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Syndicate people get access to these cool items during Traitor, and Nuke!
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.
Description
This is where the traitor gets all his fancy items. It's disguised as a PDA or a headset (or a radio if the mode is nuclear emergency). If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. A headset will need to be changed to the correct frequency. From there, you can click on it and pick whatever item you want/need. However, you only have 10 telecrystals to use (40 in nuke to split among two to six people), so choose wisely. The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them.
Conspicuous and Dangerous Weapons
Revolver
Full Revolver
Found in: Ordered via syndicate uplink, costs 6 telecrystals Used for: 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.
Description
It's a gun. Click on someone and you shoot at them. Does sixty brute damage per shot on an unarmoured target, considerably less on an armoured one. If you're out of bullets, you'll just hit them with your gun, which does a smashing three brute damage. Better to use a toolbox. Careful, the revolver's pretty loud and nearby people will hear it. Also, keep in mind there's only 7 shots.
Mini Energy Crossbow
Miniature Energy Crossbow
Found in: Ordered via syndicate uplink, costs 5 telecrystals Used for: Tickling 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.
Description
When this weapon is used on a person, the victim is dealt toxin damage and falls down briefly. While it is a useful weapon, it is another one of those weapons that once the Security forces find you with one on you, they'll beat you to death with their off stun batons. This item produces no in-game messages, which means that nobody will see anything in the chat (including the "put in backpack" message), but the dart can be seen sometimes (depending on lag), and the sound, even though not loud, can easily be heard if you pay attention. This weapon automatically recharges over time, which means unlike a revolver it won't run out of ammo. It is completely useless against borgs, since these are immune to both toxins damage and stuns. Also, it fits in your pocket.
Energy Sword
Energy Sword
Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: The killing of people. Strategy: This sword will usually kill someone in just two or three hits. It leaves a bloody mess though. When on it has a chance to deflect projectiles. Needs to be turned on before use, can fit in a pocket if shut off.
Description
This is a melee weapon that can do a lot of brute damage. It 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 not a very effective weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinguishable noise. It also is a very good combo combined with the e-bow's knockdown, when cornered. You can create a double e-sword by taking one e-sword and clicking it on to another. Bonus points if you order two and pretend you're a Sith Lord.
5 EMP Grenades
EMP Kit
Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: The disabling of technology, such as cameras, radios, etc. Strategy: Best used aggresively 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.
Description
This is a weapon used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking nearby shocking 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 stunbatton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time.
Syndicate Minibomb
Syndicate Minibomb
Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Blowing shit up, making holes in the station. Strategy: Cook the grenade in your hand for a bit and throw it at someone when they least expect it. Use it on crowds.
Description
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.
Ammunition
Ammo 357
Ammo-357
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. Used for: Ammo for the revolver Strategy: Order in conjunction with the revolver
Description
This is ammo for the revolver. It gives the revolver seven more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe for 50K metal(which is interestingly enough the same cost as an RCD).
Stealthy and Inconspicuous Weapons
Paralysis Pen
"Pen"
Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Disabling people, making people look dead. Strategy: This item will paralyze people, they cannot move or talk, but can see and hear everything around them. It wears off after a while.
Description
This is a very devious little item. It looks like a pen and works only once. The pen injects zombie powder into people, making them appear dead on all medical scanners, and disallowing them to move or talk. They can still see and hear everything around them, and will occasionally drool. The victim will survive if the attacker doesn't finish the job properly, and a dead body may not be easy to get rid of some times. Not available in nuke ops.
Syndicate Soap
"Soap"
Found in: Ordered via syndicate uplink, costs 1 telecrystal Used for: Cleaning things, and slipping people on it. Strategy: Can be used for a quick clean up if you lack spacecleaner so you're not covered in blood, or it can be used like a banana peel.
Description
It's a bar of evil looking soap.
Detomatix PDA Cartridge
Detomatix Cartridge
Found in: Ordered via syndicate uplink, costs 3 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! Be careful, as it can backfire!
Description
A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a kind of weak explosion (Still powerful enough to knockout people and gib corpses, 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. In addition, there is a chance the cartridge will not work -- for instance on other syndicate PDAs -- or will feedback and blow up your own PDA. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran 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.
Stealth and Camouflage Items
Chameleon Jumpsuit
"Jumpsuit"
Found in: Ordered via syndicate uplink, costs 3 telecrystals Used for: Making your jumpsuit look a different color Strategy: Very useful for Nuke Agents who want to try a stealthy approach. You can also use it to look like security at a glance or to make people run right by you in a chase (changing your color to something else when they don't see)
Description
This is a fashion model's dream. You can change to any other jumpsuit by right-clicking the jumpsuit itself. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please and order a Chef to kidnap someone and put them in the gibber. Note that you have to activate it through a right click option before you can use it. An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth.
Found in: Ordered via syndicate uplink, costs 1 telecrystal Used for: Forging stamp marks. Strategy: Get the HoP to approve of your all-access with a stamp from every head, the clown, and cargo!
