Участник:Iatots: различия между версиями

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|id="Emag"|Cryptographic Sequencer
|[[file:emag.png]]
|4
|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.
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|[[file:]]
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|id="AirlockOverride|"Airlock Authentication Override Card
|[[file:Syndicate_doorjack.png]]
|3
|A specialized cryptographic sequencer specifically designed to override station airlock access codes. 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.
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|id="Syndietoolbox"|Fully Loaded Toolbox
|[[file:Syndicatetools.png]]
|1
|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.
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|id="HypnoFlash"|Hypnotic Flash
|[[file:flash.gif]]
|7
|Hypnotises people into following absolute orders. 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]], at extremely low sanity or suffering from the [[Guide_to_Traumas#Mild|Dumbness trauma]]. Being [[Status_Effects#Unconscious|unconscious]] from being in crit or suffocating etc does not count as [[Status_Effects#Sleep|sleeping]]. Will trigger confusion, dizziness, drowzyness 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.''".
Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people.
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|Hypnotic Grenade
|[[file:flashbang.gif]]
|12
|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.
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|Syndicate Surgery Duffelbag
|[[file:Duffle_syndiemed.png]]
|3
|Use it to perform any kind of surgical crime. Contains: an [[File:Hemostat.png|link=Hemostat]], a [[File:Scalpel.png|link=Scalpel]], a [[File:Retractor.png|link=Retractor]], a [[File:Cautery.png|link=Cautery]], a [[File:Saw.png|link=Circular Saw]], a [[File:Drill.png|link=Surgical Drill]], 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.
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|Chest Rig
|[[file:Chest_rig.png]]
|1
|A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
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|Syndicate Tome
|[[file:Syndicate_tome.png]]
|5
|Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but will heal any traitor it hits like a bible would, EXCEPT the user, which needs to bind the tome to themselves by using it in their hand. (The tome bites them as confirmation).
|If anyone actually used this, it would be cut from the game for being the ultimate validhunter's tool.
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|id="Thermals"|Thermal Imaging Glasses
|[[file:Optical_Thermal_Scanner.png]]
|4
| 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.
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|Binary Translator Key
|[[file:Binary_encryption.png]]
|5
|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.
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|Syndicate Encryption Key
|[[file:Syndicate encryption.png]]
|2
|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.'''
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|Artificial Intelligence Detector
|[[file:multitool.png]]
|1
|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.
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|Hacked AI Upload Module
|[[file:circuitboard.png]]
|9
|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.
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|id="Powersink"|Powersink
|[[file: Powersink.gif]]
|10
|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!
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|Omnious Beacon
|[[file:Beacon.gif]]
|10
|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.
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|Briefcase Launchpad
|[[file:Briefcase_launchpad.gif]]
|6
| 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.
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|Radioactive Microlaser
|[[file:Healthanalyzer.png]]
|3
|A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, 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.
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|Radio Jammer
|[[file:radio_jammer.png]]
|5
|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.
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|Codespeak Manual
|[[file:Red_book.png]]
|3
|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.
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|F.R.A.M.E. PDA Cartridge
|[[file:Pda_cartrige.png]]
|4
|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.
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|Protocol CRAB-17 Phone
|[[file:Suspicious_phone.png]]
|7
|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 be bought once, globally.
|Can be bought once, globally.
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Версия от 03:17, 27 июня 2020

Syndicate Items

These are the items that Traitors and Nuclear_Operative can purchase through their uplink.

Your Uplink

Traitors by default have a PDA serve as their uplink. This can be changed through game preferences into a headsetФайл:Headset.png or a pen .

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.

Nuclear operatives have a radio as uplink which starts unlocked, and can be detonated as an impromptu bomb if money is tight.


The shop interface is divided into categories. Traitors start with 20 TeleCrystals, always, while operatives receive roughly 10 Crystals for each 10 crewmembers on the station, and receive extra if they declare war on Nanotrasen.

Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other traitors, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any unlocked uplink. All syndicate agents know codewords with which to recognize eachother on the station, but remember that traitors are not required to cooperate: A supersurplus crate contains a *lot* of gear, but some people can still be greedy and stab you in the back while you check the contents. Afterall, why have only one double esword when you could have two? Or three?

If you don't want to chance an encounter in disposals with fishy individuals, all hope is not lost: there still are discounts: Up to three items, unique for each traitor, 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. Nuclear operatives get discounts too both individually as well as a team: team discounted items have unlimited supply, you can always buy more as long as you have TC left. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.


Contract Kit

"Contract Kit"
"Contract Kit"
Item_ru
Можно найти в: Ordered via syndicate uplink, costs 20 telecrystals.
Применяется для: Completing kidnapping contracts for TC-rewards.
Использование: A high risk, high reward choice for a traitor who wants a real challenge.
Описание
20+ players only
The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, chameleon jumpsuit and mask, agent card, three randomly selected low cost items, and a unique, electrified baton. Can include items from nuke ops.

Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the ninja jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by Nanotrasen, taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.

Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.

Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.

The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.

Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.

Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with five different purchases available:

  • Contract Reroll - 2 Rep: Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available.
  • Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
  • Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
  • Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
  • Blackout - 3 Rep: Cuts station power for a short duration.

Contractor Baton

This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of knockdown and 85 stamina damage, which means it will stamcrit someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike other batons, this one works on cyborgs.

Traitor Items

Bundles

Item Icon Cost description info
Bundle A:
Syndi-kit Tactical
Файл:Box.png 20tc Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets.

Possible Sets:

Recon

Spy

Stealth

Guns

Screwed

Murder

Implant

Hacker

Lord Singulo

Sabotage

Sniper

Meta Ops

Bundle B:
Syndi-kit Special
Файл:Box.png 20tc Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing special item sets.

Possible Sets:

Bond

Ninja

Dark Lord

White Whale, Holy Grail

  • Kinetic Speargun
  • Quiver with 20 Magspears
  • Carp space suit
  • Carp mask
  • Carp delivery grenade

Mad Scientist

Bee

  • Bee objective
  • Bee costume
  • Bee mask
  • Yellow fanny pack
  • 2x buzzkill grenades
  • Beesease reagent
  • The Stinger - A fast attacking bee sabre which injects 4 units of histamine on every hit.

Mr Freeze

Surplus Crate 20 Contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy. 25+ players only
Super Surplus Crate 40 Contains 125 TC worth of items. If you feel you can trust other traitors, why not? 40+ players only
Raw Telecrystals 1 per Eject telecrystals from your uplink one at a time, or in bundles of 5, 10 and 20.
Random Item ??? ??? Receive a random item from the uplink for which you have enough telecrystals, no discounts unless it selects an item in the discout category. Like a surplus crate, but without the value or the 100% commitment. While the cost displays 0, it's not a freeby: you pay the item full price!

Conspicuous and Dangerous Weapons

Item Icon Cost description info
Box of Throwing Weapons Файл:Syndie box.png 3 This kit contains five throwing stars and two reinforced bolas.
Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.
Reinforced bolas cause a 3.5 second knockdown and will slow targets down on hit until they are removed. They take longer to remove than normal bolas.
Energy Sword 8 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. Very good combo combined with the Mini Energy Crossbow's knockdown.

You can also hit it with a multitool to make a RAINBOW SWORD.

Double-bladed Energy Sword Файл:DoubleESword.png 16 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, 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. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this. 25+ players only.
Gloves of the North Star 8 A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands. AAAATATATATATA!!
Holoparasite injector kit Файл:Syndibox.png 18 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. 25+ players only
Power fist Файл:Powerfist.png 6 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.
Makarov Pistol 7 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 will no longer fit in your pocket. Uses 9mm ammunition. Formerly named Stechkin. Can be found off station sometimes.
.357 Revolver 13 The bigger gun, makes a very loud and distinct noise. Standard ammo does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. 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. The damage is high enough to quickly blow up a supermatter crystal. Uses .357 ammunition.
Toy Gun with Riot Darts 3 An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target by draining stamina.

Stealthy and Inconspicuous Weapons

Item Icon Cost description info
Dart Pistol 2 This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
Dehydrated Space Carp 1 Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
Energy Dagger 2 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.
Martial Arts Scroll Файл:Scroll.png 11 This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks while throw 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 smaller flavor messages while reading.

The Sleeping Carp style was overhauled in Feb, 2020 and now has the following effects:

  • You will not be able to use any ranged weapon, as that would be dishonorable.
  • If throw mode is active you deflect all ranged attacks, whether energy or physical (but not thrown items).
  • Immunity to syringes, sutures and ninja stars. (Unconfirmed if piercing syringes work or not).
  • Your ordinary punches deal 10-15 brute.
  • Space carp won't attack you.
  • You gain the ability to perform combo attacks while unarmed and having the Sleeping Carp martial art.

You execute a combo step by successfully attacking a person while on a certain intent. Example: To perform Crashing Wave Kick you click a person while on harm intent to attack them once, switch to disarm intent, then spamclick the same person until you successfully perform the second combo step. Basically you attack with one intent, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required intent.

Combo name Combo Effect Attack message
Crashing Wave Kick Файл:Intent Harm.png Harm Файл:Intent Disarm.png Disarm Launch people brutally across rooms, and away from you. Deals 15 brute. X kicks Y square in the chest, sending them flying!
Keelhaul Файл:Intent Harm.png Harm Файл:Intent Grab.png Grab Kick opponents to the floor, dealing 10 brute and 4 seconds of knockdown if they are standing. Against prone targets, deal 40 stamina damage and disarm them. X kicks Y in the head, sending them face first into the floor!

