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| |usedfor = Making really big holes. | | |usedfor = Making really big holes. |
| |strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. | | |strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. |
| |description = The Syndicate Bomb has an adjustable timer with a minimum setting of 60 (BYOND) seconds. That's close to around 2 real life minutes. 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 defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. | | |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 defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. |
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Revision as of 12:48, 7 September 2016
Syndicate Items
Syndicate people get access to these cool items during Traitor and Nuke!
How to Get These Items
Syndicate Uplink
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Found in: Syndicate operatives spawn with one Used for: Ordering syndicate items by a traitor or syndicate operative Strategy: Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink.
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Description
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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 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals.), 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.
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Conspicuous and Dangerous Weapons
Stetchkin Pistol
Stetchkin Pistol
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Found in: Ordered via syndicate uplink, costs 7 telecrystals Used for: Quick and concealable murder. Strategy: Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise.
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Description
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A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor which makes it a very lethal and effective weapon of murder but makes it a normal sized item and will no longer fit in your pocket.
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Revolver
.357 Revolver
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Found in: Ordered via syndicate uplink, costs 13 telecrystals Used for: Very quick and loud murder. Strategy: Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful.
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Description
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It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe.
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Mini Energy Crossbow
Miniature Energy Crossbow
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Found in: Ordered via syndicate uplink, costs 12 telecrystals Used for: Stunning 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, but remember it is also very good when in a pitch because every hit is a knockdown.
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Description
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This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket. Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot.
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Energy Sword
Energy Sword
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Found in: Ordered via syndicate uplink, costs 8 telecrystals Used for: Mass murder. Strategy: This sword will usually crit someone in four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles. Needs to be turned on before use, can fit in a pocket if shut off.
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Description
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This is a melee weapon that can do a lot of brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It also is a very good combo combined with the e-bow's knockdown. You have a decent chance of reflecting projectiles with it when turned on. You can also combine it with another energy sword to create a far superior weapon.
You can also hit it with a multitool to make a RAINBOW SWORD.
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Double-bladed Energy Sword
File:DualSaber.gif Double-bladed Energy Sword
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Found in: Combining two Energy Swords Used for: SUPER mass murder, making security and all their stunning and lasers completely irrelevant. Strategy: Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser.
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Description
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The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them or knocking them unconscious long before that). Like the energy sword before it, it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent.
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EMP Kit
EMP Kit
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Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Best used aggressively against technology. If you wish to opt for a more stealthy approach, the Cryptographic Sequencer is usually better. Note that emp grenades are the pretty much the only way to stop an approaching cyborg from afar as a traitor, unless you have access to an Ion rifle.
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Contents
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Description
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File:Injector.png
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These are weapons 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. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.
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Syndicate Minibomb
Syndicate Minibomb
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Blowing shit up, making holes in the station. Strategy: Cook the grenade in your hand (at most for no more than two seconds) for a bit and throw it at someone when they least expect it. Use it on crowds or downed targets.
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Description
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The Minibomb is a grenade with a five-second fuse. It will cause a small explosion, but that explosion will still create holes to space. It can usually outright kill or even gib an unarmored target. Those wearing armor may survive. A messier and more costly alternative to using an IED on a corpse.
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Ammunition
.357 Speedloader
File:357 speedloader.png Ammo-357
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. Used for: Ammo for the revolver. Strategy: Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead.
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Description
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This is ammo for the revolver. It gives the revolver 7 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 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option.
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10mm Handgun Magazine
Ammo-10mm
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Found in: Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. Used for: Ammo for the stetchkin. Strategy: Order in conjunction with the stechkin for extra killing potential. Using on a stetchkin already loaded with a magazine will do a tacticool reload, replacing the old magazine with it and dropping the old magazine under your feet. Can be hhandloaded from a loose ammo box.
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Description
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This is ammo for the stechkin. It gives the stechkin a full clip. It can be used by either using a stetchkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload. Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines.
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Box of Riot Darts
File:Foambox riot.png Ammo-riot darts
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Ammo for the foam force toy handgun. Strategy: Order as extra ammo for the toy gun. Generally not a good idea as riot darts themselves are re-usable.
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Description
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This is ammo for the toy gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.
