing syndicate equipment. |3 |- |Sniper |Sniper rifle, penetrator magazine, thermal goggles, and an outfit and clown mask. |The sniper rifle is normally nuke-ops only and very powerful, though keep in mind you won't be able to purchase more ammo once you run out. |1 |- |Meta Ops |Syndicate modsuit, bulldog shotgun, two shotgun magazines, explosive implant, 2 C4, airlock override card, cryptographic sequencer. |Expect to be HEAVILY targeted by the crew while wearing the modsuit - but you're practically a junior nuclear operative now. Keep in mind that unlike the nuke op weapons, your shotgun is NOT bound to syndicate use only - if you drop it, expect a crew member to swiftly grab it and kill you with it. |1 |} |Good for those who don't know what gear they want, but still want a solid set of powerful syndicate equipment. Can only buy one. |- |No | id="Double-bladed_Energy_sword" |Syndie-Kit Special |[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]] |20 |300 |A bundle of syndicate equipment collectively worth more than 25 telecrystals, and can include items not normally for sale in the uplink. Kits are all based around a certain theme. You can only purchase one Syndie-Kit, and you don't get to pick which kit you will receive. These are the special syndie-kits, which are filled with weird gimmicks and powerful tools, some of which can't be gotten anywhere else! {| class="wikitable sortable" ! class="unsortable" |Name ! class="unsortable" |Contents !Notes ! |- | id="9mm_Handgun_Magazine" |James Bond |Makarov pistol, suppressor, two magazines, agent ID, chameleon jumpsuit, stimulant injector, damp rag, freedom implant, EMP flashlight, X4, bottle of cyanide pills, deck of syndicate cards. |Shaken, not stirred. Become a classy secret agent. Or just poison the food and shoot anyone who tries to stop you. |2 |- | id="9mm_Incendiary_Handgun_Magazine" |Ninja |Katana (powerful slashing weapon that deals a whopping 40 brute and has a 50% block chance), stimulant injector, six throwing stars, chameleon belt, chameleon projector, agent ID, airlock override card, smoke spellbook, jump boots |The katana is incredibly deadly, and will shred almost anyone in melee combat. Use your combination of weapons and stealth tools to surprise targets before disappearing. |1 |- | id="9mm_Armor_Piercing_Magazine" |Dark Lord |Dual energy sword, telekinesis mutator, dark robes, agent ID, no-slip shoes, lightning bolt spellbook, summon item spellbook |SEE NOW THE POWER OF THE DARK SIDE. Become a true sith lord. Make sure to bind your dual energy sword with your summon item spell unless you want to get shoved and die to it. |1 |- | id="9mm_Hollow_Point_Magazine" |White Whale, Holy Grail |Harpoon gun and quiver, spaceproof carp outfit, carp grenade, dehydrated carp. |The exclusive harpoon gun embeds into people and is hilariously effective at murder. Claim the space station for the carp. |2 |- |Mad Scientist |Labcoat, boots, megaphone, two random cluster grenades, bioterror foam grenade, four signallers, syndicate toolbox, energy dagger, portal gun, decloner gun. |A few weird tools and the means to cause mass mayhem. Show everyone how you were RIGHT ALL ALONG!!! The random cluster grenades can range from practically worthless to unbelievably destructive. |2 |- |Bees |Bee costume and gear, two bee grenades, beesease disease bottle, bee sword. |The bee sword does very little damage but can attack very quickly and injects toxin with every slash. The bee grenades spawn a large swarm of deadly bees, while the beesease will cause everyone who's infected to cough up more bees over time. Bees! |1 |- |Mr Freeze |Cold outfit, chameleon mask, four gluon grenades, geladikinesis injector, cryokinesis injector, freezing gun, cryo gun, blue energy sword. |Turn any station into Icebox. Turn Icebox into Icerbox. Or maybe Icestbox. Be the bane of lizards everywhere. Get entirely countered by one assistant drinking coffee. |2 |- |2006 |All items come in an ancient toolbox. Cryptographic sequencer, airlock override card, sleepypen, bottle of cyanide pills, chameleon projector, 357 revolver, freedom implant, and a spare telecrystal. |Keep it old school. Show these Nanotrasen dogs how we did it back in the day. Lament that the airlock override card and cryptographic sequencer used to be the same thing. |1 |} |Good for those who don't know what gear they want, but still want a solid set of powerful syndicate equipment. Can only buy one. |- |No | id="Holoparasite" |Syndicate Surplus Crate |[[file:Syndibox.png|link=https://tgstation13.org/wiki/File:Syndibox.png]] |20 |0 |Contains 30 TC of random gear, though nothing above your current reputation level. You have no influence over the contents, but it will always be more than you paid for. Good value, though you could end up getting a bunch of junk or equipment you can't use. Only one surplus item may be purchased per agent. No refunds! |Good for those who like to gamble, though you're probably better off spending your TC on something else. |- |No | id="Power_fist" |United Surplus Crate |[[file:powerfist.png|link=https://tgstation13.org/wiki/File:Powerfist.png]] |20 |300 |Contains a whopping 80 TC of random equipment, with a catch - the crate is locked, and any attempts to force it open will explode it, destroying all of the precious contents. The only way to open this crate and still gain access to its contents is via using a United Surplus Crate Key - but remember, only one surplus item may be purchased per agent. You'll have to convince - or force - another syndicate agent to buy a United Surplus Crate Key in order to gain access to its contents. |Good for cooperative traitors, or especially devious ones. A lot of value. |- |No | id="Makarov_Pistol" |United Surplus Crate Key |[[file:Stetchkin.png|link=https://tgstation13.org/wiki/File:Stetchkin.png]] |20 |300 |Unlocks the United Surplus Crate, allowing the treasure trove of goods inside to be accessed. Only one surplus item may be purchased per agent, though. You'll have to convince - or force - another syndicate agent to buy a United Surplus Crate to use this key. |Good for cooperative traitors, or especially devious ones. A lot of value. |} ===Conspicuous and Dangerous Weapons=== '''Note:''' the ammo category has been rolled into the weapon's tables for efficiency sake. {|class="wikitable sortable" !<abbr title="Can Nuclear operatives order this item?">Ops?</abbr> !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |style="text-align:center; background-color:#19A974;"|Yes |id="Box_of_Throwing_Weapons"|Box of Throwing Weapons |[[file:syndie_box.png]] |style="text-align: center;"|3 |100 |This kit contains five throwing stars and two reinforced bolas.<br>Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.<br> Reinforced bolas cause a 3.5 second [[Status_Effects#Knockdown|knockdown]] and will slow targets down on hit until they are removed. They take longer to remove than normal [[Makeshift_weapons#Bola|bolas]]. |Not a great main weapon by any means, but they can be a good supplement to your arsenal, especially if you are on the run |- |style="text-align:center; background-color:#19A974;"|Yes |id="Energy_Sword"|Energy Sword |[[file:sword.gif]] |style="text-align: center;"|8 |200 |This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. You have a decent chance of reflecting projectiles with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end. |Very good combo combined with the Mini Energy Crossbow's knockdown. You can also hit it with a multitool to make a RAINBOW SWORD. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Double-bladed_Energy_sword"|Double-bladed Energy Sword |[[file:Desword.gif]] |style="text-align: center;"|16 |300 |The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed [[#Energy_Sword|Energy Sword]], it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own disabler shots. This sword is not unstoppable, however; other methods of stunning or disabling you can allow others to steal it and use it against you. It also has a chance to reflect bullets, but this is somewhat unreliable. It will stop some but not all melee attacks, so try to avoid the inevitable jousting matches with stunbatons. Temperature gun shots go right through this. |25+ players only. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Gloves_of_the_Northstar"|Gloves of the North Star |[[file:North_star.png]] |style="text-align: center;"|8 |200 |A pair of gloves that reduce your punching cooldown drastically, allowing you to beat people to death in a flurry of punches. You can even set a battlecry from your favorite Japanese anime! Does not work with hulk hands, and only affects bare handed attacks. |AAAATATATATATA!! |- |style="text-align:center; background-color:#FF4136;"|No |id="Holoparasite"|Holoparasite injector kit |[[file:Syndibox.png]] |style="text-align: center;"|18 |300 |Contains a [[Holoparasite]] injector. When injected, it will attempt to summon a [[Ghost]] player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund.