Syndicate Items
Revision as of 14:35, 24 October 2019 by AzuleUtama (talk | contribs) (Corrects smuggler's satchel having only 5 slots)
Syndicate operatives get access to these items during Traitor and Nuke Ops.
For a list of items exclusive to the Nuclear Agent game-mode, click here.
Refundable Items
Currently the only refundable items for traitors are: the Martial Arts Scroll and the Holoparasite Injector
Items
Job Specific Tools
Highly Visible and Dangerous Weapons
Direct Weapons
Item | Cost | Damage Type | Damage | Description |
Energy Sword |
8 TC | Brute | 3 inactive 30 active / +35 Armor Piercing |
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. Click on it to switch between the two states. It has a 50% chance to block projectiles and melee attacks when active. It has a very distinctive noise when switching states, as well as when using it to commit murder. Don't expect to be hidden for very long after using it. |
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Double Energy Sword File:Desword.gif |
16 TC | Brute | 3 inactive 34 active / +35 Armor Piercing |
A melee weapon created by attaching two Energy Swords together. It has higher damage and a higher block chance (75%) than the Energy Sword, while also reflecting 100% of energy projectiles while wielded in both hands. |
Gloves of the North Star |
8 TC | Brute | Standard melee damage for your species. | A pair of Fingerless gloves that allows you to punch dramatically quicker, if you are not holding an item within your hands. |
Powerfist |
8 TC | Brute | 12 / 24 / 36 | A piston-powered metal fist that is fueled by any gas tank onboard the station. It launches anyone hit by the fist backwards and deals 12 brute damage multiplied by the power setting, which you can adjust with a wrench. The type of gas you use to fuel the fist doesn't alter its behavior, so feel free to use oxygen or air tanks which are easily found across the station. Do note that higher power settings will use more gas, so carrying some spare tanks is a wise idea if you plan to make heavy use of this item. You can remove attached tanks by using a screwdriver. |
Chainsaw |
13 TC | Stun + Brute | 40 | The chainsaw is an extremely lethal and visible weapon. It cannot be stored in a backpack and makes a very noticeable noise when on. When used on a corpse, it will carve them into chunks of meat, leaving nothing to be cloned. |
Energy Crossbow |
12 TC | Stun + Toxin | 15 Toxin | While it is a useful weapon, it is another one of those extremely recognizable 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. |
Syndicate .357 Revolver |
13 TC | Brute | 60 | It's a gun. Click on someone and you shoot at them. If you're out of bullets, you'll just hit them with your gun, which does a smashing 5 brute damage. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots. Takes .357 ammo, can be printed out of a hacked autolathe. |
FK-69 Stechkin 10mm Pistol |
4 TC | Brute | 30 | It's a gun. Click on someone and you shoot at them. Can be outfitted with a silencer. Takes 10mm ammo, can be printed from a hacked autolathe. Magazine size of 8 bullets. |
Compact Sniper Rifle |
16 TC | Stun + Brute | 70 | A weakened, but still powerful version of the Nuclear Operatives signature Sniper Rifle. The 4 .50 compact rounds included cannot blow off limbs or destroy objects, but still deal a whopping 70 brute damage and stun anyone hit by them. This version of the rifle has a faster fire rate and lacks the recoil of the standard version, however it lacks a scope, more ammo cannot be purchased and it cannot be silenced. |
Equipment
Item | Cost | Purpose | Description |
Holoparasites |
12 TC | 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. |
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Mind Batterer File:Batter.png |
5 TC | 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
Item | Cost | Purpose | Description |
Agent ID Card File:Id card.png |
2 TC | 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. | 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. |
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Camera Bug |
1 TC | Spying through, bugging and remotely EMP'ing cameras on the station. | A portable camera monitor with a number of functions. Using it in your hand will let you spy through any camera on the station and using it on a station camera will bug it, which will then let you disable the camera temporarily through the camera bug's interface. |
Chameleon Kit |
4 TC (6TC for Nuclear Operatives) | Helps you hide your identity, infiltrate departments and impersonate other crew members. | A box of several chameleon clothing items, a chameleon stamp for falsifying paperwork and a voice changing gas mask to help you keep your true identity a secret. You can use the action buttons for each piece of clothing to select a specific design, or use the change outfit action to quickly set several items of clothing to match that of a specified job. The voice changer allows you to set it to any name you want and can be toggled off and on when needed. Be warned that an EMP blast with cause all chameleon items to go haywire and change their design rapidly, making you look ridiculous and instantly blowing your cover! The shoes included in this kit are not the no-slip shoes, just regular ones you can disguise. |
