Difference between revisions of "User:Piccione"
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== Highly Visible and Dangerous Weapons == | == Highly Visible and Dangerous Weapons == | ||
===Direct Weapons=== | |||
{| class="wikitable sortable mw-collapsible" style="text-align: center;" | {| class="wikitable sortable mw-collapsible" style="text-align: center;" | ||
! style="width: 150pt; center;" | Item | ! style="width: 150pt; center;" | Item | ||
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| The chainsaw is an extremely lethal and visible weapon. It cannot be stored in a backpack and makes a very noticeable noise when on. When used on a corpse, it will carve them into chunks of meat, leaving nothing to be cloned. | | The chainsaw is an extremely lethal and visible weapon. It cannot be stored in a backpack and makes a very noticeable noise when on. When used on a corpse, it will carve them into chunks of meat, leaving nothing to be cloned. | ||
|- | |- | ||
| Energy Crossbow | | Energy Crossbow <br> [[File:Energy crossbow.png]] | ||
| Stun+Toxin | |||
| 10 Toxin | |||
| While it is a useful weapon, it is another one of those extremely recognizable weapons. There is no "X shot Y" message, but the dart can be seen depending on how BYOND feels today, and there might be a slight sound. This weapon automatically recharges over time, which means unlike a revolver it won't run out of ammo. | |||
|- | |||
| Syndicate .357 Revolver <br> [[File:SyndiRevolver.png]] | |||
| Brute | |||
| 60 Brute | |||
| It's a gun. Click on someone and you shoot at them. If you're out of bullets, you'll just hit them with your gun, which does a smashing 5 brute damage. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots. Takes .357 ammo, can be printed out of a hacked autolathe. | |||
|- | |||
| FK-69 Stechkin 10mm Pistol <br> [[File:SyndiPistol.png]] | |||
| Brute | |||
| 30 Brute | |||
| It's a gun. Click on someone and you shoot at them. Can be outfitted with a silencer. Takes 10mm ammo, can be printed from a hacked autolathe. Magazine size of 8 bullets. | |||
|- | |||
|} | |||
===Equipment=== | |||
{| class="wikitable sortable mw-collapsible" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 200pt;" class="unsortable" | Purpose | |||
| style="width: 450pt;" class="unsortable" | Description | |||
|- | |||
| EMP Grenades and Implanter Kit <br> [[File:Flashbang box.png]] | |||
| Disrupting Electronics, Disabling Cyborgs, Killing IPCs | |||
| A box that contains two EMP grenades and EMP implant. Useful to disrupt communication and silicon lifeforms. <br> | |||
Click on the Grenade to activate it and then throw it like normal grenades. Other uses include draining the batteries of APCs and completely draining the batteries of security equipment like tasers. Stun batons only have roughly ten percent of their charge lost. If you EMP a group of security officers before a fight, they'll be disarmed of their primary means of stunning you from a distance. They also stun cyborgs for a good deal of time. Beware, this will cause cybernetics/prosthetics to explode!<br> | |||
The implant allows you to create an EMP blast centered on yourself, usable via icon at the top of your screen. Buying this implant as an IPC is ill-advised. | |||
|- | |||
| Syndicate Minibomb <br> [[File:SyndiMinibomb.png]] | |||
| Creating a breach, breaking into places, gibbing someone, accidently blowing yourself up. | |||
| Creates an explosion of (1, 2, 4) at detonation. Use for quick area denial, destruction of a target, or asking the HoP for access to a glorious death before self-detonating. | |||
|- | |||
| Holoparasites <br> [[File:Combathypo.gif]] | |||
| Summoning a holoparasite Guardian | |||
| When injected, causes a parasitic nanomachine entity known as a guardian to become attached to the user. These entities can have many different dangerous abilities, such as igniting targets or creating explosive traps. While personally immortal, damaged sustained by the holoparasite is redirected as brute damage onto the host, bypassing armor and making it clear to viewers who is the host. | |||
|- | |||
| Mind Batterer <br> [[File:Batter.png]] | |||
| Stunning crew. | |||
| The mind batterer has 5 charges. It can be used by clicking on it while it's in your active hand. When used everyone within your screen has a 50% chance of being stunned. Everyone affected will receive a notification about something messing with their brain as well as a distinct sound effect, so there's no being sneaky with this item. | |||
|- | |||
|} | |||
== Ammunition == | == Ammunition == |
Revision as of 20:58, 24 February 2018
Syndicate people get access to these cool items during Traitor and Nuke Ops!
