Difference between revisions of "Syndicate Items"
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| usedfor = Gaining entrance to restricted areas or lockers and hacking things. | | usedfor = 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. | | 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 = | | 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 [[robotics|Robots]], 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 qms, allowing them to unlock crates. Experiment! who knows what else it could work on. | ||
; Things that can be Emagged | ; Things that can be Emagged | ||
# Computers: | # Computers: | ||
#* Communications console. | |||
#** Allows a one-way message to the syndicate. You still need captain-level access. | |||
#* Emergency shuttle console. | #* Emergency shuttle console. | ||
#* Supply shuttle console. | #* Supply shuttle console. | ||
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#* Robotics computer. | #* Robotics computer. | ||
#* Library's Check in/out Computer. | #* Library's Check in/out Computer. | ||
#* Teleporter console. | |||
# Miscellaneous: | # Miscellaneous: | ||
#* Airlocks. | #* Airlocks. | ||
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#* All lockable crates. | #* All lockable crates. | ||
#* All vending machines | #* All vending machines | ||
#* Faxes. | |||
#* APC. | #* APC. | ||
#* R&D Server. | #* R&D Server. | ||
#* ED209 Bot. | #* ED209 Bot. | ||
#* Beepsky. | #* Beepsky. | ||
#* | #* Security barriers. | ||
#* Mule bots. | #* Mule bots. | ||
#* Medical bots. | #* Medical bots. | ||
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}} | }} | ||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 14:57, 1 March 2015
Syndicate people get access to these cool items during Revolution, Traitor, and Nuke Ops!
You should also read Identifying Antagonists
Items
Syndicate Uplink
Highly Visible and Dangerous Weapons
Revolver
Ammo 357
Ammo 357 | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals, or hacked autolathes, cost 50,000 metal units. 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 for 50K metal(which is interestingly enough the same cost as an RCD). |
Energy Crossbow
Energy Sword
Syndicate Bundle
EMP Grenade
EMP Grenades | |
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Very rarely used as the Cryptographic Sequencer usually does it's job much better. | |
Description | |
This is a weapon 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. No-one really uses these. They come in packs of 5. 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 stun batons and tasers. If you EMP a group of security officers before a fight, they'll be completely disarmed of stun weaponry aside from flashes or flashbangs. They also stun cyborgs for a good deal of time. Beware, this will cause cybernetics/prosthetics to explode! |
Stealthy and Inconspicuous Weapons
Power Gloves
Sleepy Pen
Syndicate Soap
Detomatix Cartridge
Stealth and Camouflage Items
Chameleon Jumpsuit
No-Slip Syndicate Shoes
Agent ID Card
Agent ID Card | |
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File:Id card.png | Found in: Ordered via syndicate uplink, 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 or revolutionaries, 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, 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. |
Voice Changer
Voice Changer | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Changing your voice to match the one of the ID you're wearing Strategy: Any regular gas mask obstructs your face, so no one will know you're not the person which your ID says you are, but speak and it's all over. This mask protects your identity by changing your voice to the owner of the ID you're wearing. It's very useful. | |
Description | |
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! It isn't very helpful to Geneticist's though. |
Thermal Imaging Glasses
Thermal Imaging Glasses | |
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Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Seeing people through walls. Strategy: A replacement for the now unavaliable cloaking device. Security don't have these any more, so use them to 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. The secondary function of the scanner is to see through electronic fields that bend light, allowing you to see cloaked entities. Several down sides of using these include:
|
Chameleon-Projector
Stamp Remover
Stamp Remover | |
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File:Stampremover.png | Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Removing stamps from paper. Strategy: Remove stamps from papers. |
Description | |
I have no idea how this could possibly be useful. |
Cyanide Pill
Devices and Tools
Electromagnetic Card
Modified Identification Card | |
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Found in: Ordered via syndicate uplink, costs 3 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 Robots, 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 qms, allowing them to unlock crates. Experiment! who knows what else it could work on.
|
Hacktool
Hacktool | |
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File:Hacktool.png | Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Controlling airlocks. Strategy: Mess with airlocks. |
Description | |
Has unlimited uses unlike the emag, but is slower to work. Opens up the full airlock control panel, letting you electrify doors and drop/raise bolts too. |
Syndicate Toolbox
Traitor Radio Key
Binary Translator Key
Space Suit
Hacked AI Upload Module
Plastic Explosive charge (C4)
Low Power Explosive Charge
Power Sink
Singularity Beacon
Implants
Freedom Implant
Explosive Implant
Compressed Matter Implant
Uplink Implant
Badassery
Syndicate Balloon
Nuclear Strike Team
Items only available to syndicate operatives during Nuke.
Teleporter Circuit Board
Teleporter Circuit Board | |
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Found in: Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents. Used for: Completing your shuttle's teleporter Strategy: Storming the station in a surprise attack! Go in all together or split up to different tracking beacons | |
Description | |
This circuit board will allow you to finish the teleporter in the shuttle you start in. Allows the operatives to skip the step of infiltrating the station from space in favor of direct insertion. Remember that this a one-way trip: you will not be able to teleport back onto the shuttle, especially with the nuke disk. |
Cyanide Pill
Cyanide pill | |
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Found in: Nuclear Agents Used for: Killing people Strategy: This little pill kills quickly and knocks out the subject, but force-feeding it has a slight delay. | |
Description | |
This is a nasty little orange pill that will kill someone almost instantly if they eat it. However, like all pills, there is a delay while you try to force it down someone's throat. And they will almost certainly move and yell for help. So, it's best to knock out or stun someone before you try giving them one. They only spawn in your inventory as a syndicate operative in nuke mode. |
Tank Transfer Bomb
"Tank Transfer Valve" | |
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Found in: Syndicate shuttle during Nuke, Syndicate Bundles, assembled in Research Division Used for: Blowing stuff up Strategy: Not particularly useful for assassinations. Remember to fill the oxygen tank for a bigger bang. | |
Description | |
It's a bomb. The ones you get from the Syndicate Shuttle and the Syndicate Bundle are pretty mediocre at first. They're good at destroying equipment and creating large breaches in the walls and floor, but they're not strong enough to kill a healthy person. Comes with a timed triggering device. To use: Set a time on the timer. Change the setting to Timing. Drop/Hide it and run! |