User:Iatots

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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 headset 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"
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Completing kidnapping contracts for TC-rewards.
Strategy: A high risk, high reward choice for a traitor who wants a real challenge.
Description
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 Bundles

Item Icon Cost description info
Bundle A:
Syndi-kit Tactical
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
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 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 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 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 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. To remove an empty tank, use a screwdriver on the powerfist.

[list][*]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. [*][/list]From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three.

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.
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Stealthy and Inconspicuous Weapons

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Ammunition

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Grenades and Explosives

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Stealth and Camouflage Items

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Space Suits and Hardsuits

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Devices and Tools

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Implants

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Role Restricted

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(Pointless) Badassery

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| Operative Bundles

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