You should also read Identifying Antagonists
Items
Syndicate Uplink
Job Specific Tools
Botanist
Barber
Bartender
Bartender & Medical
Chaplain
Chef
Civilian/Assistant
Clown
Engineering
Janitor
Medical
Librarian
Medical & Science
Research Director
Highly Visible and Dangerous Weapons
Direct Weapons
Equipment
Item | Purpose | Description |
EMP Grenades and Implanter Kit |
Disrupting Electronics, Disabling Cyborgs, Killing IPCs | A box that contains two EMP grenades and EMP implant. Useful to disrupt communication and silicon lifeforms. Click on the Grenade to activate it and then throw it like normal grenades. Other uses include draining the batteries of APCs and completely draining the batteries of security equipment like tasers. Stun batons only have roughly ten percent of their charge lost. If you EMP a group of security officers before a fight, they'll be disarmed of their primary means of stunning you from a distance. They also stun cyborgs for a good deal of time. Beware, this will cause cybernetics/prosthetics to explode! |
Syndicate Minibomb |
Creating a breach, breaking into places, gibbing someone, accidently blowing yourself up. | Creates an explosion of (1, 2, 4) at detonation. Use for quick area denial, destruction of a target, or asking the HoP for access to a glorious death before self-detonating. |
Holoparasites |
Summoning a holoparasite Guardian | When injected, causes a parasitic nanomachine entity known as a guardian to become attached to the user. These entities can have many different dangerous abilities, such as igniting targets or creating explosive traps. While personally immortal, damaged sustained by the holoparasite is redirected as brute damage onto the host, bypassing armor and making it clear to viewers who is the host. |
Mind Batterer File:Batter.png |
Stunning crew. | The mind batterer has 5 charges. It can be used by clicking on it while it's in your active hand. When used everyone within your screen has a 50% chance of being stunned. Everyone affected will receive a notification about something messing with their brain as well as a distinct sound effect, so there's no being sneaky with this item. |
Ammunition
Ammo - 10mm
Pistol Magazine 10mm | |
---|---|
Found in: Ordered via syndicate uplink. It costs 1 telecrystals. Used for: Ammo for the syndicate pistol. Strategy: Order in conjunction with the pistol. | |
Description | |
This is ammo for the pistol. It can be used by clicking on an empty pistol while you hold the ammo in your active hand. More rounds in boxed form can be produced from an autolathe, so this is mostly useless unless you lost the initial magazine from the pistol or you can't access an autolathe. |
Speedloader - .357
Speedloader .357 | |
---|---|
Found in: Ordered via syndicate uplink. It costs 4 telecrystals. Used for: Ammo for the revolver. Strategy: Order in conjunction with the revolver. | |
Description | |
This is ammo for the revolver. It gives the revolver seven more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe, making this mostly useless unless you can't access an autolathe. |
Stealthy and Inconspicuous Weapons
Martial Arts Scroll
Energy Dagger
Dart Pistol
Dehydrated Space Carp
Detomatix Cartridge
Pizza Bomb
Sleepy Pen
Syndicate Soap
Universal Suppressor
Toy gun ( Stun darts )
Fiber Wire Garrote
Stealth and Camouflage Items
Agent ID Card
Agent Card | |
---|---|
File:Id card.png | Found in: Ordered via syndicate uplink. It costs 2 telecrystals. Used for: Upon use, you can set it's job title to anything and the card's name to anything. It's used to hide your identity. Strategy: This card can be used by syndicate operatives to hide their identity or by traitors which have been exposed to do the same. It only has maintenance and external airlocks access. |
Description | |