<br> Holoparasites can enter and exit the user's body at will, and communicate through silent telepathy with the host, allowing them to be stealthy. Different types of holoparasites have different abilities, and some can be incredibly powerful, but using them requires some degree of skill on your ally's part. Additionally, any damage a holoparasite takes is reflected back to it's owner, so don't expect your punchghost to soak up bullets for you!<br> When a holoparasite or its host dies, the strain from the bond disintegrates the user's corpse, removing any ability to be revived if you have one. |25+ players only |- |style="text-align:center; background-color:#19A974;"|Yes |id="Power_fist"|Power fist |[[file:powerfist.png]] |style="text-align: center;"|6 |200 |A gas-powered metal fist, it will send anyone you hit flying as long as the gas lasts. It is piston powered, and said piston is activated by gas coming from a gas tanks (not provided). To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. Setting one has force 20 and launches people 1 tile away. Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. To remove an empty tank, use a screwdriver on the powerfist. |Not worn like gloves, but held in your hand. The gas in the tank is expelled into the enviroment after each punch. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Makarov_Pistol"|Makarov Pistol |[[file:Stetchkin.png]] |style="text-align: center;"|7 |100 |A small gun, fits into your pocket. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Issued ammo does 30 brute damage on an unarmoured target per shot, but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor, which makes it much quieter, however this increases the size to normal and it will no longer fit in your pocket. Uses 9mm ammunition. {| class="wikitable sortable" ! class="unsortable" |icon ! class="unsortable" |name ! class="unsortable" |ammo types !cost !rep |- |[[file:10mmMag.png]] | id="9mm_Handgun_Magazine" |9mm Handgun Magazine |30 raw damage | style="text-align: center;" |1 |100 |- |[[file:10mmmagfire.png]] | id="9mm_Incendiary_Handgun_Magazine" |9mm Incendiary Handgun Magazine |15 raw damage, adds 2 firestacks | style="text-align: center;" |2 |300 |- |[[file:10mmmagAP.png]] | id="9mm_Armor_Piercing_Magazine" |9mm Armor Piercing Magazine |27 raw damage, 40 AP | style="text-align: center;" |2 |300 |- |[[file:10mmmaghollow.png]] | id="9mm_Hollow_Point_Magazine" |9mm Hollow Point Magazine |40 raw damage, -50 AP | style="text-align: center;" |3 |300 |} |Formerly named '''Stechkin'''. Can be found off station sometimes. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Revolver"|.357 Revolver |[[file:Revolver.png]] |style="text-align: center;"|13 |300 |The bigger gun, makes a very loud and distinct noise. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. {| class="wikitable sortable" ! class="unsortable" |icon ! class="unsortable" |name ! class="unsortable" |ammo types !cost !rep |- |[[file:357_speedloader.png]] | id="357_Speedloader" |.357 Ammo |60 raw damage. A speedloader lets you recharge your revolver instantaneusly with up to 7 bullets. The speedloader itself can quickly be filled with bullets by clicking any bunch of them on the ground or on top of a hacked autolathe. Will not feed into the autolathe if you accidentally click it. | style="text-align: center;" |4 |300 |} |Very lethal. Drops an unarmored target in only two shots. Great for ambushes, but doesn't have a lot of staying power in a prolonged fight. |- |style="text-align:center; background-color:#19A974;"|Yes |Toy Gun with Riot Darts |[[file:Toy_gun.png]] |style="text-align: center;"|2 |0 |<nowiki>An innocent-looking toy pistol designed to fire foam darts, identical to normal toy guns. Comes loaded with riot-grade darts effective at incapacitating a target. Doesn't do lethal damage, so combine it with a proper murder tool.}}</nowiki> {|class="wikitable sortable" !class="unsortable"|icon !class="unsortable"|name !class="unsortable"|ammo types !cost !rep |- |[[file:Foambox_riot.png]] |id="Box_of_Riot_Darts"|Box of Riot Darts |A standard box of riot foam darts for toy weapons. Buy this if you cannot get it from a hacked autolathe, or reuse the ones you shot. Darts do 25 stamina damage. |style="text-align: center;"|2 |0 |} |Pretty much just a [[disabler]] that's a little easier to reload, but it's also a dead giveaway of your traitorous allegiance. |} ===Stealthy and Inconspicuous Weapons=== {|class="wikitable sortable" !<abbr title="Can Nuclear operatives order this item?">Ops?</abbr> !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |style="text-align:center; background-color:#19A974;"|Yes |id="Dart_Pistol"|Dart Pistol |[[file:Dart_pistol.png]] |style="text-align: center;"|4 |0 |A miniature syringe gun that can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.<br> Just like the normal syringe gun, it can be horrifically deadly if you know your chemistry. |See [[Guide to chemistry|toxin]] for ideas of what to load this with. Otherwise pairs nicely with the poison kit |- |style="text-align:center; background-color:#19A974;"|Yes |id="Dehydrated_Space_Carp"|Dehydrated Space Carp |[[file:Carp_plush.png]] |style="text-align: center;"|1 |0 |Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use to pet it, so it knows not to kill you. A well placed carp can pose a threat to unarmed and unrobust crewmembers, but it's still a relatively stupid simplemob, so don't expect it to win against people who know what they're doing. Also remember carps are spaceproof, in case you want aggressive de-airing of rooms. |Surplus classic |- |style="text-align:center; background-color:#19A974;"|Yes |id="Energy_Dagger"|Energy Dagger |[[file:Edagger.gif]] |style="text-align: center;"|2 |0 |A pen that once activated in your hand becomes an energy dagger that does 18 brute on hit, and 35 brute when thrown. It's better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon. |It's biggest advantage is how discreet it is. Kills just a little faster than a toolbox, but has the armor penetration to make it decent against [[Security Officer|security]]. Remember they usually only have to hit you once with their [[stun baton]]. |- |style="text-align:center; background-color:#FF4136;"|No |id="Martial_Arts_Scroll" id="Carp_Style"|Martial Arts Scroll |[[file:scroll.png]] |style="text-align: center;"|17 |300 |This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks '''while combat mode is active''' but also unable to use guns, while making your hits stronger. You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several flavor messages while reading.<br> The Sleeping Carp style was one again changed in November, 2023 and currently has following effects: * You will not be able to use any ranged weapon, as that would be dishonorable. * If '''combat mode''' is active you deflect all ranged attacks, whether energy or physical (but not thrown items). * Some resistance to [[Guide_to_Wounds|wounds]] (but not immunity). * Your ordinary punches deal 10-15 brute. * Grabs and shoves do stamina damage while on combat mode. * Space carp won't attack you. * You gain the ability to perform combo attacks while unarmed and having the Sleeping Carp martial art. * Targets with more than 80 stamina damage are knocked unconscious when grabbed. * You gain '''heavy sleeper''' quirk You execute a combo step by successfully clicking a person with a certain [[New_Players#Basic_Interactions|basic interaction]]. Example: To perform '''Crashing Wave Kick''' you {{LeftclickCmode}} a person while on {{Combat_Mode}} to attack them once, then spam {{Rightclick}} on the same person until you successfully perform the second combo step. Basically you attack with one type of attack, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required attack. {|class="wikitable" style="width:80%" border="1" cellspacing="0" cellpadding="2" !scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Combo name !scope="col" style="font-weight: bold;" style='width:160px; background-color:#FA8778;'| Combo !scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Effect !scope="col" style="font-weight: bold;" style='background-color:#FA8778;'| Attack message |- |'''Crashing Wave Kick''' |{{Harm}} {{Disarm}} |Launch people brutally across rooms, and away from you. Deals 15 brute. |X kicks Y square in the chest, sending them flying! |- |'''Keelhaul''' |{{Disarm}} {{Disarm}} |Kick opponents to the floor, dealing 4 seconds of [[Status_Effects#Knockdown|knockdown]] if they are standing. It also gives the target blindness and dizziness. Against prone targets, deal 40 stamina damage and disarm them. |X kicks Y in the head, sending them face first into the floor!<br> X kicks Y in the head! |- |'''Gnashing Teeth''' |{{Harm}} {{Harm}} |Deal additional damage every second punch. 