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Stealthy and Inconspicuous Weapons
Martial Arts Scroll
Martial Arts Scroll
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Found in: Ordered via syndicate uplink, costs 17 telecrystals Used for: Fighting ranged attackers, killing people with your fists. Strategy: This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger.
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Description
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The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable.
Your punches do 10 to 15 brute, and your grabs will start as aggressive.
You can also combo attacks by switching intents while hitting. Possible Combos:
- Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand.
- Back Kick: Harm Grab. The opponent must be facing away from you. Knocks him down.
- Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns.
- Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand.
- Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition."
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Box of Throwing Weapons
Box of Throwing Weapons
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Found in: Ordered via syndicate uplink, costs 5 telecrystals Used for: Murdering people by throwing things. Strategy: Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging.
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Contents
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Description
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5xFile:Tstar.png, 2xFile:Rbola.png
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This kit contains a five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas slow targets down on hit until they are removed; they take longer to remove than normal bolas.
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Toy Gun with Riot Darts
Toy Gun with Riot Darts
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Hiding a stunning weapon in plain sight. Strategy: This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down.
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Description
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An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target.
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Sleepy Pen
"Pen"
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Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Disabling people, making people look dead. Strategy: This item will paralyze people; they cannot talk and will collapse after a short time. It will quickly wear off.
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Description
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This is a very devious little item. It is a one-use injector that looks like a pen. The pen injects mutetoxin, morphine and tirizene into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine. The toxins inside are completely nonlethal, so if you want to kill with it you need somthing else. Not available in nuke ops.
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Poison Kit
Poison Kit
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Murdering people silently Strategy: Inject these poisons into food, medicines, cryotubes, or just shoot them with a syringe gun.
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Contents
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Description
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This kit contains a bottle each of Polonium, Venom, Neurotoxin, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.
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Dart Pistol
Dart Pistol
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Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: Shooting chemicals. Useful with the Poison Kit. Strategy: Use it as you would a normal syringe gun; the only difference is that it fits into a pocket.
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Description
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This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
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Energy Dagger
Energy Dagger
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Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Last resort combat. Strategy: Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades.
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Description
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It's a dagger that does 18 brute, but can be disguised and hidden like a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. It's better than most weapons and it's very cheap, so it's not a bad last resort, and unless people know you have it they're very unlikely to search your PDA pen.
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Syndicate Soap
"Soap"
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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 spacecleaner so you're not covered in blood, or it can be used like a banana peel.
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Description
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It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup.
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Detomatix PDA Cartridge
Detomatix Cartridge
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Making other's PDAs go KABOOM! Strategy: Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them!
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Description
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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 kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). 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. 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 when the person with the military PDA has died horribly.
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Pizza Bomb
File:Pizza bomb.gif Pizza Bomb
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Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: Tasty bomb delivery. Strategy: This pizza box contains a bomb inside, a bit stronger than a Syndicate Minibomb. To arm it, open the box, using the other hand take out the pizza, drop the pizza, use the box again with your empty hand to set the timer, put the pizza back in, close it. The next person to open it will trigger the bomb!
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Description
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A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!
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Universal Suppressor
Suppressor
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Silencing weapons Strategy: Attach it to your stechkin, or another ballistic weapon (that isn't a revolver or shotgun) to silence and remove the weapon's attack messages.
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Description
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A universal syndicate small-arms suppressor for maximum espionage. Can attach to almost any non-revolver/shotgun firearm.
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Dehydrated Space Carp
Dehydrated Space Carp
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Sudden carp invasions. Strategy: Looks like a normal carp toy. If it comes in contact with water, however, it will create a full-sized space carp, aggressive to everyone nearby. If you use the plushie in hand before activating it, the carp won't attack you once spawned.
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Description
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Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
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Slipocalypse Clusterbang
Slipocalypse Clusterbang
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Making a large area slippery with soap. Strategy: Once used, it will split into several grenades, which in turn will spawn a bar of syndicate soap each.
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Description
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A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!
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Explosive Airlock Charge
File:Door charge.png Explosive Airlock Charge
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Boobytrapping doors. Strategy: When used on a door, it'll rig it to explode when someone tries to open it, setting the victim on fire and stunning it. It will also destroy the door panel.
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Description
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A small, easily concealable device. It can be applied to an open airlock panel, booby-trapping it. The next person to use that airlock will trigger an explosion, knocking them down and destroying the airlock maintenance panel.
