Syndicate people get access to these cool items during Revolution, Traitor, and Nuke Ops!
You should also read Identifying Antagonists
Items
Syndicate Uplink
Syndicate Uplink
|
|
Found in: Syndicate operatives spawn with one Used for: Ordering syndicate items by a traitor, head revolutionary or syndicate operative. Strategy: Keep it locked. Leaving a PDA open on the ordering screen is a huge faux pas.
|
Description
|
This is where the traitor gets all his fancy items. It's disguised as a PDA or a headset (or a radio if the mode is nuclear emergency). If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. A headset will need to be changed to the correct frequency. From there, you can click on it and pick whatever item you want/need. However, you only have 10 telecrystals to use (40 in nuke to split among two to six people), so choose wisely. The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.
|
Highly Visible and Dangerous Weapons
Revolver
Revolver
|
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Murder. Strategy: Keep the thing hidden, as it's a very recognisable weapon. Also, it makes a lot of noise, so be careful.
|
Description
|
It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, around 30 on a normally armoured one. If you're out of bullets, you'll just hit them with your gun, which does a smashing 5 brute damage. About the same a toolbox. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots.
|
Ammo 357
Ammo 357
|
|
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 Crossbow
|
|
Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Silently killing people. Strategy: No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly.
|
Description
|
When this weapon is used on a person, the victim falls down and takes about 10 toxin damage. While it is a useful weapon, it is another one of those extremely recognisable weapons. There is no "X shot Y" message, but the dart can be seen depending on how BYOND feels today, and there might be a slight sound. This weapon automatically recharges over time, which means unlike a revolver it won't run out of ammo.
|
Energy Sword
Energy Sword
|
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: The killing of people. Strategy: This sword will usually kill someone in just three to four hits. It leaves a bloody mess though. When on it has a chance to deflect projectiles. Needs to be turned on before use, can fit in a pocket if shut off.
|
Description
|
This is a melee weapon that can do a lot of brute damage. It has two states, on and off. When it's off, you can fit it into your pocket, but it only does about 3 brute damage. When on it does 30 brute damage. Click on it to switch between the two states.
|
Syndicate Bundle
Syndicate Bundle
|
|
Found in: Ordered via syndicate uplink, costs 10 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
|
- Spy
- Chameleon-Projector
- Voice Changer
- Agent ID Card
- Syndicate Shows
- Stealth
- Energy Crossbow
- Sleepy Pen
- Chameleon-Projector
- Explosive
- Plastic Explosive x2
- Power Sink
- Syndicate Space Suit
- Syndicate Space Helmet
- Guns
- Revolver
- .357 Ammo
- Modified ID Card
- Plastic Explosive
- Freedom
- Freedom Implant
- Uplink Implant
- Space
- Syndicate Space Suit
- Syndicate Space Helmet
- Modified ID Card
- Suspicious beacon (Spawns singularity beacon)
|
EMP Grenade
EMP Grenades
|
|
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
Power Gloves
|
|
Found in: Ordered via syndicate uplink, costs 7 telecrystals. Used for: Tapping into the station's power grid to shock or kill people. Strategy: Stand on power lines and shock people.
|
Description
|
They look like a pair of insulated gloves, so they are very inconspicuous. Clicking on someone whilst standing on a power line will launch a bolt of force-lightning from the hands of the user,stunning or killing the target. Short out the SMES units from the power grid and adding more collectors to Singularity will create a more powerful shock, making it possible for the weapon to kill or even gib targets.
|
Sleepy Pen
Sleepy Pen
|
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Making people fall asleep. Strategy: This item will make people fall asleep after a short amount of time. They may still get away though.
|
Description
|
This is a very devious little item. When you use it on someone with it they'll be injected with 20 units of sleep toxin and fall asleep in around 40 seconds. They'll be under for about 5 minutes and then wake up. It starts with 60 units, so can be used three times. Can also be filled when empty with a different chemical for a quick 20 unit injection. This is a silent injection so the receiver will receive no notification.
|
Syndicate Soap
Syndicate Soap
|
|
Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Cleaning things, and slipping people on it. Strategy: Can be used for a quick clean up if you lack space cleaner so you're not covered in blood, or it can be used like a banana peel.
|
Description
|
It's a bar of evil looking soap.