X kicks Y in the head!

Gnashing Teeth Файл:Intent Harm.png Harm Файл:Intent Harm.png Harm Deal additional damage every second punch. 20 damage. Precisely kick, brutally chop, cleanly hit or viciously slam.
Mini Energy Crossbow Файл:Ebow.png 10 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, knocks down for 1 second, and blurs the vision of the target. It takes two hits to stamcrit someone unless they have armor. 25+ players only
Boxed Origami Kit Файл:Syndibox.png 6 The box contains a book able 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!". This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon which 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 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.
Poison Kit Файл:Syndibox.png 6 This kit contains a bottle each of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.
Romerol Файл:Syndibox.png 25 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.
Sleepy Pen 4 This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u 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. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. The default chemicals inside are completely non-lethal, so if you want to kill with it you need something else.
Universal Suppressor Файл:Universal suppressor.png 3 A universal syndicate small-arms suppressor for maximum espionage. 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.
Syndicate Holster 1 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.

Ammunition

Item Icon Cost description info
.357 Speedloader Файл:357 speedloader.png 4 This is a loaded ammo delivery device for the Revolver; It instantly reloads it with 7 more shots. It can be used by clicking on an empty revolver while you hold the loader in your active hand. You must add bullets to it by hand, making it as slow as a revolver to actually reload unless you happen upon a big pile of bullets on the floor, in which case clicking any of the bullets with the speedloader in hand will instantly reload it; such piles may be found near hacked autolathes, or produced by dumping a bag of them on the floor. CANNOT be fed into the autolathe so don't be afraid of feeding it to the machine.
9mm Handgun Magazine Файл:10mmMag.png 1 This is ammo for the Makarov Pistol. It can be used by either using a gun in hand to remove the old magazine and then loading it in, or do tactical reload. 30 raw damage. Loose ammo boxes can be made in a hacked autolathe so it is ill-advised to order too many extra handgun magazines as it's more economical to simply handload empty magazines.
9mm Armour Piercing Magazine Файл:10mmmagAP.png 2 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. AP does 27 raw damage, but possesses 40 armor piercing capabilities.
9mm Hollow Point Magazine Файл:10mmmaghollow.png 3 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. HP does 40 raw damage, but possesses -50 armor piercing capabilities.
9mm Incendiary Magazine Файл:10mmmagfire.png 2 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. Loaded with incendiary rounds which ignite the target. 15 raw damage, adds 2 firestacks.
Box of Riot Darts Файл:Foambox riot.png 2 This is ammo for the Toy Gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.

Grenades and Explosives

Item Icon Cost description info
Composition C-4 Файл:C4.gif 1 This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.
You can also attach a signaler to detonate instantly, among other things. Can be directly placed on mobs, but will only deal around 50 damage and not gib.
Bag of C-4 Explosives 8 Contains 10 C4 charges in a handy dufflebag, to use however you want. Activate in hand to set a timer. The timer will then start when you place the C4 on something. Placing C4 takes a few seconds (progress bar).
Bag of X-4 Explosives 4 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.
EMP Kit Файл:Syndibox.png 2 These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades.
The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range.
If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from Flashbangs. They also stun cyborgs for a good deal of time.
Detomatix PDA Cartridge 6 A cartridge for your PDA. When inserted, it will allow you to use the missile program for a random chance to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. Doesn't work against the Captain. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggle function for the syndicate shuttle as well, allowing you to open the door when the person with the military PDA has died horribly.
Pizza Bomb Файл:Pizza bomb.gif 6 A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
Slipocalypse Clusterbang Файл:Clusterbang.png 3 A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
Syndicate Bomb Файл:Syndicate Bomb.gif 11 The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. Wrench the bomb down to prevent easy removal.

The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. 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. When the bomb explodes, 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.
Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.

Syndicate Minibomb 6 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 IED on a corpse.

Stealth and Camouflage Items

Item Icon Cost description info
Chameleon Kit Файл:Syndibox.png 2 A complete kit of clothing (jumpsuit, vest, belt, shoes, gloves, mask, hat, PDA, gun, stamp and headset) capable of changing color and shape. Lightly armored. Each part of the disguise kit gives a HUD button in the top-left corner to individually change them. The shoes in this kit do not prevent slipping.

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.

