User:Piccione
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
Item | Job | Cost | Purpose | Description |
Briefcase full of bees | Botanist | 10 Telecrystals | Summoning an overabundance of bees in a work place. | A briefcase with two uses, each time used the briefcase will summon 4 syndi-bees filled with an extremely dangerous poison that attack everyone, including you if preparations aren't made in advance, with a very noticeable audio clip playing from the DR. BEES video. Bees can be pacified by injecting your blood into the briefcase, so they don't attack you. Bees can also be restored by injecting strange reagent into the briefcase for endless bee memes. |
Safety Scissors | Barber | 5 Telecrystals | Somehow convince your target to get a haircut, then using these to gain in early edge against them in a fight. | A pair of scissors discretely sharpened to dangerous levels. Using these on a person will give the illusion you are cutting their hair for a few moments before you slice the victim's throat, causing lots of bleeding, 30 oxygen damage, and 18 brute damage. Each additional slash does 18 brute damage, similar to an energy dagger, but unlike an energy dagger, this weapon is sharp enough to behead, if you're into that kind of stuff. |
Boozey Shotgun Shells | Bartender | 6 Telecrystals | Murder | A box containing 6 shotgun shells that simulate the effects of extreme drunkeness on the target, more effective for each type of alcohol in the target's system. |
Poison Bottle | Bartender and Medical | 2 Telecrystals | Discrete Murder | A bottle that contains one of many different illegal chemicals. The contents of the bottle could be anything from a paralysis drug like ketamine to something incredibly lethal like cyanide. |
Voodoo Doll | Chaplain | 13 Telecrystals | Spying and Annoyance. | The voodoo doll can be used to mess with a target in various ways once it has been linked to them. Hold something on fire to the doll to raise the victim's temperature or poke it with something sharp to weaken them. See what your target sees by selecting the doll's eyes or make them say what you want by targeting the doll's mouth. Be warned that the victim may be alerted to the location of the voodoo doll when you are performing any of these actions. |
His Grace | Chaplain | 20 Telecrystals | Devouring the entire station crew. Only available if your objective is to hijack the station. |
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Missionary Starter Kit | Chaplain | 15 Telecrystals | Being a priest like in AoE! | Once you strap on your robe and activate your staff, you will be able to WOLOLO people into your slaves for 10 minutes(Mindshielded individuals are immune.) The convertees are basically standard mindslaves so you can order them around as you wish and report them to admins if they dont obey. After initiating, you must remain still and with sight of target for eight seconds. The target will receive an alert that the conversion is taking place as well. Once you convert someone you will scream WOLOLO with a audio cue, which makes it not too stealthy, but if you make it seem normal, nobody will bat a eye... probably. |
Chef Excellence's Special Sauce | Chef | 2 Telecrystals | Making food dangerously delicious. | A custom made sauce made from the toxin glands of 1000 space carp, if somebody ingests enough they'll be dead in 3 minutes or less guaranteed. |
Meat Cleaver | Chef | 10 Telecrystals | Being a scary maniac with a penchant for cannibalism. | A mean looking meat cleaver that does damage comparable to an Energy Sword but with the added benefit of chopping your victim into hunks of meat after they've died and the chance to stun when thrown. Use your complementary whetstone if you really want someone dead sooner rather than later. |
Syndicate Donk Pockets | Chef | 2 Telecrystals | Snacks. | A box of highly specialized Donk pockets with a number of regenerative and stimulating chemicals inside of them; the box comes equipped with a self-heating mechanism. They can heal just about any type of damage excluding broken bones. |
Pickpocket's Gloves | Civilian | 6 Telecrystals | Stealing goodies from unsuspecting crew and putting donuts or active bombs in people's pockets. | A pair of sleek gloves to aid in pickpocketing, while wearing these you can see inside the pockets of any unsuspecting mark, loot the ID or pockets without them knowing, and pickpocketing puts the item directly into your hand. |
Banana Grenade | Clown | 5 Telecrystals | Getting revenge on security that took your regular peel away. | A grenade that explodes into HONK! brand banana peels that are genetically modified to be extra slippery and extrude caustic acid when stepped on. |
Power Gloves | Engineering | 10 Telecrystals | Tapping into the station's power grid to shock or kill people. | 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. As a disclaimer, they do not actually protect from electric shock, they just look like insulated gloves. |
Proximity Mine | Janitor | 4 Telecrystals | An explosive reminder that they should be walking when the floor is wet. | An Anti-Personnel proximity mine cleverly disguised as a wet floor caution sign that is triggered by running past it, activate it to start the 15 second timer and activate again to disarm. |
Radiation Laser | Medical | 5 Telecrystals | Murder. Incapitation. Violating your Hippocratic Oath. | A radiation laser concealed inside of a Health Analyser, After a moderate delay, causes temporary collapse and radiation. Has adjustable controls, but will not function as a regular health analyzer, only appears like one. May not function correctly on radiation resistant humanoids! |