20 damage. |Precisely kick, brutally chop, cleanly hit or viciously slam. |} |25+ players only |- |style="text-align:center; background-color:#FF4136;"|No |id="Mini_Energy_Crossbow"|Mini Energy Crossbow |[[file:Ebow.png]] |style="text-align: center;"|10 |300 |This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and does not provide any message that it has been fired. Easily concealed in your pocket, strong when paired with a strong melee weapon such as the energy sword. It has no shot limit, but takes a while to charge each shot. On targets without energy armor each shot deals 15 toxin damage, 60 stamina damage, [[Status_Effects#Knockdown|knocks down]] for 1 second, and blurs the vision of the target. It takes two hits to [[Health#Stamina|stamcrit]] someone unless they have armor. |25+ players only |- |style="text-align:center; background-color:#FF4136;"|No |id="Boxed_Origami_Kit"|Boxed Origami Kit |[[file:Syndibox.png]][[file:Origami_book.png]] |style="text-align: center;"|4 |100 |This kit contains a book to teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". Afterwards, click the new HUD icon to toggle origami folding on.<br> When enabled, any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon that looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victims not wearing any eyewear will also be [[Status_Effects#Paralyze|paralyzed]] for 4 seconds and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Poison_Kit"|Poison Kit |[[file:Syndibox.png]] |style="text-align: center;"|6 |0 |This kit contains 30u bottles of [[Guide to chemistry#Polonium|Polonium]], [[Guide to chemistry#Venom|Venom]], [[Guide to chemistry#Fentanyl|Fentanyl]], [[Guide to chemistry#Formaldehyde|Formaldehyde]], [[Guide to chemistry#Cyanide|Cyanide]], [[Guide to chemistry#Histamine|Histamine]], [[Guide to chemistry#Initropidil|Initropidil]], [[Guide to chemistry#Pancuronium|Pancuronium]], [[Guide to chemistry#Sodium Thiopental|Sodium Thiopental]], [[Guide to chemistry#Coniine|Coniine]], [[Guide to chemistry#Spewium|Spewium]], [[Guide to chemistry#Curare|Curare]] and [[Guide to chemistry#Amanitin|Amanitin]], with a free syringe to inject them with. Those experienced in chemistry with the appropriate access may find the kit redundant, though it does contain some poisons not available elsewhere. <div id="mw-customcollapsible-Bundle A" class="mw-collapsible mw-collapsed"> {| class="wikitable" style="width:80%" cellspacing="0" cellpadding="2" border="1" ! scope="col" style="background-color:#FA8778;" | Poison ! scope="col" style="width:160px; background-color:#FA8778;" | Damage Type ! scope="col" style="background-color:#FA8778;" | Effect ! scope="col" style="background-color:#FA8778;" | Metabolism Rate |- |[[Guide to chemistry#Polonium|'''Polonium''']] |Radiation |Almost instantly irradiates a victim. |0.05 units per tick |- |[[Guide to chemistry#Venom|'''Venom''']] |Brute, toxin |Each cycle will deal 0.2 Toxin and 0.3 Brute damage ''per volume of venom'' in the body. Has a 15% chance to turn into 5 to 10 units of [[Guide to chemistry#Histamine|Histamine]]. |0.1 units per tick |- |[[Guide to chemistry#Fentanyl|'''Fentanyl''']] |Toxin, brain |Will deal 1 toxin and 3 brain damage, up to 60 points of toxin damage and 150 points of brain damage (brains have 200 points of health). If the drug is not removed before 18 cycles it will make the user fall asleep. |0.2 units per tick |- |[[Guide to chemistry#Formaldehyde|'''Formaldehyde''']] |Toxin |Causes a 1 Toxin damage per tick. Has a 5% chance to turn into 5 to 15 units of [[Guide to chemistry#Histamine|Histamine]]. Preserves corpses from organ decay. |0.2 units per tick |- |[[Guide to chemistry#Cyanide|'''Cyanide''']] |Toxin, oxyloss |Deals 1.25 toxin damage per tick, with 8% chance to [[Status Effects#Stun|stun]] for 4 seconds and take 2 additional toxin damage. Also 5% chance to lose breath for a moment. Metabolizes slowly. |0.05 units per tick |- |[[Guide to chemistry#Histamine|'''Histamine''']] |Brute, toxin, oxyloss and eyesight |Has a small chance each tick to cause 2 Brute damage or blur vision. If overdosed it will also deal 2 Brute, Toxin and Oxyloss damage each tick. |0.1 units per tick |- |[[Guide to chemistry#Initropidil|'''Initropidil''']] |Cardiac Arrest |Each cycle deals 2.5 toxin damage, with 25% chance to cause one of the following: 6 second stun, 5-25 oxyloss damage, or cardiac arrest. Combat the latter with electric shocks from grilles and doors in a pinch, or a defib if available. |0.2 units per tick |- |[[Guide to chemistry#Pancuronium|'''Pancuronium''']] |Stun and Suffocation |After 10 cycles stuns you with no warning. Randomly causes loss of breath, which can choke you to death. |0.1 units per tick |- |[[Guide to chemistry#Sodium Thiopental|'''Sodium Thiopental''']] |Knockout and Stamina |Knocks you out after 10 cycles, and deals 10 stamina damage per tick. Similar to [[Guide to chemistry#Chloral%20Hydrate|Chloral Hydrate]] but longer lasting and can't kill you. |0.3 units per tick |- |[[Guide to chemistry#Coniine|'''Coniine''']] |Toxin and breath loss |Each tick does 1.75 toxin damage and refreshes 5 ticks of being unable to breathe. EXTREMELY slow metabolization, but fast acting. Comparable to [[Guide to chemistry#Lexorin|Lexorin]]. |0.024 units per tick |- |[[Guide to chemistry#Spewium|'''Spewium''']] |Toxin |After 11 ticks, has up to a 50% chance of causing strong vomiting while purging other toxins each tick. After 33 cycles, there is a 15% chance to eject an organ each tick if overdosing. Requires very high doses. |0.4 units per tick |- |'''[[Guide to chemistry#Curare|Curare]]''' |Paralyzation, Oxygen, and Toxin |[[Status Effects#Paralyze|Paralyzes]] you after 11 cycles, while dealing 1 oxyloss and 1 toxic damage. Metabolizes slowly; very lethal. |0.05 units per tick |- |[[Guide to chemistry#Amanitin|'''Amanitin''']] |Delayed Toxin Damage |On the last second it is in you, it hits you with a large stack of toxin damage based on how long it was in your system. Larger doses means a longer waiting period but more damage. Deals 3 toxin damage per cycle it was in you. |0.2 units per tick |} <div/> |Pairs well with the Dart Pistol. Otherwise, it might be worthwhile poisoning the [[Cook|chef's]] food while he isn't looking. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Romerol"|Romerol |[[file:Syndibox.png]] |style="text-align: center;"|25 |N/A |[[Guide_to_chemistry#Romerol|Romerol]] adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. It can be applied to corpses directly, allowing creation of zombies from corpses in the [[Morgue]], or to living beings to turn them into an apocalyptic time bomb! |Actually adds a zombie organ. Currently only purchasable by nuke ops - ordinary traitors can get an objective for this instead. |- |style="text-align:center; background-color:#FF4136;"|No |id="Sleepy_Pen"|Sleepy Pen |[[file:pen.png]] |style="text-align: center;"|4 |0 |The sleepy pen is a devious instant-use injector disguised as a normal pen. It can hold up to 45u reagents and starts with 20u [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]], 15u [[Guide to chemistry#Mute_Toxin|Mute-Toxin]], and 10u [[Guide to chemistry#Tirizene|Tirizene]], which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Have a plan to keep them from fleeing or killing you while you wait for the drugs to kick in.<br> Sleepy pens can also be emptied and refilled like any other container, allowing you to instantly inject up to 45u of any chemical cocktail you can get your hands on- fun to combo with the Poison Kit. If you know your chemistry, you can easily turn one into an instant-use lethal injection device.<br> Regardless of payload, the victim will feel a tiny prick, but the stab will be invisible to others, and the pen does not pierce hardsuits and other such protective gear. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Universal_Suppressor"|Universal Suppressor |[[file:Universal_suppressor.png]] |style="text-align: center;"|3 |0 |A universal syndicate small-arms suppressor for maximum espionage. When attached to a gun, no message is given when you fire it, making it possible to gun people down before they realize what's happening. Can be fitted to weapons such as the Makarov Pistol, C-20r Submachine Gun, Sniper Rifle or Surplus Rifle. Remove it by alt-clicking the firearm. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Syndicate_Holster"|Syndicate Holster |[[file:Syndicate_holster.png]] |style="text-align: center;"|1 |0 |An empty chameleon belt capable of holding up to two pistols, revolvers, disablers, mini energy guns or pulse carbines. Wearing a holster of any variety allows you to spin guns around by using them in hand. Doing it twice in rapid succession allows you to eject the bullets as normal. |This thing can be disgused as other belts! Good for keeping your illicit weapons out of the eye of security. |} === Grenades and Explosives === <span style="color: #19A974;">'''All items available to nuclear operatives.'''