Difference between revisions of "Syndicate Items"
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! Power Beacon <br> [[File:SingularityBeacon.gif]] | ! Power Beacon <br> [[File:SingularityBeacon.gif]] | ||
| | | 12 Telecrystals | ||
| Attracting a loose singularity towards the beacon at a brisk pace. | | Attracting a loose singularity towards the beacon at a brisk pace. | ||
| Placed like a powersink, screwdriver to secure and open hand to turn on, the power beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Unlike a powersink it does not need to be connected to an active powerline, allowing you to secure one in deep space above the station on a single floor tile. | | Placed like a powersink, screwdriver to secure and open hand to turn on, the power beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Unlike a powersink it does not need to be connected to an active powerline, allowing you to secure one in deep space above the station on a single floor tile. |
Revision as of 17:25, 24 November 2018
Syndicate people get access to these cool items during Traitor and Nuke Ops!
You should also read Identifying Antagonists
Items
Job Specific Tools
Highly Visible and Dangerous Weapons
Direct Weapons
Equipment
Item | Cost | Purpose | Description |
EMP Grenades and Implanter Kit |
2 Telecrystals | 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! |
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Syndicate Minibomb |
6 Telecrystals | 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 |
12 Telecrystals | 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 |
5 Telecrystals | 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. |
Atmos Gas Grenades |
11 Telecrystals | Stunning Crew/Causing Major Damage (N20/Plasma) | A box of two (2) cluster grenades filled with N2O and Plasma, an airborne anesthetic and highly volatile gas respectively. N2O gas will immediately incapacitate any target unfortunate enough to inhale it. Plasma on the other hand is toxic, and can be readily lit on fire in order to cause major devastation or to deny enemies access to an area. |
Ammunition
Stealthy and Inconspicuous Weapons
Direct Weapons
Equipment
Stealth and Camouflage Items
Item | Cost | Purpose | Description |
Agent ID Card File:Id card.png |
2 Telecrystals | 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. | 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. |
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Camera Bug |
1 Telecrystal | Enables you to view cameras remotely. Adding particular items to it alters its functions. | Activate in hand for a portable camera console. Can be upgraded. |
Chameleon Jumpsuit |
2 Telecrystals | Making your jumpsuit look a different color. | You can change to any other jumpsuit by right-clicking the jumpsuit itself. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please. An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. |
Chameleon-Projector |
7 Telecrystals | Hiding as an item on the station. | Looks like a cloaker, but 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, or even people with x-ray vision. |
Chameleon Stamp |
1 Telecrystal | Falsifying Paperwork | Activate it to change the stamp type. You can make it into most types of stamps, even the Captain's or the NT Representative's. Most players in big positions are willing to go the extra mile for you if you provide paperwork and seem like a trustworthy person. |
DNA Scrambler |
4 Telecrystals | Getting a Fresh Start. | A syringe with one injection that randomizes appearance and name upon use. A cheaper but less versatile alternative to an agent card and voice changer. |
F.R.A.M.E Cartridge |
4 Telecrystals | Pinning the blame on an innocent. | A PDA cartridge which allows you to upload a virus onto a PDA with it's messenger on. The virus will create an uplink and force it open, while you will receive the code for it. You can charge the F.R.A.M.E cartridge with raw telecrystals to give the virus uplink telecrystals. If the PDA targeted already has an uplink, it will not change their lock code. |
No-Slip Syndicate Shoes |
2 Telecrystals | Non slip shoes, aka galoshes. | A pair of brown shoes. When examined it says they are 'A pair of brown shoes. They seem to have extra grip.'. These shoes are nonslip but without the speed penalties the janitor's galoshes have. |
Smuggler's Satchel |
2 Telecrystals | Hiding stuff. | The satchel has 5 slots and can be worn on your back. It's thin enough to be hidden in the gap between plating and tiling, great for stashing your stolen goods. Comes with a crowbar and a floor tile inside. |
Voice Changer |
3 Telecrystals | Changing your voice to match the one of the ID you're wearing. | This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms! |
EMP Flashlight |
2 Telecrystals | Discretly EMPing things. | The flashlight functions like a normal one, but if you click at a tile or object next to you, it will EMP everything on that tile. Starts with 4 charges and slowly regenerates back up to 4 over time. |
Safe-cracking Kit |
1 Telecrystal | Picking that pesky safe, quietly. | When the drill is too loud and those codes are missing, this is your quiet bet on opening up that infernal box. Comes with a stethoscope, a balaclava, some nitrile gloves and a guide to hacking those safe tumblers. |
Devices and Tools
Item | Cost | Purpose | Description |
Cryptographic Sequencer |
6 Telecrystals | Gaining entrance to restricted areas or lockers and hacking things. | Also called an E-Mag (electromagnetic card), 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. A Full list of E-Maggable Objects can be found here: E-maggable objects |
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Access Tuner |
6 Telecrystals | An all access door remote | An all-access door remote that takes three seconds to remotely connect with airlock circuits. Visible while in-hand. |
Radio Jammer |
5 Telecrystals | Disrupting nearby radio signals. | A radio jammer is used in order to confuse and obfuscate nearby radio signals in a short range (12 tiles). Radio messages appear scrambled and muddled which can prevent others from being able to easily interpret the communications of those nearby. This device will not nullify radio completely, but will scramble it greatly. |