Stimulants | Medical&Science | 7 Telecrystals | Quick self-healing. | A highly illegal compound contained within a compact auto-injector; when injected it makes the user extremely resistant to being incapacitated and greatly enhances the body's ability to repair itself. |
E20 | Librarian | 3 Telecrystals | The ultimate last resort for blowing up that guy who forgot to order pizza at a D&D game. | Undistinguishable from regular dice, besides blowing up 3 seconds after being rolled. The explosion radius depends upon your roll, but generally it is quite powerful, a 15 being comparable to a syndicate bomb, 20 exploding larger than the bomb cap and rolling a 1 will instantly gib you. Unlike grenades, you don't automatically go into throw mode after rolling these. You have to be careful as well. If the die rolls anything higher than a 15, you will have an extremely hard time escaping the blast radius even if you throw it immediately after priming. |
Telegun | Research Director | 12 Telecrystals | Teleporting threats or targets. | An extremely high-tech energy gun that utilizes bluespace technology to teleport away living targets. Select the target beacon on the telegun itself; projectiles will send targets to the beacon locked onto. |
Highly Visible and Dangerous Weapons
Direct Weapons
Equipment
Item | Cost | Purpose | Description |
EMP Grenades and Implanter Kit |
2 Telecrystals | Disrupting Electronics, Disabling Cyborgs, Killing IPCs | A box that contains two EMP grenades and EMP implant. Useful to disrupt communication and silicon lifeforms. 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 tasers. Stun batons only have roughly ten percent of their charge lost. If you EMP a group of security officers before a fight, they'll be disarmed of their primary means of stunning you from a distance. They also stun cyborgs for a good deal of time. Beware, this will cause cybernetics/prosthetics to explode! |
Syndicate Minibomb |
6 Telecrystals | Creating a breach, breaking into places, gibbing someone, accidently blowing yourself up. | Creates an explosion of (1, 2, 4) at detonation. Use for quick area denial, destruction of a target, or asking the HoP for access to a glorious death before self-detonating. |
Holoparasites |
12 Telecrystals | Summoning a holoparasite Guardian | 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. While personally immortal, damaged sustained by the holoparasite is redirected as brute damage onto the host, bypassing armor and making it clear to viewers who is the host. |
Mind Batterer File:Batter.png |
5 Telecrystals | Stunning crew. | 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 as well as a distinct sound effect, so there's no being sneaky with this item. |
Ammunition
Stealthy and Inconspicuous Weapons
Direct Weapons
Equipment
Stealth and Camouflage Items
Agent ID Card
Agent Card | |
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File:Id card.png | Found in: Ordered via syndicate uplink. It 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 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 initially, 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. Previous access is not replaced when scanning a new card, allowing you to make a ghetto all access card with some effort. |
Camera Bug
Chameleon Jumpsuit
Chameleon-Projector
Chameleon Stamp
DNA Scrambler
No-Slip Syndicate Shoes
Smuggler's Satchel
Voice Changer
EMP Flashlight
Devices and Tools
Cryptographic Sequencer
Cryptographic Sequencer | |
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Found in: Ordered via syndicate uplink. It 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. You have an unlimited number of uses as long as you don't get caught. A MORE COMPREHENSIVE LIST OF E-MAGGABLE ITEMS CAN BE FOUND HERE: E-maggable_objects
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Radio Jammer
Artificial Intelligence Detector
Binary Translator Key
Binary Translator Key | |
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File:BinaryKey.png | Found in: Ordered via syndicate uplink. It 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 a headset. Each headset can contain up to two encryption keys, and department headsets start with one. This tool will allow you to access to the AI and cyborg's personal channel to hear their dirty synthetic secrets. Very handy for hearing if the AI is rogue, or is out to arrest you. |
Syndicate Encryption Key
Syndicate Encryption Key | |
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File:SyndicateKey.png | Found in: Ordered via syndicate uplink. It costs 2 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 a headset. Each headset can contain up to two encryption keys, and department headsets start with one. It will intercept almost every radio message. The syndicate channel is accessed with ':t'. |
Composition C-4
Hacked AI Upload Module
Military Belt
Syndicate Surgery Dufflebag
Advanced Pinpointer
Power Sink
Power Beacon
Fully Loaded Toolbox
Thermal Imaging Glasses
Optical Meson Scanner | |
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Found in: Ordered via syndicate uplink. It costs 6 telecrystals Used for: Seeing people through walls. Strategy: 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
Space Suits and Hardsuits
Blood-Red Hardsuit
Space Suit
Implants
Adrenal Implant
Storage Implant
Freedom Implant
Mindslave Implant
Mindslave Implant | |
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Found in: Ordered via syndicate uplink. It 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. Note: TheseJobs start with the Mindshield implant, that renders this useless until otherwise dealt with |
Uplink Implant
(Pointless) Badassery
Briefcase Full of Cash
Syndicate Balloon
Syndicate Bundle
Surplus Crate
Syndicate Playing Cards
Syndicate Smokes
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.