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 = 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 [[ | | 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 [[Cyborg]]s, 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: |
Revision as of 02:17, 27 October 2015
Syndicate people get access to these cool items during Revolution, Traitor, and Nuke Ops!
You should also read Identifying Antagonists
Items
Syndicate Uplink
Job Specific Tools
Clown
Detective
Chef
Janitor
Medical
Civilian/Assistant
Bartender
Engineering
Highly Visible and Dangerous Weapons
Syndicate Pistol
Revolver
Energy Crossbow
Energy Sword
EMP Kit
Syndicate Minibomb
Ammunition
Ammo - 10mm
Pistol magazine (10mm) | |
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Found in: Ordered via syndicate uplink, 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. This can be made and recycled in a hacked autolathe. |
Speedloader - .357
Speedloader .357 | |
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Found in: Ordered via syndicate uplink, 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. |
Stealthy and Inconspicuous Weapons
Sleepy Pen
Syndicate Soap
Detomatix Cartridge
Stealth and Camouflage Items
Chameleon Jumpsuit
Chameleon Stamp
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 3 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
Chameleon-Projector
Camera Bug
DNA Scrambler
Smuggler's Satchel
Devices and Tools
Electromagnetic Card
Modified Identification Card | |
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Found in: Ordered via syndicate uplink, 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 qms, allowing them to unlock crates. Experiment! who knows what else it could work on.
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Syndicate Toolbox
Space Suit
Thermal Imaging Glasses
Thermal Imaging Glasses | |
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Seeing people through walls. Strategy: 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. Several down sides of using these include:
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Syndicate Encryption Key
Binary Translator Key
Hacked AI Upload Module
Plastic Explosive charge (C4)
Power Sink
Singularity Beacon
Syndicate Bomb
PDA Pinpointer
Artificial Intelligence Detector
(Pointless) Badassery
Syndicate Smoke
Syndicate Bundle
Syndicate Playing Cards
Syndicate Balloon
Implants
Freedom Implant
Uplink Implant
Explosive Implant
Compressed Matter Implant
Mindslave Implant
Adrenal Implant
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! |