Difference between revisions of "Syndicate Items"
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| strategy = Attach this device to a handgun to lessen the noise created when firing without reducing firing power. | | strategy = Attach this device to a handgun to lessen the noise created when firing without reducing firing power. | ||
| description = Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will silence the shots of the weapon for increased stealth and superior ambushing capability. | | description = Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will silence the shots of the weapon for increased stealth and superior ambushing capability. | ||
}} | |||
=== EMP Flashlight === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = EMP Flashlight | |||
| image = Flashlight.png | |||
| foundin = Ordered via syndicate uplink, costs 2 telecrystals. | |||
| usedfor = Discretely EMPing things. | |||
| strategy = The flashlight will only affect what you want to, rather than a whole area, leaving a small or no trace at all of one going off. | |||
| description = 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. | |||
}} | |||
=== Toy gun ( Stun darts ) === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Foam Force Riot Pistol | |||
| image = FoamPistol.png | |||
| foundin = Ordered via syndicate uplink, costs 3 telecrystals. | |||
| usedfor = Stunning crew and then pretending it's all a joke. | |||
| strategy = Fires as fast as you can click, but it takes multiple hits to get your target down. | |||
| description = Fires riot foam darts which deal temporary stamina damage. A single clip contains 7 darts and it takes about 5 successful hits to knock the target out, but it won't last for long. The foam darts can be recollected easily by ejecting the magazine out of the pistol and then clicking on a dart with it. You will automatically collect all the darts on the ground, with which you can keep pounding the poor sucker into submission all over again! Even if you fail to knock your target out, enough hits and he'll be too slow to run away from you if you act fast enough. | |||
=== Fiber Wire Garrote === | |||
{{Item | |||
| bgcolor1 = #ffd0d0 | |||
| bgcolor2 = #ff8888 | |||
| name = Fiber Wire Garrote | |||
| image = Garrote.png | |||
| foundin = Ordered via syndicate uplink, costs 12 telecrystals. | |||
| usedfor = Strangling and re-locating crew. | |||
| strategy = Using the garrote might allow you to cremate, space or otherwise quickly dispose of someone. | |||
| description = The fiber wire garrote will instantly immitate a choke hold with kill intent ( your target will be helpless against you and will be slowly dying ), however, despite the fact that you are literally strangling the life out of your victim, they can still use the radio. | |||
}} | |||
}} | }} | ||
Revision as of 18:01, 16 June 2016
Template:OutOfDate 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. |
Mind Batterer
Mind Batterer | |
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File:Batter.png | Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Stunning crew. Strategy: Can be used both to assault crew or escape from multiple opponents. |
Description | |
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, so there's no being sneaky with this item. |
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
EMP Flashlight
Toy gun ( Stun darts )
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 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. |
Camera Bug
Camera Bug | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Recon Strategy: Enables you to bug cameras to view them remotely. Adding particular items to it alters its functions. | |
Description | |
Use on a camera to bug it. Activate it to spy through those cameras. Can be upgraded. |
Chameleon Jumpsuit
Chameleon Jumpsuit | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Making your jumpsuit look a different color. Strategy: Since most jobs have a 'job-rank suit', this item has little use. You can use it to look like security at a glance or to make people run right by you in a chase. | |
Description | |
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
Chameleon-Projector | |
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Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item no one cares about and hide as that item when in a chase. Just make sure people don't bump into you. Move only when no one's looking. | |
Description | |
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 or runs into you 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
Chameleon Stamp | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Falsifying paperwork. Strategy: Can be used to gain access to cargo crates, job changes, and whatever else you think a stamp will give you access to. | |
Description | |
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. |
Blood-Red Hardsuit
Blood-Red Hardsuit | |
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Protection and space travel. Strategy: This suit provides decent armor, a sealed environment for space travel, and weighs less than most other readily available hardsuits. It is very noticable though when worn, so only purchase this if your plans require almost zero stealth. | |
Description | |
The feared suit of a syndicate nuclear agent. Features slightly better armor. When the helmet is deployed your identity will be protected. 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. Nanotrasen crewmembers are trained to report red space suit sightings, these suits in particular are known to drive employees into a panic. |
DNA Scrambler
DNA Scrambler | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Hiding. Strategy: 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. | |
Description | |
Gives you a fresh start. |
Military Belt
Military Belt | |
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Weapon storage. Strategy: Store the various tools you think you'll need for your objectives on this handy toolbelt. | |
Description | |
A robust seven-slot red belt made for carrying a broad variety of weapons, ammunition and explosives. |
No-Slip Syndicate Shoes
Syndicate Shoes | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Non slip shoes, aka galoshes. Strategy: Use these shoes with a spray bottle of water, achieve victory. | |
Description | |
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
Smuggler's Satchel | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Stashing stuff. Strategy: This satchel is 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. | |
Description | |
The satchel has 5 slots and can be worn on your back. |
Syndicate Surgery Dufflebag
Syndicate Surgery Dufflebag | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Traitorous medical operations. Strategy: This set can be handy for fixing up your fellow Syndicate members after a firefight or removing the brain of your target. | |
Description | |
The Syndicate surgery dufflebag is a toolkit containing all surgery tools, a straitjacket, and a muzzle. |
Voice Changer
Voice Changer | |
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Found in: Ordered via syndicate uplink, costs 3 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! |
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.