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Stealth and Camouflage Items
Chameleon Kit
Chameleon Kit
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Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured. Strategy: Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers.
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Description
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Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip, and the mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID. Extremely useful for infiltration.
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No-Slip Chameleon Shoes
No-Slip Chameleon Shoes
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Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Not slipping. Strategy: These can be bought separately from the chameleon kit if you don't need the rest.
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Description
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As with the chameleon kit, these shoes have an action button to change shape, and will protect you from slips.
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Agent ID Card
Agent Identification Card
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Upon use, you can set its 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 and traitors to hide their identity. It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access.
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Description
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This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times. Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID.
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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 nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't bump into you. Move only when nobody's looking.
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Description
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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 when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots.
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Camera Bug
Camera Bug
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Spying on people on cameras. Strategy: Bug the dorms, watch people ERP go braindead, announce it to everyone. (Alternatively, use it to know when people are in a certain area so you know when to detonate a bomb, sneak through and steal something, or murder someone.)
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Description
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Enables you to bug cameras to view them remotely. It can view all cameras on the station, and specifically bugged cameras can be EMPed temporarily. It can also track people.
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Smuggler's Satchel
Smuggler's Satchel
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Hiding items under floortiles. Strategy: Use it to stash contraband or bombs under the crew's feet.
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Description
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This satchel is made to fit under floortiles, and contains already a crowbar and floortile to hide it with. Additionally, sometimes satchels can persist between rounds along with one of the items inside.
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Stimpack
Stimpack
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Reducing stuns for a long time. Strategy: Use it on yourself before a fight with security.
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Description
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This syringe comes loaded with a lot of stimulants, which will heavily reduce stuns and give a small heal over time.
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Mulligan
Mulligan
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Changing identity. Strategy: Use it on yourself and find new clothes.
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Description
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This syringe comes loaded with a mutation toxin that will randomize your appearance and identity, permanently.
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EMP Flashlight
Flashlight
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Found in: Ordered via syndicate uplink, costs 2 telecrystals Used for: Disabling technology, such as cameras, radios, doors, cyborgs, etc. Strategy: Best used stealthily against technology. For the traitor who prefers a more delicate touch.
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Description
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Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge.
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Adaptive Cardboard Cutouts
Adaptive Cardboard Cutouts
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Found in: Ordered via syndicate uplink, costs 1 telecrystal Used for: Making the crew believe in a nonexistant threat. Strategy: Place them somewhere, and disguise them as anything!
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Description
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This box contains three cardboard cutouts and a crayon to color them with; unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI.
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Space Suits and Hardsuits
Syndicate Space Suit
Syndicate Space Suit
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Surviving space. Strategy: Wear it while going in space, store it in your backpack when you're done.
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Description
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A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however.
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Syndicate Hardsuit
Syndicate Hardsuit
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Surviving space, tactical armor. Strategy: Wear it while going in space, store it in your backpack when you're done.
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Description
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The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks.
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Devices and Tools
Cryptographic Sequencer
Cryptographic Sequencer
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. Strategy: Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment.
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Fully Loaded Toolbox
"Suspicious Looking Toolbox"
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. There's also a couple found on the derelict space station. 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.
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Contents
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Description
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It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and combat gloves. It's also slightly more robust than a regular toolbox.
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Syndicate Surgery Duffelbag
Military Belt
File:Combat belt.png Military Belt
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Storing combat equipment. Strategy: Use it to store many weapons when you intend to go loud.
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Description
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A robust seven-slot red belt that is capable of holding all manner of tatical equipment. It is very obvious if you're examined.
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Thermal Imaging Glasses
Thermal Imaging Glasses
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Found in: Ordered via syndicate uplink, costs 6 telecrystals. Used for: Seeing people, creatures, and synthetics through walls. Strategy: Used for tracking your targets and spotting threats or security ambushes.
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Description
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When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.
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Binary Translator Key
Binary Encryption Key
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Communicating with the AI. Strategy: Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it.
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Description
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Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. 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 a syndicate agent if you speak on their channel. Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out).
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Syndicate Encryption Key
"Standard Encryption Key"
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it. Strategy: Eavesdrop on security. Communicate with other traitors for cooperative goodness.