This is a special ID card that makes you untrackable by the AI. You can repeatedly forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance Tunnel and External Airlock access initially, so try to use it in an Identification Computer. Remember to wear it on your ID slot or it will not work. Scan your Agent ID over a stolen ID card to gain that card's access. Previous access is not replaced when scanning a new card, allowing you to make a ghetto all access card with some effort. |
Camera Bug
Chameleon Jumpsuit
Chameleon-Projector
Chameleon Stamp
DNA Scrambler
No-Slip Syndicate Shoes
Smuggler's Satchel
Voice Changer
EMP Flashlight
Devices and Tools
Cryptographic Sequencer
Cryptographic Sequencer | |
---|---|
Found in: Ordered via syndicate uplink. It costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers and hacking things. Strategy: Use this to enter areas you don't have access to. Just make sure no one sees you, as the door will spark. | |
Description | |
Also called an E-Mag (electromagnetic card) or Cryptographic Sequencer, it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on Cyborgs, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM computer to order spec ops crates, and is just overall brilliant for Quartermasters, allowing them to unlock supply crates. Experiment! who knows what else it could work on. You have an unlimited number of uses as long as you don't get caught. A MORE COMPREHENSIVE LIST OF E-MAGGABLE ITEMS CAN BE FOUND HERE: E-maggable_objects
|
Radio Jammer
Artificial Intelligence Detector
Binary Translator Key
Binary Translator Key | |
---|---|
File:BinaryKey.png | Found in: Ordered via syndicate uplink. It costs 5 telecrystals. Used for: Monitoring AI chatter. Strategy: Making sure the AI isn't sending cyborgs after you. |
Description | |
The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. This tool will allow you to access to the AI and cyborg's personal channel to hear their dirty synthetic secrets. Very handy for hearing if the AI is rogue, or is out to arrest you. |
Syndicate Encryption Key
Syndicate Encryption Key | |
---|---|
File:SyndicateKey.png | Found in: Ordered via syndicate uplink. It costs 2 telecrystals. Used for: Communicating with other Syndicate agents. Intercepting other channels. Strategy: Use it to keep an ear on the department radios. |
Description | |
The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. It will intercept almost every radio message. The syndicate channel is accessed with ':t'. |
Composition C-4
Hacked AI Upload Module
Military Belt
Syndicate Surgery Dufflebag
Advanced Pinpointer
Power Sink
Power Beacon
Fully Loaded Toolbox
Thermal Imaging Glasses
Optical Meson Scanner | |
---|---|
Found in: Ordered via syndicate uplink. It costs 6 telecrystals Used for: Seeing people through walls. Strategy: Check on people who might ruin your carefully constructed plan. | |
Description | |
A special set of sunglasses. It can see warm bodies through walls, including cyborgs, xenos, humans, monkeys, and the AI due to their similar warm organic body parts. Several down sides of using these include:
|
Syndicate Bomb
Space Suits and Hardsuits
Blood-Red Hardsuit
Space Suit
Implants
Adrenal Implant
Storage Implant
Freedom Implant
Mindslave Implant
Mindslave Implant | |
---|---|
Found in: Ordered via syndicate uplink. It costs 10 telecrystals. Used for: Gaining an ally Strategy: Best used on people with high rank. | |
Description | |
A box containing an implanter filled with a mindslave implant that when injected into another person makes them loyal to you and your cause, unless of course they're already implanted by someone else. Loyalty ends if the implant is no longer in their system. Note: TheseJobs start with the Mindshield implant, that renders this useless until otherwise dealt with |
Uplink Implant
(Pointless) Badassery
Briefcase Full of Cash
Syndicate Balloon
Syndicate Bundle
Surplus Crate
Syndicate Playing Cards
Syndicate Smokes
Nuclear Strike Team
Being the elite fighting force of the Syndicate, Nuclear Operatives have access to a wide range of additional items not available to normal field operatives. A full list of these items can be found here.