|
Artificial Intelligence Detector
Artificial Intelligence Detector | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Avoiding suspicion. Strategy: Useful to work around the AI. | |
Description | |
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
Binary Translator | |
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Found in: Ordered via syndicate uplink, 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 an regular non-department headset. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are using a contraband device if you speak on their channel. Very handy for hearing if the AI is rogue, or is out to arrest you. Speak on the channel with a ':b' before your text (e.g. say ":b Beep boop.") |
Syndicate Encryption Key
Syndicate Encryption Key | |
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Found in: Ordered via syndicate uplink, costs 5 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 an regular non-department headset. It will intercept almost every radio message. The syndicate channel is accessed with ':t'. |
Composition C-4
C-4 | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Blowing stuff up. Strategy: Lay it on things that need to blow up. | |
Description | |
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
Hacked AI Upload Module | |
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Subverting the AI. Strategy: Turn the AI on your side. Make sure you word the law properly though! | |
Description | |
It's like an AI freefom module. You'll need to get at an upload console for it to work though. |
Advanced Pinpointer
Advanced Pinpointer | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Finding items and crew. Strategy: Useful if you can't find your objectives. | |
Description | |
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
Power Sink | |
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Found in: Ordered via syndicate uplink, costs 10 telecrystals. Used for: Sucks up all the station power, causing a black-out. Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power. | |
Description | |
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
Power Beacon | |
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Attracting a loose singularity towards the beacon at a brisk pace. Strategy: Set it up in a secluded location, release the singularity. Excellent for forcing a shuttle call. | |
Description | |
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 does need to be released, as the beacon will not release it. A singularity beacon can not be picked up when ordered, having to be dragged to move 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 tile of floor. Not available to nuke agents. |
Space Suit
Syndicate Space Suit | |
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Space travel. Strategy: Useful if you can't get a regular suit. | |
Description | |
A complete, red space suit and helmet. 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. Nanotrasen crewmembers are trained to report red space suit sightings. |
Fully Loaded Toolbox
Fully Loaded Toolbox | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also one found on the abandoned ship. Used for: Obtaining tools. Strategy: Useful in a pinch if the AI has bolted you in somewhere and you have no other way to escape. | |
Description | |
It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyser, it comes with a multitool and cable coil. It's also slightly more damaging than a regular toolbox, doing around 15 brute damage. |
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:
|
Syndicate Bomb
Syndicate Bomb | |
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Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Causing havoc. Strategy: Set it up in a secluded or public location, activate the timer. Excellent for forcing a shuttle call. | |
Description | |
The Syndicate Bomb has an adjustable timer with a minimum setting of 60 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. |
(Pointless) Badassery
Briefcase Full of Cash
Syndicate Briefcase Full of Cash | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Used for: Being rich. Strategy: Caution needs to be taken when trying to bribe people, as some crew members might find a briefcase full of money slightly suspicious. | |
Description | |
A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing, dealing 15 brute damage on hit. |
Syndicate Balloon
Syndicate Balloon | |
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Found in: Ordered via syndicate uplink, costs 20 telecrystals Used for: Looking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items. | |
Description | |
In the actual PDA this will show up as "For showing that you are the Boss". It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with helium. |
Syndicate Bundle
Syndicate Bundle | |
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: The economic traitor. Strategy: Random. Depends on items received. | |
Description | |
This spawns a syndicate box with one of six random item sets. | |
Contents | |
|
Surplus Crate
Syndicate Surplus Crate | |
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: The ULTIMATE economic traitor. Strategy: This box could have just about anything in it. If you're feeling very indecisive or just want to gamble even more than you would with the syndicate bundle, than this is the way to go. | |
Description | |
A crate containing 50 telecrystals worth of random syndicate items. |
Syndicate Playing Cards
Syndicate Playing Cards | |
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Found in: Ordered via syndicate uplink, costs 1 telecrystals Used for: Games. Ranged weapon. Strategy: The red package and the large S is a dead giveaway of it being syndicate contraband, make sure it does not fall into wrong hands. | |
Description | |
A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them lethal weapons both when wielded as a blade and when thrown. Does about 10 damage when thrown on an unarmored target. You can also play card games with them. |
Syndicate Smokes
Syndicate Smokes | |
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Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Relaxation. Healing. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items. Will also heal a significant amount of damage. | |
Description | |
Strong flavor, dense smoke, infused with Doctor's Delight. |
Implants
Adrenal Implant
Adrenal Implant | |
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Recovering Strategy: Use this if you are in a fight, or need to run for it. | |
Description | |
An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed. |
Storage Implant
Storage Implant | |
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Hiding items inside your body. Strategy: Useful for hiding an important item until you need it. | |
Description | |
First, you'll have to use the implanter on an object. This will compress it into the implant. When you inject this into someone (preferably you), you can choose an emote. Doing that emote will spawn the item you compressed at your feet. Having the item injected into you will not count towards your traitor objective. You will need to spawn it for it to count. |
Freedom Implant
Freedom Implant | |
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Escaping from cuffs quickly. Strategy: Use it when they least expect it. | |
Description | |
If you inject yourself with this, you can get out of handcuffs a limited number of times (Usually 1-2, maybe 3) by selecting and then using an emote (*nod, *blink, etc). |
Mindslave Implant
Mindslave Implant | |
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Found in: Ordered via syndicate uplink, 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. |
Uplink Implant
Uplink Implant | |
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Being very stealthy. Strategy: Useful if you plan to not need very many crystals, or you may lose your pda or headset. | |
Description | |
When you inject this into someone (preferably you), you can choose an emote. Doing that emote will give you access to your uplink in the implant. Comes with 5 telecrystals. |
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.