</span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |id="C4" id="Composition_C-4"|Composition C-4 |[[file:C4.gif]] |style="text-align: center;"|1 |50 |This stick of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). Use it in hand to set the timer, then use it on what you want to attach it to; it takes 3 seconds to set up, and requires you to be un-interrupted. You can also attach a signaler to remotely detonate at will, among other things. <br> Can be directly placed on mobs, but will only deal around 50 damage and not gib. Be very careful not to stick it onto yourself or your backpack! Alternately, set the timer to something ludicrously high and slap it on the Clown like a festive decoration. | |- |id="Bag_of_C-4_Explosives"|Bag of C-4 Explosives |[[file:Duffle_syndie.png]] |style="text-align: center;"|8 |100 | A large red and black dufflebag that contains a pile of C4. It's cheaper to buy in bulk than individually if you know you'll need a lot of C4, and can handle toting the bag around. | |- |id="Bag_of_X-4_Explosives"|Bag of X-4 Explosives |[[file:Duffle_syndie.png]] |style="text-align: center;"|4 |200 |Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target. | |- |id="EMP_kit"|EMP Kit |[[file:Syndibox.png]] |style="text-align: center;"|2 |0 |EMP blasts have a number of uses; stunning cyborgs, disabling AI cameras, turning off headset radios, draining stun batons and energy guns, fucking with APC scrubbers, opening or shocking doors, blinding those wearing thermals and more.<br> To use the grenade, activate it in hand and throw it at the offending technology. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button.<br> EMPing a group of security officers can disable half their arsenal, and the grenades are invaluable against silicons. | |- |id="Detomatix PDA Cartridge" id="Detomatix"|Detomatix PDA Cartridge |[[file:Pda cartrige.png]] |style="text-align: center;"|6 |200 | A cartridge for your [[PDA]]. When inserted, it will allow you to send a trapped message to attempt to detonate a target [[PDA]]. You can set a fake name and job while doing so. Your target will need their PDA's messenger function turned on in order to attempt this. Sending a PDA bomb has a chance to fail, can only be attempted 4 times per cartridge, and may not work on high level PDAs (the Captain's).<br> If the target replies to the message or opens their messages within 10 seconds of receiving it, the target's PDA will explode, destroying the ID and damaging them while also blowing their eardrums out.<br> For best results, have your targets in mind beforehand and send as many messages out as you can in rapid succession; once someone yells about their PDA exploding, others can simply turn off their messenger to stop you from targeting them. <br> For syndicate operatives, this cartridge also has the blast door toggle function for the [[Syndicate guide|syndicate shuttle]], allowing you to open the door when the person with the military [[PDA]] has died horribly. | |- |id="Pizza_Bomb"|Pizza Bomb |[[file:Pizza_bomb.gif]] |style="text-align: center;"|6 |300 |A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box, removing the pizza, using it in-hand, and then closing the lid with or without the pizza; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target! | |- |id="Slipocalypse" id="Slipocalypse_Clusterbang"|Slipocalypse Clusterbang |[[file:clusterbang.png]] |style="text-align: center;"|3 |0 |A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Set it off and hope the entire Security team comically slips on the soap and goes flying out the airlocks. | |- |id="Syndicate_Bomb"|Syndicate Bomb |[[file:Syndicate_Bomb.gif]] |style="text-align: center;"|11 |300 |The Syndicate Bomb is a huge, bulky explosive with an adjustable timer, minimum 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. The bomb itself is too big to pick up and must be dragged into position, so only call it down when you're ready. Once armed, '''wrench the bomb down to prevent easy removal,''' or else someone might just push it into space.<br> While the bomb is counting down, it produces a loud beeping audible from adjacent rooms. If the crew finds it, they can use regular tools to open it up and fiddle with the wires. One randomly-selected wire disarms the bomb if tampered with, but another will set the bomb off immediately! This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off; consider stealing Security's training bomb to find out which wire detonates.<br> When the bomb goes off, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space.<br> Syndicate operatives should take note of the detonation button that spawns at their HQ, which instantly sets off every syndicate bomb on the z-level when pushed. | |- |id="Syndicate_EMP_Bomb"|Syndicate EMP Bomb |[[file:Syndicate_Bomb.gif]] |style="text-align: center;"|7 |300 |A variation of the syndicate bomb designed to produce a large EMP effect. Ordering the bomb sends you a small beacon, which will teleport the EMP to your location when you activate it. Use the same way as you use a syndicate bomb (see above). Creates an EMP with a range of 15 heavy and 25 light. | |- |id="Syndicate_Minibomb"|Syndicate Minibomb |[[file:Syndicate_Minibomb.gif]] |style="text-align: center;"|6 |300 |The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target; those wearing armor may survive. A messier and more costly alternative to using an [[Makeshift_weapons#IED|IED]] on a corpse. | |} ===Stealth and Camouflage Items=== {|class="wikitable sortable" !<abbr title="Can Nuclear operatives order this item?">Ops?</abbr> !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |style="text-align:center; background-color:#FF4136;"|No |id="Chameleon_Kit"|Chameleon Kit |[[file:Syndibox.png]] |style="text-align: center;"|2 |0 |The chameleon kit is an outfit that can easily be set to any appearance in the game. Use the HUD icons to change individual pieces, or use the handy outfit button to select a quick and easy preset from common outfits.<br> The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration.<br> If EMP'd, chameleon gear breaks, rapidly switching between outfits. If you don't actually care about traitoring, or steal a chameleon kit, this can be a lot of fun. You can also select outfit pieces from rare, admin-only or maybe even removed items! |But not the skillcape! |- |style="text-align:center; background-color:#FF4136;"|No |id="No-Slips" id="No-Slip_Chameleon_Shoes"|No-Slip Chameleon Shoes |[[file:Brshoe.png]] <!-- wut --> |style="text-align: center;"|2 |200 |These shoes have an action button to change shape, but unlike the chameleon shoes from the kit they also protect you from slips. |20+ players only. Huh. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Agent_ID_Card" id="Agent_ID"|Agent ID Card |[[file:Id_regular.png]] |style="text-align: center;"|2 |0 |The Agent ID card has a number of useful applications. First and most notably, you can change it's appearance and assigned name and job at will. Note that this doesn't give you access on it's own, but wearing a common gas mask can allow you to appear as any other crewmember, or even a fake one. Wearing the Chameleon Kit's voice changing mask will also change your voice to match, but without it, talking will give you away.<br> Secondly, wearing this ID means the AI can't easily track you. They can still see you, but won't be able to select your name from their camera list to instantly jump to and automatically follow you. This can make it a pain for them to follow "law 2 find the traitor" orders.<br> Third, Beepsky and other security bots will be more lenient towards wearers of the Agent ID. These bots use a "threat assessment" system, and wearing the AID reduces this threat by 2, meaning they'll ignore minor crimes you commit near them as long as you don't stack too many offenses.<br> Finally, hitting a different ID with the Agent ID will allow you select up to 5 accesses to copy over depending on the target card's access. This persists even as you change it's appearance. The card has 5 [[Identification_Card#Wildcard_Slots|wildcard slots]] you can fill this way: 3 at common, 1 at command and 1 at captain level. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Chameleon_Projector"|Chameleon Projector |[[file:Chameleon projector.gif]] |style="text-align: center;"|7 |0 |Using the Chameleon Projector on an item will disguise you as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. The AI also cannot track you while disguised.<br> Incredibly useful, and a lot of fun if you use it correctly; hiding as something tiny like a cigarette butt or can make it very difficult for firearms to hit you, as you must be clicked on directly. You can also blend into common objects on the shuttle, or just fuck around by turning into a toilet or something. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Artificial_Intelligence_Detector" id="AI_Detector"|Artificial Intelligence Detector |[[file:multitool.png]] |style="text-align: center;"|1 |0 |A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Smugglers_Satchel"|Smuggler's Satchel |[[file:Smuggler.png]] |style="text-align: center;"|1 |0 |This satchel is made to fit under floortiles, and comes with a crowbar and floortile to hide it with. It can also fit in a backpack, making it an exceptional item for storage since it can hold normal sized items.<br> Additionally, satchels randomly spawn across the station each round, and come with random contraband like drugs or posters. Using a t-ray scanner allows them to be seen from under floortiles. |Satchel contents used to persist between rounds, but people abused that feature hard. |- |style="text-align:center; background-color:#19A974;"|Yes |id="Stimpack"|Stimpack |[[file:Stimulant_medipen.png]] |style="text-align: center;"|5 |0 |This stimulant medipen comes loaded with 50u [[Guide_to_chemistry#Stimulantschem|Stimulants]], which will heavily increase your run speed, reduce stuns and give a small heal over time. | |- |style="text-align:center; background-color:#FF4136;"|No |id="Mulligan"|Mulligan |[[file:Syringe.png]] |style="text-align: center;"|4 |0 |This syringe comes loaded with a [[Guide_to_chemistry#Mulligan Toxin|Mulligan Toxin]] that will randomize your appearance and identity, permanently. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="EMP_Flashlight"|EMP Flashlight |[[file:flashlight.png]] |style="text-align: center;"|4 |0 |Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Has 4 slowly regenerating charges. <br> Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may depower or electrify them. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Radio_Jammer"|Radio Jammer |[[file:radio_jammer.png]] |style="text-align: center;"|5 |0 |This device will block any nearby outgoing radio communication when activated. Activate it before killing someone so they can't scream over radio, and put it in your pocket or backpack. | |- |style="text-align:center; background-color:#19A974;"|Yes |id="Codespeak_Manual"|Codespeak Manual |[[file:Red_book.png]] |style="text-align: center;"|3 |0 |This manual teaches you, or anyone hit by it Codespeak, which sounds like random concepts and drinks to anyone listening. Unlimited uses. Use ,t before saying something to speak in Codespeak. | |- |Yes |GLA Brand Mail counterfeit Device | |1 |0 |Device that is able to counterfeit NT's mail. This device also is able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of the mail. Also it might be used for contraband purposes. Integrated micro-computer will give you great configuration for your needs. |Cargo techs and QMs are able to buy this in bulk for cheaper. |- |No |Disable Telecomms | |4 |150 |When purchased, a virus will be uploaded to the telecommunication processing servers to temporarily disable themselves. |Can only be bought once. |- |No |Trigger Stationwide Blackout | |6 |200 |When purchased, a virus will be uploaded to the engineering processing servers to force a routine power grid check, forcing all APCs on the station to be temporarily disabled. |Can only be bought once. |} ===Armor=== {|class="wikitable sortable" !<abbr title="Can Nuclear operatives order this item?">Ops?</abbr> !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |style="text-align:center; background-color:#19A974;"|Yes |id="Syndicate_Space_Suit"|Syndicate Space Suit |[[file:Syndi_suit.png]] |style="text-align: center;"|4 |0 |A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however.<br>Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85. |- |style="text-align:center; background-color:#FF4136;"|No |id="Blood-red_Hardsuit"|[[MODsuits#Syndicate MODsuit|Syndicate MODsuit]] |[[file:Syndiemod_inactive.png]] |style="text-align: center;"|8 |200 |The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances: melee = 40, ballistic = 50, laser = 30, energy = 40, bomb = 35, biological = 100, fire = 50, acid = 90, wounds = 25 |{{H:title|In the code, each item can be included or excluded from categories, but not have their price based on them. Rather than making a duplicate, it's simply disabled, as the 8 tc already gets you a better suit.|Nukies can't actually buy this.}} |- |style="text-align:center; background-color:#19A974;"|Yes |[[MODsuits#Elite Syndicate MODsuit|Elite Syndicate MODsuit]] |[[File:Syndiemod inactive.png]] |style="text-align: center;"|16 |900 |The feared suit of a syndicate nuclear agent. Features a special "Armor Booster" mod that boosts the user's armor in exchange for EVA protection while enabled, giving the user the following Resistances: melee = 60, ballistic = 60, laser = 50, energy = 60, bomb = 55, biological = 100, fire = 100, acid = 100, wounds = 25 | |- |style="text-align:center; background-color:#FF4136;"|No |id="Infiltrator_set"|Infiltrator MODsuit |[[file:Infiltrator_case.png]] |style="text-align: center;"|6 |0 |This special MODsuit is not spaceproof and sits on your belt slot, however it offers extreme damage resistance, no slowdown, and completely anonymizes you. This suit also has a module that induces bad thoughts in nearby NT employees, reducing their mood. |Can only buy 1. '''NOT SPACEPROOF!!!''' |- |style="text-align:center; background-color:#19A974;"|Yes |Thermal Vision MOD |[[File:Thermal_visor.png]] |3 |0 |Mod for a MODsuit that grants the user thermal vision. | |- |style="text-align:center; background-color:#19A974;"|Yes |Night Vision MOD |[[File:Night_visor.png]] |2 |0 |Mod for a MODsuit that grants the user night vision. | |- |Yes |Plate compression MOD | |2 |0 |A module that lets the suit fit in backpacks, not compatible with storage modules or the Infiltrator MODsuit. | |- |Yes |Chameleon MOD | |2 |0 |A MODsuit module that lets the modsuit's control unit disguise as other objects, such as a backpack. | |- |Yes |Anti-Slip MOD | |2 |0 |A MODsuit module preventing the user from slipping on water. | |} ===Devices and Tools=== <span style="color: #19A974;">'''All items available to nuclear operatives.'''</span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |id="Cryptographic_Sequencer"|[[Emag|Cryptographic Sequencer]] |[[file:emag.png]] |style="text-align: center;"|4 |0 |An Assistant ID, with foreign electronics taped onto it, and an S drawn on the filed off job icon make it '''painfully obvious to everyone around you''' as how valid you are and what you're doing. Sparks tend to shoot off things after you hack them. Exercise caution when using it and prepare to be caught. Also called an [[Emag]] ('''e'''lectro'''mag'''netic card), it allows you to break open most electronic locks, and can alter many many things on the station. Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from [[Hacking]] something. Nanotrasen has upgraded their airlocks to be proofed against these, so you'll need a more special card to overload their electronics, see below. Just like an ID card, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips. Wallets can be found in dorm room lockers, uncommonly in maintenance or Cargo Bay, or made with leather from the biogenerator in the public garden. You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything. | |- |id="Airlock_Override" id="Airlock_Authentication_Override" id="Airlock_Authentication_Override_Card"|Airlock Authentication Override Card |[[file:Syndicate_doorjack.png]] |style="text-align: center;"|3 |0 |A specialized cryptographic sequencer with a distinctive battery tray, specifically designed to override station airlock access codes. Doors hacked open shoot off very visible sparks when you use it, just like its more well known brother, so exercise caution and stealth. After hacking a certain number of airlocks, the device will require some time to recharge. Has 3 charges and automatically recharge 1 every 3 minutes. Examine the card to see remaining time until next charge. *If it can be opened, opens it and breaks so it stays open. *If it can't be opened, just breaks so it stays closed. *Airlocks unable to be opened, due to such things as being bolted or welded shut cannot be bypassed with this card. Just like an ID card or an emag, you can hide it in a wallet along with 3 other cards/emags/doorjacks/lighters/holochips. You can also put it on your ID slot and show it off like an ID card, but that doesn't really do anything. | |- |id="Camera_Bug"|Camera Bug |[[file:camera_bug.gif]] |style="text-align: center;"|1 |0 |When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please; you can also track people, like an AI. You do not need to use the Camera Bug on cameras to be able to remotely view them. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. <br> You can also use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera once through the 'tracking menu', for controlled AI/security camera blackouts. | |- |id="Syndie_toolbox" id="Fully_Loaded_Toolbox"|Fully Loaded Toolbox |[[file:Syndicatetools.png]] |style="text-align: center;"|1 |0 |It's a suspicious looking toolbox, filled with useful tools. Contains:a [[File:Screwdriver tool.png|link=Screwdriver]], a[[File:Wrench.png|link=Wrench]], a [[File:Welder.png|link=Welding Tool]], a [[File:Crowbar.png|link=Crowbar]], a[[File:Multitool.png|link=Multitool]], some [[File:Wirecutters.png|link=Wirecutters]], and a pair of [[Clothing_and_Accessories#Combat_Gloves|combat gloves]] (which are insulated). It's also slightly more robust than a regular toolbox. |Can be found offstation sometimes. |- |id="Adaptative_Cardboard_Cutouts"|Adaptive Cardboard Cutouts |[[file:Syndibox.png]] |style="text-align: center;"|1 |0 |This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI. | |- |id="Decoy_Nuclear_Authentication_Disk"|Decoy Nuclear Authentication Disk |[[file:NuclearDisk.gif]] |style="text-align: center;"|1 |0 |It's just a normal disk. Visually it's identical to the real deal, and only the [[Captain]] or nuclear operatives can identify it. Regular crew will find out by looking at the pinpointer or trying to put it in the nuke. Don't try to give this to <s>us</s> the Syndicate to complete your objective, they know better! |But sometimes the sprite is not animated? Investigate... |- |id="Hypnotic_Flash"|Hypnotic Flash |[[file:flash.gif]] |style="text-align: center;"|7 |0 |Hypnotises people into following the next phrase they hear. To be considered vulnerable, a player must not be implanted with a [[Security_items#Mindshield_Implant|Mindshield Implant]] and either be [[Status_Effects#Hallucinations|hallucinating]], [[Status_Effects#Sleep|sleeping]], [[Status_Effects#Unconscious|unconscious]], drugged, at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Being crit does not count. Will trigger confusion, dizziness, drowsiness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize. If you successfully flash a vulnerable person you will see a message saying "''Name stands still as his/her eyes seem to focus on a distant point.''". This is when you should say your phrase, even if they're still asleep. Repeating the process on the same victim will replace the old phrase. Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people. | |- |id="Hypnotic_Grenade"|Hypnotic Grenade |[[file:flashbang.gif]] |style="text-align: center;"|12 |0 |This flashbang is capable of inflicting the [[Guide_to_Traumas#Severe|Hypnotic Stupor]] on vulnerable people.<br> As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it. Unlike the hypnotic flash, which requires a target be "prepared" for the trance, the sound portion of the flashbang causes hallucinations, and will allow the grenade's flash to instantly induce a hypnotic trance in viewers, making them hypnotized by the next sentence they hear. | |- |id="Syndicate_Surgery_Duffelbag"|Syndicate Surgery Duffelbag |[[file:Duffle_syndiemed.png]] |style="text-align: center;"|4 |0 |Use it to perform any kind of surgical crime. Contains: a laser scalpel, a mechanical pincher, a searing tool, bonegel, a bonesetter, some [[File:Drapes.png|link=Surgical Drapes]], a [[File:Muzzle.png|link=Muzzle]], a [[File:Straight_jacket.png|link=Straightjacket]], and an empty [[File:MMI.png|link=Syndicate MMI]] which slaves the borg to you. |Contains advanced surgery tools, which you normally cannot get without research. |- |id="Chest_Rig"|Chest Rig |[[file:Chest_rig.png]] |style="text-align: center;"|1 |0 |A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. | |- |id="Syndicate_Tome"|Syndicate Tome |[[file:Syndicate_tome.png]] |style="text-align: center;"|5 |0 |Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but can heal others like a bible would. The user needs to bind the tome to themselves by using it in their hand (The tome bites them as confirmation). While on harm intent, does 18 BURN damage a hit. Also grants anti-magic while held, and the ability to clear away [[Blood Cult|cultist]] and [[heretic]] runes. |18 damage is nothing to scoff at, but the real value here is the anti-magic which make this very valuable when combating [[Blood Cult|cultists]], [[Heretic|heretics]], and [[Wizard|wizards]]! |- |id="Thermals" id="Thermal_Imaging_Glasses"|Thermal Imaging Glasses |[[file:Optical_Thermal_Scanner.png]] |style="text-align: center;"|4 |0 | When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to [[Security_items#Flash|flashes]], [[Security_items#Flashbang|flashbangs]], and EMP. Using a welding tool with this on may cause you to go blind. | |- |id="Binary_Translator_Key"|Binary Translator Key |[[file:Binary_encryption.png]] |style="text-align: center;"|5 |0 |Insert into your headset to access the :binary channel borgs and AIs use. If your headset's full, use a screwdriver to remove the keys already in your headset, and place the ones you want back in. All keys can access the common channel, so if you have a "commons" key you can safely throw it away. While talking on the :binary channel is possible, it is not recommended as an AI can quickly realize you are not a borg slaved to them, and thus call valid salad on you. Also remember anyone can hear what you say into your radio if they are next to you. | |- |id="Syndicate_Encryption_Key"|Syndicate Encryption Key |[[file:Syndicate encryption.png]] |style="text-align: center;"|2 |0 |Attach it to your headset to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. If your headset's full, use a screwdriver to remove the keys already in your headset. Speak on the secret channel with a :t before your text. '''Remember that other traitors are not obliged to be friendly to you.''' | |- |id="Hacked_AI_Upload_Module"|Hacked AI Upload Module |[[file:circuitboard.png]] |style="text-align: center;"|4 |300 |This is a more powerful version of the [[AI_modules#Standard_AI_Modules|Freeform]] AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.<br> The hacked Laws act like [[Random_events#Ion_Storm|Ion Storm]] Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most [[AI]]s would love to use any loophole they can find to kill you. | |- |id="Powersink"|Powersink |[[file: Powersink.gif]] |style="text-align: center;"|11 |300 |This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a '''RAPID''' rate.<br> You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it has drained enough power, it explodes violently! |25+ players only |- |id="Omnious_Beacon" id="Singularity_Beacon" id="Tesla_Beacon"|Omnious Beacon |[[file:Beacon.gif]] |style="text-align: center;"|10 |300 |Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose.<br> Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself.<br> A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. | |- |id="Briefcase_Launchpad"|Briefcase Launchpad |[[file:Briefcase_launchpad.gif]] |style="text-align: center;"|6 |0 | A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping. To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite. | |- |id="Radioactive_Microlaser"|Radioactive Microlaser |[[file:Healthanalyzer.png]] |style="text-align: center;"|3 |0 |A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of nerve, which, after a short delay, can incapacitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is. | |- |id="F.R.A.M.E._PDA_Cartridge"|F.R.A.M.E. PDA Cartridge |[[file:Pda_cartrige.png]] |style="text-align: center;"|4 |0 |A program catridge for a PDA. Has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA. You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA. | |- |id="Syndiecate_Soap"|Syndicate Soap |[[file:Synsoap.png]] |style="text-align: center;"|1 |0 |It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup. | |- |id="Protocol_Crab-17_Phone"|Protocol CRAB-17 Phone |[[file:Suspicious_phone.png]] |style="text-align: center;"|7 |0 |This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining. |Can only buy one. |- |id="Polarized Contact Lenses"|Polarized Contact Lenses |[[File:Syndicate_contacts.png]] |style="text-align: center;"|3 |0 |High tech contact lenses that bind directly with the surface of your eyes to give them immunity to flashes and bright lights. Effective, affordable, and nigh undetectable |Provides great protection against [[Security Officer|Security]] and [[Revolutionaries|Revolutionaries.]] |- |Tram Remote Control | |2 |0 |When linked to a tram's on board computer systems, this device allows the user to manipulate the controls remotely. Includes direction toggle and a rapid mode to bypass door safety checks and crossing signals. Perfect for running someone over in the name of a tram malfunction! | |- |Failsafe Uplink Code | |1 |0 |When entered, your uplink will self-destruct immediately. Perfect for getting the last laugh on a security officer trying to log into your uplink. | |- |Super Pointy Tape | |1 |0 |An all-purpose super pointy tape roll. The tape is built with hundreds of tiny metal needles, the roll comes with in 5 pieces. When added to items, the item that was taped will embed when thrown at people. Taping people's mouthes with it will hurt them if pulled off by someone else. |Useful to pair with remotely activated grenades. |- |Experimental Syndicate Teleporter |[[File:Syndicate_teleporter.gif]] !8 |0 |A handheld device that teleports the user 4-8 tiles forward. Beware, teleporting into a wall will trigger an emergency teleport, attempting to place you 3 tiles to a random side of your initial destination; however if that fails, it gibs you. Comes with 4 charges, recharges randomly but quickly. If EMPed, will randomly teleport, taking anyone that might be holding onto it with it. If you somehow manage to teleport directly onto someone (which is pretty hard given the 5 tile variability) it'll stun them and deal 20 brute. Every use leaves 10u of your blood on the floor. |Very strong, especially for its price and given that it requires no rep. Perfect for getaways and break-ins. |- |Syndicate Autosurgeon | |5 |0 |A multi-use autosurgeon for implanting whatever you want into yourself. Put implants inside of it, and activate it inhand in order to use. Rip that station apart and make it part of you. |ONLY available on stations with the "Cybernetic Revolution" trait. |} ===Implants=== <span style="color: #19A974;">'''All items available to nuclear operatives.'''