Description
A stamp that can be activated to imitate an official Nanotrasen Stamp™. The disguised stamp will work exactly like the real stamp and will allow you to forge false documents to gain access or equipment; it can also be used in a washing machine to forge clothing.
No-Slip Syndicate Shoes
"Brown Shoes"
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Non slip shoes. Strategy: Use these shoes with a spray bottle of water, achieve victory.
Description
A pair of brown shoes. When examined it says they have an extra grip. These shoes are nonslip but without the speed penalties the janitor's galoshes have.
Agent ID Card
Agent Identification Card
Found in: Ordered via syndicate uplink, costs 3 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.
Description
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.
Voice Changer
"Gas Mask"
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Changing your voice to match the one of the ID you're wearing. Strategy: Any regular gas mask obstructs your face, so no-one will know you're not the person which your ID says you are, but speak and it's all over. This mask protects your identity by changing your voice to the owner of the ID you're wearing. It's very useful.
Description
This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms! It isn't very helpful to geneticist's, though, since they can steal a person's appearance anyway. Also note that if you wear it while working a job that usually wouldn't wear gasmasks, such as MDs or the bartender, you will attract suspicion.
Chameleon Projector
Chameleon Projector
Found in: Ordered via syndicate uplink, costs 4 telecrystals. Used for: Hiding as an item on the station. Strategy: Scan an item 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.
Description
Allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and cannot interact with anything you're not already holding, and if someone tries to pick you up or runs into you the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI, or by people using thermal optics, even people with x-ray vision cannot see through your cloak.
Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Spying on people on cameras. Strategy: Bug the dorms, watch people ERP, 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.)
Description
Enables you to bug cameras to view them remotely. You can add certain items to it to increase its usability. You can remove those items to return it to default by using a screwdriver.
Adding a detective's scanner, a PAI, or a scanning module will make it an advanced bug, which can track people and monitor cameras.
Deviced and Tools
Cryptographic Sequencer
Cryptographic Sequencer
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. Strategy: Use this to enter areas you don't have access to. Just make sure nobody sees you as the door will spark.
Description
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. You can use it on Robots, to make them generally malicious to the station, they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM's computer to order spec ops crates, and is just overall brilliant for QMs, allowing them to unlock crates. E-Magging welded or bolted doors will also break them, leaving them closed shut for good. E-magging a cyborg will change its lawset to follow you, and only those who you designate. You can order it to then go on a killing spree, retrieve an item, or any other number of things! It's like having your own personal slave!
Experiment! Who knows what else it could work on.
Some things that can be Emagged:
R&D Console
APC
Library's Check in/out Computer
R&D Server
ED209 Bot
Beepsky
All Lockable Lockers
All Lockable Crates
All Cyborgs
All Vending Machines
Sec barriers
Mule Bots
Medical Bots
Airlocks
Pipe Filters
Robotics Computer
Tape Recorder
Supply Shuttle Console
Mining Shuttle Console - Completely pointless as anyone can use that console.
Communications Console
Emergency Shuttle Console
Holodeck Controls - Allows the Holodeck to spawn dangerous Spess Carp (Use with caution!)
Fully Loaded Toolbox
"Suspicious Looking Toolbox"
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.
Contents
Description
It's a suspicious looking toolbox, filled with ordinary tools. Except instead of an analyzer, it comes with a multitool and cable coil. It's also slightly more robust than a regular toolbox.
Syndicate Space Suit
"Red Space Suit"
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Also found on the derelict. Used for: Space travel Strategy: Use them only if you can't get a regular suit. The red suit is famous around space as the Syndicate's suit. If caught, try bluffing, but it's likely station workers will shoot first, ask questions never.
Description
A complete, red space suit and helmet. This suit's movement penalties are fewer than an EVA space suit! Useful if you need to hide in a vacuum. They can also hold a robust selection of items in suit storage.
Thermal Imaging Glasses
"Optical Meson Scanners"
Found in: Ordered via syndicate uplink, costs 3 telecrystals. Used for: Seeing people, creatures, and synthetics through walls. Strategy: Used for tracking your targets and spotting threats or security ambushes.
Description
When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Disguised as the green Optical Meson Scanners engineers often use. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind.
Binary Translator Key
"Standard Encryption Key"
Found in: Ordered via syndicate uplink, costs 3 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.
Description
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 whispering "beep beep beep" so keep this in mind when you talk (as you will get found out).
Artificial Intelligence Detector
"Multitool"
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.
Description
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, such as before murdering someone or breaking in somewhere.
Hacked AI Upload Module
Hacked AI Law Upload Module
Found in: Ordered via syndicate uplink, costs 7 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.
Description
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.
Plastic Explosive charge (C4)
Composition C-4
Found in: Ordered via syndicate uplink, costs 2 telecrystals. Used for: Blowing stuff up. Strategy: Stick it on things that need to blow up.
Description
This pack of explosives can detonate and destroy anything it is set on, after any chosen amount of seconds; even people can be the target of a C4 attack (destroying them instantly). It takes 5 seconds to set this, 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.