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Description
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Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a .t before your text.
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Artificial Intelligence Detector
"Multitool"
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Knowing when the AI is watching you. Strategy: Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking.
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Description
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A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere.
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Hacked AI Upload Module
Hacked AI Law Upload Module
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Changing the AI's laws to what you want. Strategy: Break into AI Upload to upload, or steal the AI Upload circuit from Tech Storage. The more competent the AI is, the more useful this will be.
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Description
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This is the more powerful version of the 'Freeform' AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI. The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most AIs would love to use any loophole it can find to kill you.
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Plastic Explosive charge (C4)
C-4
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
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Description
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This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 5 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run.
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Bag of C-4 Explosives
File:Duffle syndie.png Bag of C-4 Explosives
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Found in: Ordered via syndicate uplink, costs 9 telecrystals. (10% discount) Used for: Blowing lots of stuff up. Strategy: Stick it on things that need to blow up.
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Description
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Contains 10 C4 charges in a handy dufflebag, to use however you want.
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Bag of X-4 Explosives
Bag of X-4 Explosives
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Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
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Description
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Contains 3 X4 charges in a handy dufflebag, to use however you want. X4 is a more powerful version of C4, and will also deal damage in a cone behind the target.
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Power Sink
File:Powersink.gif Power Sink
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Found in: Ordered via syndicate uplink, costs 6 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.
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Description
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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! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it's drained enough power, it explodes violently!
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Power Beacon
"Ominous Beacon"
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Attracting a loose singularity/tesla towards the beacon at a brisk pace. Strategy: Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives.
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Description
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Placed like a powersink, screwdriver to secure it and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose. Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself. A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up.
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Syndicate Bomb
Syndicate Bomb
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Found in: Ordered via syndicate uplink, costs 11 telecrystals. Used for: Making really big holes. Strategy: Place somewhere safe, activate, and run. Make sure nobody defuses it.
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Description
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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 defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these.
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Radioactive Microlaser
'Health Analyzer'
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Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Stealthily irradiating people. Strategy: Use it on someone, wait for the radiations to kick in and knock them out.
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Description
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A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is."
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Implants
Freedom Implant
File:Injector.png Freedom Implant
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Found in: Ordered via syndicate uplink, costs 5 telecrystals. Used for: Escaping an arrest. Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
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Description
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If you inject yourself with the implanter inside, you can instantly get out of handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight.
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Storage Implant
File:Injector.png Storage Implant
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Storing suspicious items. Strategy: Use it to keep contraband, so it can't be discovered by a random search.
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Description
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If you inject yourself with the implanter inside, you'll gain an action button that reveals a two item storage space, that can't be detected without surgery.
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Uplink Implant
File:Injector.png Uplink Implant
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Found in: Ordered via syndicate uplink, costs 14 telecrystals. Used for: Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals. Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get permabrigged.
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Description
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Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals. Really good if you think you can do your objective without any syndicate items. In the case your target is a person, kill them and make sure they can't be cloned. In the case your target is an object, steal it and store it somewhere safe that you can retrieve from later. If you get captured, you can spawn yourself whatever items you need to break out.
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Adrenal Implant
File:Injector.png Adrenal Implant
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Found in: Ordered via syndicate uplink, costs 8 telecrystals. Used for: Removing stuns, healing. Strategy: Surprise arresting officers by popping right back up after being tased. Proceed to murder shocked arresting officers.
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Description
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An implant injected into the body, and later activated with an emote to inject a chemical cocktail with a mild healing effect and a removal of all stuns. Using it after being stunned will immediately bring you back to your feet. Has 3 uses. Only available when there are more than 25 players.
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(Pointless) Badassery
Syndicate Bundle
"Box"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Random Traitoring. Strategy: Get this if you don't know what you want to get, or if you want a challenge.
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Description
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Randomly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get.