</span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |id="Freedom_Implant"|Freedom Implant |[[file:injector.png]] |style="text-align: center;"|5 |0 |If you inject yourself with the implanter inside, you can instantly get out of [[Security_items#Handcuffs|Handcuffs]] 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you. | |- |id="Storage_Implant"|Storage Implant |[[file:injector.png]] |style="text-align: center;"|8 |0 |An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items, that can't be detected without [[Surgery]]. | |- |id="Radio_Implant"|Internal Syndicate Radio Implant |[[file:injector.png]] |style="text-align: center;"|4 |0 |This implants you with a hidden radio that can access the common and secret syndicate channel (:t). Similar to a station-bounced radio, you can disable it to avoid suspicion. EMP-proof, but can't be modified with encryption keys. |- |id="Stealth_Implant"|Stealth Implant |[[file:Cardboard_box.png]] |style="text-align: center;"|8 |0 |This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it. | |- |id="Uplink_Implant"|Uplink Implant |[[file:injector.png]] |style="text-align: center;"|4 |0 |Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a HUD-button or a custom emote. You can charge it by using raw telecrystals on yourself. In case you get captured, this is a get out of jail free card. | |} ===Race Restricted=== <span style="color: #FF4136;">'''No item available to nuclear operatives, as they are humans''' (AI door!). </span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Race !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |id="Extra-Bright_Lantern"|Extra-Bright Lantern |[[file:lantern.png]] |[[file:moths.gif]]<br>[[Moth]]s |style="text-align: center;"|2 |0 |We heard that moths such as yourself really like lamps, so we decided to grant you early access to a prototype Syndicate brand ''Extra-Bright Lantern''™. Enjoy. | |} ===Role Restricted=== <span style="color: #FF4136;">'''No item available to nuclear operatives, they <s>do it for free</s> don't have jobs!'''</span> <span style="color: blue;">'''All items from a specific department are also available to the head of said department. The HoP has no department.'''</span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Role !Cost !Rep !class="unsortable"|description !class="unsortable"|info |- |Clumsiness Injector | | rowspan="8" |[[file:clown.png]]<br>[[Clown]] |1 |0 |Gives anyone injected with it the clumsy mutation. | |- |Ultra Hilarious Firing Pin | |4 |0 |A firing pin that, when inserted into a gun, makes that gun only usable by clowns and clumsy people and makes that gun honk whenever anyone tries to fire it. | |- |Super Ultra Hilarious Firing Pin | |7 |0 |Like the ultra hilarious firing pin, except the gun you insert this pin into explodes when someone who isn't clumsy or a clown tries to fire it. | |- | id="Reverse_Bear_Trap" |Reverse Bear Trap |[[file:Reversebeartrap.png]] | style="text-align: center;" |5 |0 |An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half. To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted. The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed. | |- | id="Banana_Cream_Pie_Cannon" |Banana Cream Pie Cannon |[[file:Pie_cannon.png]] | style="text-align: center;" |10 |100 |A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. | |- | id="Reverse_Revolver" |Reverse Revolver |[[file:revolver.png]] | style="text-align: center;" |14 |300 |This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.<br> People can prove hard to convince it's the real deal, especially metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. | |- | id="Clown_Bomb" |Clown Bomb |[[file:Syndicate_Bomb.gif]] | style="text-align: center;" |15 |150 |A bomb that releases fifty clowns. It even honks instead of beeping. | |- | id="Clown_Car" |Clown Car |[[file:Clowncar.png]] | style="text-align: center;" |20 |50 |The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside! Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride. If you can somehow get it emagged, you unlock even more fun! Only clowns can drive this, the key being their their bikehorn. Banana peels allegedly repair it. Beware; if you scoop up someone who has 30u of [[Irish Car Bomb]] in their system, the car will violently detonate 5 seconds later! | |- | id="Guide_to_Advanced_Mimery" |Guide to Advanced Mimery Series |[[file:advanced mimery.png]][[file:advanced mimery.png]] | style="text-align: center;" |[[file:mime.png]]<br>[[Mime]] | style="text-align: center;" |12 |200 |The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers. The books don't disappear upon learning, so try to hide or destroy them once you are done. | |- | id="Ancient_Toolbox" |Ancient Toolbox |[[file:testbox.png]] | rowspan="2" style="text-align: center;" |[[file:assistant.png]]<br>[[Assistant]] | style="text-align: center;" |2 |0 | A toolbox specially preserved and modified for your robusting needs, comes with normal tools and [[Insulated Gloves]], but its special feature is having its damage increased the more telecrystals you have inside it! |Currently unobtainable. |- | id="Ancient_Jumpsuit" |Ancient Jumpsuit |[[file:grey_jumpsuit.png]] | style="text-align: center;" |20 |0 |An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. | |- | id="EZ_clean_bundle" |EZ clean bundle |[[file:Grenade.png]] | style="text-align: center;" |[[file:janitor.png]]<br> [[Janitor]] | style="text-align: center;" |6 |0 |This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways. | |- | id="His_Grace" |His Grace |[[file:His_Grace.gif]] | style="text-align: center;" |[[file:chaplain.png]]<br>[[Chaplain]] | style="text-align: center;" |20 |50 | His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. *It starts peckish, giving just a moderate damage buff. *Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. *More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''. *'''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- *'''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out. *'''ASCENSION''': If His Grace eats 25 people, it will turn a golden color, gain extra force and will never go back to sleep. It will always stay at its current hunger level. | |- | id="Haunted_Magic_Eightball" |Haunted Magic Eightball |[[file:eightball.png]] | style="text-align: center;" |[[file:librarian.png]]<br>[[Curator]] | style="text-align: center;" |2 |0 |Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain whether they will help you or not.<br>'''This item is currently bugged, and non-functional.''' <br><br>The twenty possible answers are the following: <br>''"It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" ''and'' "Very doubtful"''. |Can only be bought once. |- | id="Box_of_Gorilla_Cubes" |Box of Gorilla Cubes |[[file:Monkey_Cube_Box.png]] | rowspan="3" style="text-align: center;" |[[file:Geneticist.png]]<br>[[Geneticist]] [[Research Director|RD]] | style="text-align: center;" |6 |150 |A box with 3 Waffle Co. brand gorilla cubes: similar to [[Research_items#Monkey_Cube|monkey cubes]], but will release angry [[Critters#Gorilla|gorillas]] when rehydrated. Expose them to water and watch the mayhem from a safe distance. |You can mutate monkeys into a gorilla by giving them enough genetic damage (>2500), however this takes a super long time so the cubes are still worth it. |- | id="Modified_Syringe_Gun" |Modified Syringe Gun |[[file:sgun.png]] | style="text-align: center;" |14 |0 |A syringe gun that fires DNA injectors instead of normal syringes. | |- | id="Magillitis_Serum_Autoinjector" |Magillitis Serum Autoinjector |[[file:Bottle16.png]] | style="text-align: center;" |15 |100 |Contains a [[Guide_to_chemistry#Magillitis|chemical]] that turns you into a fast, tough [[Critters#Gorilla|gorilla]] after a short while. |In theory, if a brain is harvested from the gorilla carcass and inserted into an empty body, the injected person can be brought back. |- | id="Blast_Cannon" |Blast Cannon |[[file:Loaded_blastcannon.png]] | style="text-align: center;" |[[file:Scientist_generic.png]]<br>[[Scientist]] [[Research Director|RD]] | style="text-align: center;" |14 |300 |This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size.