High-risk items: Difference between revisions
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Revision as of 06:37, 13 July 2013
These are items that are often desired by traitors for themselves or as an objective for the Syndicate. Thieves who get caught with stealing one of these items are often charged with Grand Theft or even Syndicate Collaboration, given sufficient evidence.
Items
Nuclear authentication disk
GET DAT FUKKEN DISK
This disk contains the codes needed to unlock the syndicate nuke used in Nuke and Blob to destroy the entire station. The disk is also protected from teleportation, and its carrier will be blocked from entering any teleportation portal.
If you are the Captain, for the love of all that is good in this world protect the disk with your life. Don't leave the damn thing lying in your office. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. It's location can be tracked with a pinpointer, so merely hiding it won't help you.
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the station.Also syndicates love getting there grubby little red space suited hands on this.If the object gets in there hands call all hands on deck and say "Were fucked" as a syndicate team with the disk is a good team at that.
Captain's Antique Laser Gun
This is a special, engraved gun, made with real Assistant leather (which is odd because human skin makes terrible leather).
This gun is kept in a glass case in the Captains Quarters close enough to the AI core that it can tell if some one is bashing or breaks the glass case.
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.
Medal of Captaincy
Nothing is more disgraceful than a Captain losing their symbol of command.
And because enemy agents love to discredit and shame Nanotrasen, the theft of station command medals are on the rise for just this reason.
There is only one Medal of Captaincy on each station, and the Captain starts with it attached to his jumpsuit.
Plasma Tanks
Plasma mined by Nanotrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.
As plasma is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage plasma tanks.
These tanks are found in Toxins research, Engineering, or ordered at the Cargo Bay. They must be filled (+1000kPa) with plasma gas to successfully complete the "Steal a full plasma tank" Traitor objective. From a syndicate's point of view, failing to get these is almost impossible, much less accepted.
Rapid Construction Device (RCD)
An experimental device which can build, or deconstruct areas rapidly. This is held in the EVA for emergencies (and is the Chief Engineer's responsibility). However they can be made in hacked autolathes as well.
Enemy agents want this new device for their own infiltration and station building exploits.
This little bugger can be set (by clicking in active hand) to do a number of things:
- Build Floors (1 Ammo used)
- Build a Wall (3 Ammo used)
- Build an airlock (10 Ammo)
- Take apart a floor tile (3 Ammo)
- Take apart a Wall (5 Ammo) (Does not work on reinforced walls)
- Take apart an Airlock (10 Ammo)
Be forewarned that using an RCD causes it to emit sparks, which can cause fires. It also can robust the shit out people. Or AIs, if needed.
Station Blueprints
Found in the Chief Engineer's locker. These are the plans to make every part of the station, including the gravitational singularity engine. Using these you can rename existing areas into whatever you want, and create new areas that can have APCs in them.
Magboots
These are magnetic boots used by engineers during extravehicular activity to ensure the user remains safely attached to the vehicle. They are particularly useful when operating by or near the Singularity, as when enabled they negate the Singularity's pull.
One is given to the Chief Engineer. Two more can be found in EVA
File:Jetpack black.gif Jet Pack
The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing your precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. The Captain and nuke agents start with blue Oxygen-filled jetpacks.
For proper use of a jetpack, remember these simple rules:
- Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you.
- Refill blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).
- Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else!
- Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable.
These are relatively easy to steal. Getting away with them is another matter. As the jet pack is too large to place in a backpack, people seen wearing or carrying a jet pack on the escape shuttle tend to be stunned and stripped.
Void Jet Packs may also be found in Telecoms, which are filled with oxygen.
Hand teleporter
This is a miniaturized counterpart to the larger one in the Teleporter Room. It can be found on a table in the Teleporter room. The Captain also has one in his quarters.
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the Teleporter room, Derelict or the Abandoned Satellite). If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.
Slime Extract
Slimes are new rare alien lifeforms that Nanotrasen managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.
They need to be extracted from baby Slimes, typically held in Xenobiology. Once subdued, use surgical tools to extract the goo. Be warned, extract cannot be taken from adult slimes!
Hypospray
An experimental high-end chemical injector which allows for instant injections into any organism. Given to the station's Chief Medical Officer to field test, who is usually very protective of it.
Pinpointer
A locator device developed by Nanotrasen to keep track of top-priority sensitive items. The capture of one of these devices could compromise Nanotrasen security to a large extent, and may even be a precursor to more direct attacks by the Syndicate.
One is given to the Captain in his office, and it is tuned to the Nuclear Authentication Disk's signal.
Ablative Armor Vest
An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.
One of these is given to station security in the Armory, but more can be ordered from Cargo Bay in experimental gear crates.
Corgi Meat
Ian is the station's most beloved pet. Its brutal murder would strike a terrible blow to morale in a show of Syndicate force. A piece of meat from the corgi may be requested by Syndicate operators as evidence.
Corgi meat can be extracted by gibbing or putting the unfortunate canine through a wash cycle in the Locker Room.
Intelicard
Used to transport (or steal) AIs, dead or alive. It allows you to view an AI's laws and even gives you the option to wipe (kill) it. Bringing an intellicard with a damaged or non-functioning AI to the Research Director's Office will allow you to restore and repair the AI.
They can be found on the Bridge and Tech Storage. Research and Development can also produce more, assuming they have the prerequisite research levels.
Be careful! If you are the Traitor and your objective is to steal a functional AI, remember that AIs stored on IntelliCards can (slowly) suicide to prevent capture. You might wish to wait until the shuttle has been called to steal your AI.