Artificial Intelligence Detector |
1 Telecrystal | Useful to work around the AI. | A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover. |
Binary Translator Key File:BinaryKey.png |
5 Telecrystals | Monitoring AI chatter. | 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 File:SyndicateKey.png |
2 Telecrystals | Communicating with other Syndicate agents. Intercepting other channels. | 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'. |
Plastic Explosives |
1 Telecrystal | Blowing stuff up. | This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds. It takes 10 seconds to set this, and requires you to be un-interrupted. You can click it to set the timer. |
Hacked AI Upload Module |
12 Telecrystals | Subverting the AI. | It's like an AI freefom module, except your laws take priority over all others. You'll need to get at an upload console for it to work though. Be careful though, and don't give the AI wiggle room to backstab you. |
Military Belt |
3 Telecrystals | Weapon storage and broadcasting you're a traitor to viewers | A robust seven-slot red belt made for carrying a broad variety of weapons, ammunition and explosives. Security and validhunters will usually scramble to arrest you if they see this, so be careful when wearing it openly. |
Thermal Safe Drill |
3 Telecrystals | Opening that pesky safe, loudly. | A large, battery powered drill that can be attached to both floor and box safes, drilling through them in five minutes flat. It will make drilling sounds and spark however, prepare for a fight. This can also be crafted on the crafting menu, as can the diamond version. |
Prototype Bone Repair Kit |
6 Telecrystals | An autoinjector with nanocalcium within, for healing those pesky bones. | The autoinjector comes with a guide on how to use it. Do not use with any stimulants, it will damage you and prevent your bones from healing. The autoinjector will make a sound when used, and will take some time to become active in your system. It can weaken, cause confusion and will cause you to collapse when the actual bone healing commences, but after some time, will start to fix any broken bones in your body. A useful alternative to seeking medical help when security is after you. |
Surgery Dufflebag |
4 Telecrystals | Traitorous medical operations. | The Syndicate surgery dufflebag is a toolkit containing all surgery tools, a straitjacket, and a muzzle. It also comes with an MMI of the Syndicate variety, that will automatically upload a syndicate lawset to whatever cyborg it's put into(Like an Emagged lawset, minus the 0 law identifying the emagger.) |
Advanced Pinpointer |
4 Telecrystals | Finding items and crew. | A pinpointer that tracks high-value items and crew on the station. Specifically, the PDA has 3 modes: 1) You can set X;Y co-ordinates and have it point you out in that direction. 2) You can locate the nuclear disk or other common objectives for traitors ( like hypospray, medals of captaincy, etc. ) 3) You can input a crew member's DNA strand to find them. You'll probably need to either get a medical crew's PDA or access to a medical logs computer for this. |
Power Sink |
10 Telecrystals | Sucks up all the station power, causing a black-out. | 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! |
Power Beacon |
12 Telecrystals | Attracting a loose singularity towards the beacon at a brisk pace. | Placed like a powersink, screwdriver to secure and open hand to turn on, the power beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Unlike a powersink it does not need to be connected to an active powerline, allowing you to secure one in deep space above the station on a single floor tile.
Not available to nuke agents. |
Suspicious Toolbox |
1 Telecrystal | Obtaining tools. | Filled with ordinary tools, except the welder, which is of industrial quality. It comes with a multitool and combat gloves instead of an analyser and it's also slightly more damaging than a regular toolbox, doing around 15 brute damage. |
Thermal Imaging Glasses |
6 Telecrystals | Seeing people through walls. | 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. |
Syndicate Bomb |
11 telecrystals. | Set it up in a secluded or public location, activate the timer. Excellent for forcing a shuttle call. | The Syndicate Bomb has an adjustable timer with a minimum setting of 120 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal. The crew may attempt to defuse the bomb. |
Space Suits and Hardsuits
Item | Cost | Coverage | Brute | Bullet | Laser | Energy | Bomb | Bio | Rad | Description |
Blood Red Hardsuit Helmet | None (Comes Bundled with the Hardsuit) | Head | 40 | 50 | 30 | 15 | 35 | 100 | 50 | The Feared Helmet of a Syndicate Nuclear Agent. While it's deployed it will protect your identity. |
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Blood-Red Hardsuit | 8 Telecrystals | Body+Limbs | 40 | 50 | 30 | 15 | 35 | 100 | 50 | The feared suit of a syndicate nuclear agent. Toggling the suit into combat mode will allow you all the mobility of a loose fitting uniform without sacrificing armor. Additionally the suit is collapsible, small enough to fit within a backpack. Comes packaged with internals. Nanotrasen crewmembers are trained to report red space suit sightings, these suits in particular are known to drive employees into a panic. |
Black and Red Space Helmet | None (Comes Bundled in with the Space Suit) | Head | 40 | 50 | 30 | 15 | 30 | 30 | 30 | A Space Suit Helmet, to be used with the Black and Red Space Suit. |
Black and Red Space Suit | 4 Telecrystals | Body+Limbs | 40 | 50 | 30 | 15 | 30 | 30 | 30 | A complete, red space suit. This suit's movement penalties are fewer than an EVA space suit! Useful if you need to hide in a vacuum. They can also hold a wide selection of items in suit storage. Comes packaged with internals. Nanotrasen crewmembers are trained to report red space suit sightings, although since these can be found quite often in maintenance, expect less panic than a blood red hardsuit. |
Implants
(Pointless) Badassery
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.