Difference between revisions of "Syndicate Items"
(Lots of new things, tried to keep similar items somewhat grouped, moved nuke ops items to its own page since this one is already huge.) |
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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 [[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 | | 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 Quartermasters, allowing them to unlock [[supply 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 00:52, 22 May 2016
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
Barber
Bartender
Bartender, Medical & Science
Chaplain
Chef
Civilian/Assistant
Clown
Engineering
Janitor
Medical
Medical & Science
Research Director
Highly Visible and Dangerous Weapons
Energy Sword
Chainsaw
Energy Crossbow
Revolver
Syndicate Pistol
EMP Kit
Syndicate Minibomb
Holoparasites
Holoparasites | |
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Found in: Ordered via syndicate uplink, costs 12 telecrystals. Used for: Summoning a holoparasite Guardian. Strategy: Exact strategies depend on the type of guardian created, however all types are reasonably strong in combat. | |
Description | |
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. |
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
Energy Dagger
Dart Pistol
Dehydrated Space Carp
Detomatix Cartridge
Pizza Bomb
Sleepy Pen
Syndicate Soap
Universal Suppressor
Stealth and Camouflage Items
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. |
Camera Bug
Chameleon Jumpsuit
Chameleon-Projector
Chameleon Stamp
Blood-Red Hardsuit
DNA Scrambler
Military Belt
No-Slip Syndicate Shoes
Smuggler's Satchel
Surgery Dufflebag
Voice Changer
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 Quartermasters, allowing them to unlock supply crates. Experiment! who knows what else it could work on.
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Artificial Intelligence Detector
Binary Translator Key
Syndicate Encryption Key
Composition C-4
Hacked AI Upload Module
PDA Pinpointer
Power Sink
Singularity Beacon
Space Suit
Syndicate Toolbox
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 Bomb
(Pointless) Badassery
Briefcase Full of Cash
Syndicate Balloon
Syndicate Bundle
Surplus Crate
Syndicate Playing Cards
Syndicate Smoke
Implants
Adrenal Implant
Compressed Matter Implant
Explosive Implant
Freedom Implant
Mindslave Implant
Uplink Implant
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.