<br> Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space. | |- | id="Concealed_Weapon_Bay" |Concealed Weapon Bay |[[file:Mecha_weapon_bay.png]] | rowspan="3" style="text-align: center;" |[[file:roboticist.png]]<br>[[Roboticist]] [[Research Director|RD]] | style="text-align: center;" |3 |300 |The concealed weapon bay is an item that attaches to non-combat [[Guide_to_robotics#List_of_Exosuits|mechs]] such as [[Guide_to_robotics#Ripley_APLU|Ripleys]] or [[Guide_to_robotics#Odysseus|Odysseuses]] and allows them to equip one [[Guide_to_robotics#Exosuit_Weapons|mech weapon]]. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows). | |- | id="Laser_Arm_Implant" |Laser Arm Implant |[[file:Syndicate_autoimplanter.png]] | style="text-align: center;" |10 |200 |An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a one use syndicate autosurgeon for immediate self-application. A screwdriver can be used to remove it from the autosurgeon, but implant can't be placed back in. | |- |Heavily Modified Springlock MODsuit Module | |2 |0 |A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you? This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. | |- | id="Australicus_Slime_Mutator" |Australicus Slime Mutator |[[file:Syringe.png]] | style="text-align: center;" |[[file:roboticist.png]]<br>[[Roboticist]],<br>[[file:Scientist_generic.png]]<br>[[Scientist]] | style="text-align: center;" |10 |300 |Requires knowledge in [[Guide_to_xenobiology|xenobiology]] to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused [[Guide_to_xenobiology#Gold_Slime|gold slime extract]] it spawns three non-hostile and non-sentient [[Spider#Uncommon_Spiders|broodmother spiders]]. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from [[Guide_to_xenobiology#Light_Pink_Slime|light pink extracts]] (not included). | |- | id="Reagent_Dartgun" |Reagent Dartgun |[[file:Regeantdartgun.png]] | style="text-align: center;" |[[file:chemist.png]]<br>[[Chemist]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]],<br>[[file:botanist.png]]<br>[[Botanist]] | style="text-align: center;" |12 |200 |This special dartgun produces four 15u ''piercing'' syringes every 25 seconds and draws from an internal 100u chemical container. You must fill the chemical container yourself. | |- | id="Brainwashing_Surgery_Program" |Brainwashing Surgery Program |[[file:Disk.gif]] | style="text-align: center;" |[[file:MedicalDoctor.png]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png]]<br>[[Roboticist]] | style="text-align: center;" |5 |0 | A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure. | |- |Syndicate Brand MMI | |[[file:MedicalDoctor.png]]<br>[[Medical Doctor]],<br>[[file:Generic_cmo.png]]<br>[[Chief Medical Officer|CMO]], <br>[[file:roboticist.png]]<br>[[Roboticist]] [[file:Scientist_generic.png]]<br>[[Scientist]] [[Research Director|RD]] |2 |0 |An MMI modified to give cyborgs laws to serve the Syndicate without having their interface damaged by Cryptographic Sequencers, this will not unlock their hidden modules. | |- | id="Kinetic_Accelerator_Pressure_Mod" |Kinetic Accelerator Pressure Mod |[[file:modkit.png]] | style="text-align: center;" |[[file:miner.png]]<br>[[Miner]] | style="text-align: center;" |5 |300 |A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage. (You can only order two). | |- | id="Explosive_Hot_Potato" |Explosive Hot Potato |[[file:potato.png]] | style="text-align: center;" |[[file:botanist.png]]<br>[[Botanist]],<br>[[file:Generic chef.png]]<br>[[Cook]],<br>[[file:clown.png]]<br>[[Clown]],<br>[[file:mime.png]]<br>[[Mime]] | style="text-align: center;" |4 |0 |When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes! | |- |Combat Bakery Kit | |Cook, Mime |7 |150 |A kit of clandestine baked weapons. Contains a baguette which a skilled mime could use as a sword, a pair of throwing croissants, and the recipe to make more on demand. Once the job is done, eat the evidence. | |- | id="Meat_Hook" |Butcher's Meat Hook |[[File:Meat_hook.png]] | style="text-align: center;" |[[file:Generic chef.png]]<br>[[Cook]] | style="text-align: center;" |11 |0 |A meat hook on the end of a long chain. Clicking from range will fire the chain, which drags the target to you, deals 20 brute and stamina damage with 60 armor penetration and 0.5 second [[Status_Effects#Knockdown|knockdown]]. Was originally shaft miner loot. | |- | id="Disposable Sentry Gun" |Disposable Sentry Gun |[[File:Turret.PNG]] | rowspan="2" style="text-align: center;" |[[file:Generic_engineer.png]]<br>[[Station Engineer]] | style="text-align: center;" |11 |0 |A disposable sentry gun deployment system cleverly disguised as a toolbox. Works and functions as a normal red toolbox, until you attack it on {{Combat_Mode}} with the combat wrench that it comes with. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at anyone except you. The turret only has 100 health however, so it will not last long when attacked. | |- |Syndicate Rebar Crossbow |[[File:Syndiexbow.png|left|frameless|32x32px]] |10 |0 |A much more professional version of the engineer's [[Makeshift weapons#Heated rebar crossbow|bootleg rebar crossbow]]. 3 shot mag, quicker loading, built-in scope, better ammo, and will never explode in your face when you fire it. Owners manual included. |Does 35 damage with high embed + wound chance, but slow to fire. Good for assassinations and against soft targets, but not designed for long firefights. |- | id="Occupational_Corruption_Device" |Organic Resources Disturbance Inducer |[[File:Occupational_corruption_device.png]] | style="text-align: center;" |[[file:Generic_hop.png]]<br>[[HoP]],<br>[[file:Generic_qm.png]]<br>[[QM]] | style="text-align: center;" |2 |0 |An Occupational Corruption Device. Using it triggers the bureaucratic error event which randomly opens and closes available job slots for latejoiners. Limited to 1 purchase. | |- |GLA Brand Mail Counterfeit Kit | |QM, Cargo tech |2 |0 |A box full of mail counterfeit devices. Devices that are able to counterfeit NT's mail. Those devices also able to place a trap inside of mail for malicious actions. Trap will "activate" any item inside of mail. Also counterfeited mail might be used for contraband purposes. Integrated micro-computer will give you great configuration options for your needs. Nothing stops the mail. |Use it with bombs. |} ===(Pointless) Badassery=== <span style="color: #19A974;">'''All items available to nuclear operatives.'''</span> {|class="wikitable sortable" !Item !class="unsortable"|Icon !Cost !Rep Requirement !class="unsortable"|description !class="unsortable"|info |- |id="Syndicate_Playing_Cards"|Syndicate Playing Cards |[[file:Syndi_cards.png]] |style="text-align: center;"|1 |0 |A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. | |- |id="Syndicate_Briefcase_Full_of_Cash"|Syndicate Briefcase Full of Cash |[[file:Briefcase.png]] |style="text-align: center;"|3 |50 |A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing. |Alternates between useful and useless depending on whoever is reworking the game economy system. |- |id="Syndicate_Smokes"|Syndicate Smokes |[[file:Syngarettes.png]] |style="text-align: center;"|2 |0 |Strong flavor, dense smoke. Each cigarette is infused with 10u [[Guide_to_chemistry#Nicotine|nicotine]] and 15u [[Guide_to_chemistry#Omnizine|omnizine]]. Smoking one of these cigarettes takes about 2 minutes. |Do not confuse with trick cigarettes. |- |id="Syndicate_Balloon"|Syndicate Balloon |[[file:Balloon.png]] |style="text-align: center;"|20 |0 | A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team. |Will prevent your uplink from buying any other items. |- |id="Broken_Chameleon_Kit"|Broken Chameleon Kit |[[file:Syndibox.png]][[file:Changeling.gif]] |style="text-align: center;"|4 |900 |A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor. | |- |id="Centcom_Official_Costume"|Centcom Official Costume |[[file:Syndibox.png]][[file:centcomcommander.png]] |style="text-align: center;"|20 |1100 |Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key. | |- |id="Clown_Costume"|Clown Costume |[[file:Clownduffle.png]][[file:Generic_clown.png]] |style="text-align: center;"|4 |700 |Contains a complete [[Clown]] outfit. | |- |id="Tactical_Naptime" id="Sleepy_Time_Pajama_Bundle"|Sleepy Time Pajama Bundle |[[file:Syndibox.png]][[File:Syndi_pajama.png]] |style="text-align: center;"|4 |900 |Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. | |- |Syndicate Sticker Pack | |1 |0 |Contains 8 random stickers precisely engineered to resemble suspicious objects, which may or may not be useful for fooling crew. | |}
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