Chameleon Stamp |
1 TC | Falsifying Paperwork | Can be disguised to look and function like other department's 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. You can also get this stamp inside the chameleon kit. |
Chameleon-Projector |
7 TC | Hiding as an item on the station. | 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 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 Security HUD |
2 TC | Annoy Security, protect yourself from flashes | A Security HUD that uses chameleon technology, letting you disguise it as most kinds of eyewear. When worn, it can be used like a normal Security HUD (i.e. setting criminal status on others, or removing it from yourself). Also protects you from flashes. |
Chameleon Flag |
1 TC | Dealing with those pesky flag-burning civilians. | A flag that can be disguised as any other known flag. There is a hidden spot in the pole to boobytrap the flag with a grenade or minibomb, which will detonate some time after the flag is set on fire. |
DNA Scrambler |
4 TC | Getting a Fresh Start. | A syringe with one injection that randomizes appearance and name upon use, as well as clearing your character's flavor text. A cheaper but less versatile alternative to an agent card and chameleon kit. Be warned that your new identity will not be on the crew manifest and your ID card won't update with your new name, which will make you very suspicious if found out. |
F.R.A.M.E Cartridge |
4 TC | Pinning the blame on an innocent. | A PDA cartridge which allows you to upload a virus onto a PDA with it's messenger on. The virus will create an uplink and force it open, while you will receive the code for it. You can charge the F.R.A.M.E cartridge with raw telecrystals to give the virus uplink telecrystals. If the PDA targeted already has an uplink, it will not change their lock code. |
Chameleon No-Slip Shoes |
2 TC (4TC for Nuclear Operatives) | Non slip shoes, aka galoshes. | A pair of chameleon shoes that keep you from slipping on slippery floor tiles or objects as well as protecting you from falling over in an atmospheric breach. Unlike regular galoshes, these shoes do not have a movement penalty. |
Smuggler's Satchel |
2 TC | Hiding stuff. | A satchel that's thin enough to be hidden underneath station floor tiles, great for stashing your stolen goods. It has slightly less space than a standard backpack and cannot store boxes or additional smuggler's satchels. Comes with a crowbar and a floor tile inside. |
EMP Flashlight |
2 TC | Discretly EMPing things. | 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. |
Safe-cracking Kit |
1 TC | Picking that pesky safe, quietly. | When the drill is too loud and those codes are missing, this is your quiet bet on opening up that infernal box. Comes with a stethoscope, a balaclava, some nitrile gloves and a guide to hacking those safe tumblers. |
Chameleon Thermal Glasses |
6 TC | Seeing people through walls. | 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. You also can change the appearence of the glasses just like with other chameleon clothing items. Be mindful that you are much more vulnerable to flashes while wearing these, so take them off when doing tasks such as welding. |
Adaptive Cardboard Cutouts |
1 TC | Pranking the crew with realistic looking cardboard cutouts. | A set of 3 blank cardboard cutouts and a marker to paint them with. Unlike regular cutouts these Syndicate ones have less discoloration, making them seem more legitimate to anyone that finds it. Often used to trick crew into thinking a different kind of threat is on the station, but can divert security in the process! |
Grenades and Explosives
Devices and Tools
Item | Cost | Purpose | Description |
Cryptographic Sequencer |
6 TC | Gaining entrance to restricted areas or lockers and hacking things. | Also called an E-Mag (electromagnetic card), 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. A Full list of E-Maggable Objects can be found here: E-maggable objects |
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Access Tuner |
6 TC | An all access door remote | An all-access door remote that takes three seconds to remotely connect with airlock circuits. Visible while in-hand. |
Radio Jammer |
5 TC | Disrupting nearby radio signals. | A radio jammer is used in order to confuse and obfuscate nearby radio signals in a short range (12 tiles). Radio messages appear scrambled and muddled which can prevent others from being able to easily interpret the communications of those nearby. This device will not nullify radio completely, but will scramble it greatly. |
Artificial Intelligence Detector |
1 TC | Useful to work around the AI. | 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 File:BinaryKey.png |
5 TC | Monitoring AI chatter. | 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. You can speak in the binary channel with ':+'. |
Syndicate Encryption Key File:SyndicateKey.png |
2 TC | Communicating with other Syndicate agents. Intercepting other channels. | 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'. |
Hacked AI Upload Module |
12 TC | Subverting the AI. | It's like an AI freefom module, except your laws take priority over all others. You'll need to get at an upload console for it to work though. Be careful though, and don't give the AI wiggle room to backstab you. |