Spawning a Syndicate Bundle will give you one of the following sets:
Spy
- Chameleon Jumpsuit
- Chameleon Mask (with voice changer)
- Agent Card
- Camera Bug
- AI Detector
- Syndicate Encryption Key
- Mulligan Syringe
- Switchblade
- Syndicate Cigarettes
- EMP Flashlight
- Chameleon Projector
Stealth
- Energy Crossbow
- Sleepy Pen
- Radioactive Microlaser
- Chameleon Projector
- Syndicate Soap
- Optical Thermal Scanners
Bond
- Stechkin Pistol
- Suppressor
- 10mm Magazine
- 10mm Magazine
- Chameleon Jumpsuit
- Agent Card
- Stimpack
Screwed
- Syndicate Bomb beacon
- Syndicate Minibomb
- Power Sink
- Syndicate Space Suit
- Syndicate Encryption Key
Guns
- Revolver
- Ammo .357
- Ammo .357
- Cryptographic Sequencer
- C4 Plastic Explosive
- Nitrile Gloves
- Clown Mask
- Black Jacket
Murder
- Energy Sword
- Optical Thermal Scanner
- Cryptographic Sequencer
- No-Slip Shoes
- Syndicate Encryption Key
- Syndicate Minibomb
Implant
- Freedom Implant
- Uplink Implant
- EMP Implant
- Adrenal Implant
- Explosive Implant
- Storage Implant
Hacker
- Cryptographic Sequencer
- Hacked AI Module
- Binary Encryption Key
- Toy AI
- AI Detector
Lord Singulo
- Singularity Beacon
- Syndicate Space Suit
- Cryptographic Sequencer
Sabotage
- C4 Plastic Explosive
- C4 Plastic Explosive
- Airlock Charge
- Airlock Charge
- Camera Bug
- Power Sink Beacon
- Detomatix Cartridge
- Fully Loaded Toolbox
- Pizza Bomb
Dark Lord
- 2x Energy Sword
- Telekinesis SE Injector
- Agent Card
- Dark Lord robes
- No-Slip Shoes
- Summon Item Spellbook
Sniper
- Sniper Rifle
- Box of Penetrator Rounds
- Optical Thermal Scanners
- Nitrile Gloves
- Clown Mask
- Black Jacket
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Syndicate Playing Cards
Syndicate Playing Cards
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Playing cards, cheap throwing stars. Strategy: Use these as a shitty throwing weapon, when you're bored and playing cards is the only option left, or as a signature for your murders.
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Description
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A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards.
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Syndicate Briefcase Full of Cash
Syndicate Briefcase Full of Cash
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Found in: Ordered via syndicate uplink, costs 1 telecrystal. Used for: Trading. Strategy: Use the cash to buy your objective, or export it with cargo to order crates.
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Description
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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.
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Syndicate Smokes
Syndicate Smokes
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Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Cool-looking regeneration. Strategy: Smoke them to inhale omnizine and heal over time.
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Description
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Strong flavor, dense smoke, infused with omnizine.
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For showing that you are The Boss
File:Balloon.png "Syndicate Balloon"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Looking fucking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
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Description
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It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. Shitcurity may arrest you for having one as they hate balloons and fun. Buy four in Nuke for the GRAND PRIZE.
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Syndicate Surplus Crate
"Crate"
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Found in: Ordered via syndicate uplink, costs 20 telecrystals. Used for: Taking a gamble or getting tons of items. Strategy: This can contain nearly everything on the uplink. If you want to take a gamble, buy it.
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Description
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It's a crate. It contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an emag to a deck of cards. It can be useless junk or really good. It's fun to buy if you have an easy objective or want to switch up your strategy. Only available when there are more than 25 players.
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Nuclear Strike Team
Items only available to syndicate operatives during Nuke.
Viscerator Grenade
Viscerator Grenade
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Found in: Ordered via syndicate uplink, costs 8 telecrystals, only available to Nuclear Agents. Used for: Crowd Control. Strategy: Essentially a tear gas grenade that can kill people, effective for clearing rooms.
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Description
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This grenade, when thrown, will disperse 5 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly good amount of damage over time but can be outrun easily. The grenade is fantastic in helping clearing out a crowd of crewmen. However, it is very ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down.
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Syndicate Medical Supply Kit
File:Syndicate Medical Supply Kit.png Syndicate Medical Supply Kit
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Found in: Ordered via syndicate uplink, costs 9 telecrystals, only available to Nuclear Agents. Used for: Healing your fellow operative. Strategy: ???