No-Slip Chameleon Shoes Файл:Brshoe.png 2 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.
Agent ID Card 2 This is a special ID card with multiple uses:
  • The AI's camera eye can no longer track/jump to you and instead has to manually follow you.
  • Having an agent card in your ID slot will reduce security bots' threat assessment level by 2. This makes them ignore most offenses and even arrest warrants as long as you don't stack more than one offense.
  • You can forge the card's name, assignment, account ID, and look. This works in combination with the chameleon kit's voice changer!
  • Agent IDs copy the access of other ID cards they're used on. Lots of fun at the HoPline. Basic access is Maintenance and Syndicate.
  • Forging for the first time will automatically assign your account ID to it.
Chameleon Projector Файл:Chameleon projector.gif 7 Allows you to scan any item that can be picked up and then disguise yourself 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. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.
Camera Bug Файл:Camera bug.gif 1 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 do not need to use the Camera Bug on cameras to be able to remotely view them. It can also track people. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. 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'.
Smuggler's Satchel 2 This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. It can also fit in a back pack, making it an exceptional item for storage since it can hold normal sized items. Satchel contents used to persist between rounds, but people abused that feature hard.
Stimpack 5 This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time.
Syndicate Soap Файл:Synsoap.png 1 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.
Mulligan Файл:Syringe.png 4 This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently.
EMP Flashlight Файл:Flashlight.png 4 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.
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.
Adaptive Cardboard Cutouts Файл:Syndibox.png 1 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.
Decoy Nuclear Authentication Disk Файл:NuclearDisk.gif 1 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 us the Syndicate to complete your objective, they know better!

But sometimes the sprite is not animated? Investigate...

Space Suits and Hardsuits

Item Icon Cost description info
Syndicate Space Suit Файл:Syndi suit.png 4 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.
Resistances: melee = 40, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85.
Blood-red Hardsuit Файл:Syndi hardsuit.png 8 The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks.
Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90.
Cybersun_Hardsuit 14 A long forgotten hardsuit made by Cybersun industries. Offers ROBUST protection against laser-based weapons, while still giving somewhat good chances to survive assault from a toolbox or shotgun. Not to mention, it doesn't slow you down and contains an integrated jetpack that runs on standard tanks.
Resistances: melee = 30, bullet = 40, laser = 70, energy = 70, bomb = 30, bio = 100, rad = 60, fire = 60, acid = 60.

Devices and Tools

Item Icon Cost description info
Cryptographic Sequencer 4 Also called an Emag (electromagnetic 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.
"Airlock Authentication Override Card 3 A specialized cryptographic sequencer specifically designed to override station airlock access codes. 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.
Fully Loaded Toolbox 1 It's a suspicious looking toolbox, filled with useful tools. Contains:a , a, a , a , a, some , and a pair of combat gloves (which are insulated). It's also slightly more robust than a regular toolbox. Can be found offstation sometimes.
Hypnotic Flash 7 Hypnotises people into following absolute orders. To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, at extremely low sanity or suffering from the Dumbness trauma. Being unconscious from being in crit or suffocating etc does not count as sleeping. Will trigger confusion, dizziness, drowzyness 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.".

Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people.

Hypnotic Grenade 12 This flashbang is capable of inflicting the Hypnotic Stupor on vulnerable people.
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.
Syndicate Surgery Duffelbag 3 Use it to perform any kind of surgical crime. Contains: an , a , a , a , a , a , some , a Файл:Muzzle.png, a Файл:Straight jacket.png, and an empty Файл:MMI.png which slaves the borg to you.
Chest Rig Файл:Chest rig.png 1 A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
Syndicate Tome Файл:Syndicate tome.png 5 Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but will heal any traitor it hits like a bible would, EXCEPT the user, which needs to bind the tome to themselves by using it in their hand. (The tome bites them as confirmation). If anyone actually used this, it would be cut from the game for being the ultimate validhunter's tool.
Thermal Imaging Glasses 4 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 flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.
Binary Translator Key Файл:Binary encryption.png 5 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.
Syndicate Encryption Key Файл:Syndicate encryption.png 2 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.
Artificial Intelligence Detector 1 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.
Hacked AI Upload Module Файл:Circuitboard.png 9 This is a more powerful version of the 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.
The hacked Laws act like 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 AIs would love to use any loophole they can find to kill you.
Powersink Файл:Powersink.gif 10 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.
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!
Omnious Beacon Файл:Beacon.gif 10 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.

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.
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.

Briefcase Launchpad Файл:Briefcase launchpad.gif 6 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.

Radioactive Microlaser 3 A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, 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.
Radio Jammer Файл:Radio jammer.png 5 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.
Codespeak Manual Файл:Red book.png 3 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.
F.R.A.M.E. PDA Cartridge 4 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.
Protocol CRAB-17 Phone 7 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 be bought once, globally. Can be bought once, globally.

Implants

Item Icon Cost description info
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Role Restricted

Item Icon Role Cost description info
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(Pointless) Badassery

Item Icon Cost description info
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| Operative Bundles

Item Icon Cost description info
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