|
Detomatix Cartridge
Detomatix Cartridge
|
|
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Making other's PDA's explode Strategy: Either use this to hurt your target from far away or wait until you can see them, detonate their PDA and quickly kill them, while they're stunned. Be careful, as it can backfire!
|
Description
|
A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this, it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when run causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades. For syndicates, this cartridge has the blast door toggled function for the syndicate shuttle as well, allowing you to open the door without the military PDA.
|
Stealth and Camouflage Items
Chameleon Jumpsuit
Chameleon Jumpsuit
|
|
Found in: Ordered via syndicate uplink, costs 3 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.
|
No-Slip Syndicate Shoes
Syndicate Shoes
|
|
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.
|
Agent ID Card
Agent ID Card
|
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
|
|
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
|
|
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:
- Blinding yourself while welding.
- Being blinded by EMP pulses.
- Being vulnerable to flashes.
|
Chameleon-Projector
Chameleon-Projector
|
|
Found in: Ordered via syndicate uplink, costs 4 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.
Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.
|
Stamp Remover
Stamp Remover
|
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
Cyanide pill
|
|
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.
|
Devices and Tools
Electromagnetic Card
Modified Identification Card
|
|
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
|
Has a limited number of uses, generally about 3-4. Don't rely on it. 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.
- Things that can be Emagged
- Computers:
- Emergency shuttle console.
- Supply shuttle console.
- R&D Console.
- Robotics computer.
- Library's Check in/out Computer.
- Miscellaneous:
- Airlocks.
- All cyborgs.
- All lockable lockers.
- All lockable crates.
- All vending machines
- APC.
- R&D Server.
- ED209 Bot.
- Beepsky.
- Secrity barriers.
- Mule bots.
- Medical bots.
- Pipe filters.
- Tape recorder.
|
Hacktool
Hacktool
|
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
Syndicate Toolbox
|
|
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 7 brute damage.
|
Traitor Radio Key
Traitor Radio Key
|
|
Found in: Ordered via syndicate uplink, costs 3 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.
|
Binary Translator Key
Binary Translator
|
|
Found in: Ordered via syndicate uplink, costs 3 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.")
|
Space Suit
Syndicate Space Suit
|
|
Found in: Ordered via syndicate uplink, costs 3 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.
|
Hacked AI Upload Module
Hacked AI Upload Module
|
|
Found in: Ordered via syndicate uplink, costs 7 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.
|
Plastic Explosive charge (C4)
C4
|
|
Found in: Ordered via syndicate uplink, costs 2 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.
|
Low Power Explosive Charge
Low Power Explosive Charge
|
File:Lowpowerexplosivecharge.png
|
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Place near whatever you want to blow up.
|
Description
|
Despite the name, the explosion is pretty big. Comes with a detonator disguised as a lighter.
|
Power Sink
Power Sink
|
|
Found in: Ordered via syndicate uplink, costs 5 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!
|
Singularity Beacon
Singularity Beacon
|
File:SingularityBeacon.png
|
Found in: Ordered via syndicate uplink, costs 7 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 singularity 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.
|
Implants
Freedom Implant
Freedom Implant
|
|
Found in: Ordered via syndicate uplink, costs 3 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).
|
Explosive Implant
Explosive Implant
|
|
Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Blowing people up. Strategy: Inject your target while they're incapacitated or unconscious. Choose a regularly said phrase or word if you're feeling mean.
|
Description
|
When you inject this into someone you can choose a word or phrase. Anyone saying that phrase within earshot of the person (including the radio) will cause them to explode.
|
Compressed Matter Implant
Compressed Matter Implant
|
|
Found in: Ordered via syndicate uplink, costs 4 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.
|
Uplink Implant
Uplink Implant
|
|
Found in: Ordered via syndicate uplink, costs 10 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. You can also self destruct yourself to go out with a bang. Comes with a small number of telecrystals.
|
Badassery
Syndicate Balloon
Syndicate Balloon
|
|
Found in: Ordered via syndicate uplink, costs 10 telecrystals Used for: Looking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
|
Description
|
It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air.
|
Nuclear Strike Team
Items only available to syndicate operatives during Nuke.
Teleporter Circuit Board
Teleporter Circuit Board
|
|
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
|
|
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"
|
|
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!
|