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Description
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The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, and other medical supplies helpful for a medical field operative. Contais:
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Energy Shield
Energy Shield
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Found in: Ordered via syndicate uplink, costs 16 telecrystals, only available to Nuclear Agents. Used for: Protecting yourself from energy weapons Strategy: This is a very powerful asset, it will deflect all energy based attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield. While expensive, having the people up front wield a energy shield makes for a good breaching strategy.
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Description
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An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks.
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Stetchkin
Stetchkin Pistol
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Found in: Issued to Syndicate Operatives for free, also available for Traitors. Used for: Killing people. Strategy: A free sidearm for Syndicate operatives and a cheap firearm for Traitors. Holds 8 rounds and deals 25 brute damage per round. Can be silenced with a attachment.
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Description
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The Stetchkin is a surprisingly reliable sidearm for Syndicate operatives. Each Operative is issued with this pistol for free, a additional magazine in their equipment locker and more magazines onboard their ship. This weapon is a four shot crit weapon, which by itself can be used to dispatch low threat targets or as a fallback weapon during combat. It can even be used as a primary weapon for extended periods to conserve ammo for other weapons, or paired with the Bulldog as a cheap C20r alternative.
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Ammo-10mm
Ammo-10mm
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Found in: Ordered via syndicate uplink, costs 1 telecrystal, also available for Traitors. Used for: Loading the Stechkin. Strategy: Lock and load.
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Description
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A 8-round 10mm magazine for use in the Stechkin Pistol.
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Bulldog
Bulldog Shotgun
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Found in: Issued to Syndicate Operatives for free, only available to Nuclear Agents. Used for: Killing/Stunning people. Strategy: A robust and free primary shotgun. Holds a wide selection of ammo types.
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Description
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The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. Given to each Operative for free at mission start, this can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (unpredictable damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals.
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Ammo-12g Stun Slug
File:StunSlug.png Stun Slug Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Free Magazine in starting Bulldog. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Sketchin pistol, it can make for a ok alternative to a C20r.
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Ammo-12g Buckshot
Buckshot Drum Magazine
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Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner.
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Ammo-12g Dragon's Breath
Dragon Breath Drum Magazine
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Found in: Ordered via syndicate uplink, costs 3 telecrystal, only available to Nuclear Agents. Used for: Loading the Bulldog. Strategy: Lock and load.
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Description
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A 8 round drum magazine for use in the Bulldog Shotgun. While slightly more expensive than the Buckshot Magazine, the Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back.
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C20r SMG
C20r SMG
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Found in: Ordered via syndicate uplink, costs 14 telecrystals, only available to Nuclear Agents. Used for: Killing/Stunning people. Strategy: The signature weapon of Nuke Ops, it deals reliable damage and almost always knocks down the target.
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Description
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Nuke Ops do not spawn with an SMG, they must buy it. It knocks the target down, similar to the detective's revolver, though chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals. A reliable and robust weapon worthy of the reputation given to it and a worthy addition to your arsenal.
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Ammo-12mm
File:12mmMag.png Ammo-12mm
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Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Used for: Loading the SMG. Strategy: Lock and load.
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Description
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A 20-round 12mm magazine for use in the C-20r submachine gun.
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C90gl Assault Rifle
File:C90gl.png C90gl Assault Rifle
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Found in: Ordered via syndicate uplink, costs 18 telecrystals, only available to Nuclear Agents. Used for: Killing/Blowing up people. Strategy: A alternative to the C20r, trades instant stunning for greater lethality and a attached grenade launcher.
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Description
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Holding 30 rounds and dealing 35 damage per bullet, the C90 is aimed for operatives who want higher lethality with their firearm. While the C90 costs 4 more tc's than the C20, you gain a higher magazine size, a three shot crit weapon and a underslung grenade launcher. If you trust your aim this makes for a very worthy alternative to the C20r.
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Ammo-5.45x39mm
File:5.45mm.png Ammo-5.45x39mm
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Found in: Ordered via syndicate uplink, costs 2 telecrystal, only available to Nuclear Agents. Used for: Loading the Assault Rifle. Strategy: Lock and load.
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Description
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A 30-round 5.45x39mm magazine for use in the C-90gl assault rifle.
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Ammo-40mm Grenade Box
File:40mmGrenade.png Ammo-40 mm Grenade
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Found in: Ordered via syndicate uplink, costs 4 telecrystal, only available to Nuclear Agents. Used for: Loading the Assault Rifle. Strategy: Lock and load.