Traitor Belt |
2 TC | Storing any small items you want on your belt. | A robust seven-slot toolbelt made for carrying a broad variety of weapons, ammunition and explosives as well as normal tools. The description gives its naughty secondary usage away, keep it away from security's prying eyes. |
Thermal Safe Drill |
3 TC | Opening that pesky safe, loudly. | A large, battery powered drill that can be attached to both floor and box safes, drilling through them in five minutes flat. It will make drilling sounds and spark however, prepare for a fight. This can also be crafted on the crafting menu, as can the diamond version. |
Prototype Bone Repair Kit |
4 TC | An autoinjector with nanocalcium within, for healing those pesky bones. | The autoinjector comes with a guide on how to use it. Do not use with any stimulants, it will damage you and prevent your bones from healing. The autoinjector will make a sound when used, and will take some time to become active in your system. It can weaken, cause confusion and will cause you to collapse when the actual bone healing commences, but after some time, will start to fix any broken bones in your body. A useful alternative to seeking medical help when security is after you. |
Surgery Duffelbag |
2 TC | Traitorous medical operations. | A handy duffelbag which contains a full set of surgery tools, a straitjacket and a muzzle. The duffelbag itself is also much lighter than the ones you'll find on the station and won't slow you down while it's on your back. |
Advanced Pinpointer |
4 TC | Finding items and crew. | 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 |
10 TC | Sucks up all the station power, causing a black-out. | 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 |
10 TC | Attracting a loose singularity towards the beacon at a brisk pace. | 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 needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying 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 floor tile.
Not available to nuke agents. Only available if your objective is to hijack the station. |
Suspicious Toolbox |
1 TC | Obtaining tools. | Filled with ordinary tools, except the welder, which is of industrial quality. It comes with a multitool and combat gloves instead of an analyser and it's also slightly more damaging than a regular toolbox, doing around 15 brute damage. |
Space Suits and Hardsuits
Implants
Bundles and Telecrystals
Item | Cost | Purpose | Description |
Syndicate Bundle |
20 TC | This spawns a syndicate box with one of nine random item sets. |
The bundles provide an emphasis on teamwork, as they are guaranteed to contain a Syndicate Encryption Key for communicating with fellow traitors. See Syndicate Bundle Equipment for bundle details. |
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Syndicate Surplus Crate |
20 TC | Being an Economic Traitor. | A crate containing 50 telecrystals worth of random syndicate items. This includes possible repeats(Be ready to get five boxed spacesuits) and job specific gear as well(Be a sithmaster with a double E-sword and lightning gloves.) |
Syndicate Super Surplus Crate |
40 TC | Being a HIGHLY Economic Traitor. | A crate containing 125 telecrystals worth of random syndicate items. Because of the much higher price compared to the regular surplus crate, you'll need to team up with at least 1 other traitor to afford it. |
Raw Telecrystals |
Variable | Giving telecrystals to other agents, charging additional uplinks. | Raw telecrystals extracted from the uplink. Handy when trading with other agents or charging a separate uplink such as the implanted version. Can be bought in 1, 5 or 20 telecrystal stacks. Operatives can additionally buy them in stacks of 50. |
(Pointless) Badassery
Syndicate Bundle Equipment
Bundle Name | Bundle Contents | Purpose | Description |
Spy | Complete your objectives quietly with this compilation of stealthy items. | ||
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Thief | Steal from friends, enemies, and interstellar megacorporations alike! | ||
Bond |
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Shake your Martini and stir up trouble with this bundle of lethal equipment mixed with a spritz of gadgetry to keep things interesting. | |
Sabotage | Infuriate the entire crew with a barrage of breaches, power failures and Chief Engineer levels of irritation. | ||
Payday |
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Alright guys, today we're performing a heist on a space station owned by a greedy corporation. Drain the vault of all its worth so we can get that pay dirt! | |
Implant | A few useful implants to give you some options for when you inevitably get captured by |
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Hacker | Hack the AI with either a custom law, or an Ion law (or both!) then talk with the AI and borgs using your Binary translator key. HACK THE PLANET! | ||
Darklord | Turn your anger into hate and your hate into suffering with a mix of energy swords and magical powers. DO IT. | ||
Professional |
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Suit up and handle yourself like a professional with a long-distance non-lethal rifle, or a highly lethal edagger for when you need to get your hands dirty. |