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Description
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A box containing four 40mm Grenades for use in the C-90gl assault rifle.
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L6 SAW
L6 SAW
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Found in: Ordered via syndicate uplink, costs 40 telecrystals, only available to Nuclear Agents. Used for: Mowing down people. Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams.
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Description
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Holds the most ammo of any gun available: 50 rounds dealing 60 brute damage each. Two good shots on someone and they're down. Its heavy investment cost means at most only a single weapon will be used by the Ops if any at all. Most nuke op teams prefer to invest in a Mech or Cyborg over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team, and just the heavy cost in general. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun.
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Ammo-7.62×51mm
Ammo-7.62×51mm
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Found in: Ordered via syndicate uplink, costs 12 telecrystals, only available to Nuclear Agents. Used for: Loading the L6 SAW. Strategy: Lock and load.
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Description
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A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses.
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Flamethrower
File:Flamethrower.png Flamethrower
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Found in: Ordered via syndicate uplink, costs 11 telecrystals, only available to Nuclear Agents. Used for: Burning people. Strategy: ???
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Description
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A flamethrower, fueled by a portion of highly flammable biotoxins stolen previously from Nanotrasen stations. Make a statement by roasting the filth in their own greed. Use with caution.
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Biohazardous Chemical Sprayer
Biohazardous Chemical Sprayer
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Found in: Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents. Used for: Subduing crew members via massive amounts of chemicals. Strategy: Don't bother using it if your target(s) has/have internals. It causes many maladies, (Blindness, Dizziness, Knockout, Mutation), to those who ingest the reagents, however.
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Description
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A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... Use with extreme caution, to prevent exposure to yourself and your fellow operatives. Contains:
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Syndicate Detonator
Syndicate Detonator "Big red button"
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Found in: Ordered via syndicate uplink. It costs 3 telecrystal, and is only available to Nuclear Agents. They, however, start with one available anyway. Used for: Detonating all syndicate bombs at once Strategy: Coordinating bomb blasts to destroy multiple objects simultaneously.
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Description
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The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.
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Dark Gygax
Dark Gygax
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Found in: Ordered via syndicate uplink, costs 90 telecrystals, only available to Nuclear Agents. Used for: Heavy Fire Support. Strategy: Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise!
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Description
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One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that will knock down anyone it hits, a grenade launcher that fires flashbangs, and a personal teleportation device, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to an ion gun, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is with mass laser fire or a ton of explosives. The main weakness of the mech is that it has lesser armor than other mechs and that its weapons all require ammunition which can run out and cannot be replenished. However, it can still activate its leg actuator overload function to chase you down and beat you to a pulp, or retreat after taking damage.
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Dark Mauler
Dark Mauler
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Found in: Ordered via syndicate uplink, costs 140 telecrystals! Only available to Nuclear Agents. Used for: Heavy Assault Platform. Strategy: For when you need to absolutely annihilate anything in your way, accept no substitute.
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Description
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The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a Solaris Heavy Laser Cannon, a SRM8 Missile Rack, a Power Relay for infinite power and additional armor layers, this monster can destroy the station 10-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can also be locked down by the AI by bolting doors, forcing it to expend its limited missiles to blast open a path. Just don't let it corner you or prepare to be bombed back to the stone age.
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Syndicate Cyborg
Syndicate Cyborg
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Found in: Ordered via syndicate uplink, costs 80 telecrystals. Only available to Nuclear Agents. Used for: Robotic Support. Strategy: Increase team size by adding a borg to the team, an unstunnable killing machine.
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Description
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A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. It comes standard issue with a Laser Gun, Energy Crossbow, Emag, Energy Sword and a Jetpack. It also comes with a 25,000W power cell. All of its modules use 100 power for every use except the Energy Sword which uses 500 on use. The Syndiborg is a powerful ally as it is unstunnable by most methods allowing it to lead the attack with impunity. It is easy to repair on the field with a welder, and it can Emag other Cyborgs to turn them against the station! It also has the ability to listen to the Binary Channel and interact with doors like a normal borg, allowing it to unbolt or shock them! Similarly, it does not trigger any motion alarms, allowing it to quickly and easily destroy AIs before they have a chance to scream.
The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg.
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