Found in: Ordered via syndicate uplink, costs 5 telecrystals Used for: Sucks up all the station power, causing a black-out. Strategy: This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power.
Description
This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires out in space or on the station it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up!
Singularity Beacon
"Ominous Beacon"
Found in: Ordered via syndicate uplink (Not available to nuke agents), costs 7 telecrystals Used for: Attracting a loose singularity towards the beacon at a brisk pace. Strategy: Set it up in a secluded location, release the singularity. Excellent for forcing a shuttle call and escape alone objectives.
Description
Placed like a powersink, screwdriver to secure and open hand to turn on, the singularity beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity does need to be released, as the beacon will not release it. A singularity beacon can not be picked up 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. NOTE: Per admin decision, singularity beacons are bugged and are supposed to require a powered line below them. Using them without powered lines (ie anchoring one on a random tile in space with a wire) is considered bug abuse and may result in a ban!
Syndicate Bomb
Syndicate Bomb
Found in: Ordered via syndicate uplink, costs 5 telecrystals Used for: ? Strategy: ??
Description
The Syndicate Bomb has an adjustable timer with a minimum setting of 30 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.
Found in: Ordered via syndicate uplink, Costs 3 telecrystals. Used for: Escaping an arrest Strategy: Instantly uncuffing yourself so you can make your escape/kill the arresting officer.
Description
If you inject yourself with the implanter inside, you can get out of handcuffs a limited number of times (Usually 1-2, maybe 3). This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on sight. It can be useful if you're too lazy to keep an emag in your pocket and emag shit.
Found in: Ordered via syndicate uplink, Costs 10 telecrystals. Used for: Spawning syndicate items without using your hands or PDA. Contains 5 telecrystals. Strategy: Useful if you want to try completing your objective without any syndicate items. Use it in the case you get permabrigged.
Description
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 5 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.
Found in: Ordered via syndicate uplink, costs 4 telecrystals Used for: ? Strategy: ??
Description
An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed.
(Pointless) Badassery
Syndicate Bundle
"Box"
Found in: Ordered via syndicate uplink, costs 10 telecrystals Used for: Random Traitoring Strategy: Get this if you don't know what you want to get, or if you want a challenge.
Description
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 10 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get.
Syndicate Bundles
Spawning a Syndicate Bundle will give you one of the following sets:
Found in: Ordered via syndicate uplink, costs 10 telecrystals Used for: Looking fucking awesome. Strategy: Buy this if you feel you can do your objectives without the use of syndicate items.
Description
It's a red balloon with a white S on it. It does balloon type stuff such as floating and being filled with air. Shitcurity may arrest you for having one as they hate balloons and fun. Buy four in Nuke for the GRAND PRIZE.
Found in: Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. Used for: Completing your shuttle's teleporter Strategy: Storming the station in a surprise attack! Go in all together or split up to different tracking beacons
Description
This circuit board will allow you to finish the teleporter in the shuttle you start in. Allows the operatives to skip the step of infiltrating the station from space in favor of direct insertion. Remember that this a one-way trip: you will not be able to teleport back onto the shuttle, especially with the nuke disk.
Viscerator Grenade
Viscerator Grenade
Found in: Ordered via syndicate uplink, costs X telecrystals, only available to Nuclear Agents. Used for: Crowd Control Strategy: Essentially a tear gas grenade that can kill people, effective for clearing rooms.
Description
This grenade, when throw, will disperse 5 manhack Viscerator's (Small flying bug like creatures. They will proceed to chase and attack any nearby Non-Syndicate personal. They deal a surprisingly good amount of damage over time but can be easily outrunned. The grenade is fantastic for helping clearing out a crowed of crewmen however it is very ineffective against Security personal and the Captain as their Armour and weapons allow them to ignore the Viscerator's long enough to (try and) gun you down.
C20r SMG
C20r SMG
Found in: Ordered via syndicate uplink, costs 8 telecrystals, only available to Nuclear Agents. Used for: Killing/Knocking down people Strategy: The signature Nuke Op weapon, deals reliable damage and almost always knocks down the target
Description
Nuke Ops no longer spawn with an SMG, they must now buy it. It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up. Deals 20 brute damage per round with additional magazines costing 2 telecrystals.
L6 SAW
L6 SAW
Found in: Ordered via syndicate uplink, costs 20 telecrystals, only available to Nuclear Agents. Used for: Destroying people Strategy: An expensive investment, designed for consistent and powerful fire support for assault teams.
Description
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 over the L6 due to the heavy risk of the L6 user being knocked down and having the weapon turned on the team. The operative using the L6 SAW should remain close to their team and not move alone and risk losing the gun.
Dark Gygax
Dark Gygax
Found in: Ordered via syndicate uplink, costs 45 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!
Description
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, a Ultra AC2 shotgun that will knockdown anyone it hits flat on their ass, a grenade launcher that fires Flashbangs, and a personal teleportation device this mech proves to be as overpowerd as anything the operatives can bring to bear. However it is extremely vulnerable to an Ion Gun, which will wreck the mech in a few hits. Fortunately the only Ion Gun at shift start is on board your ship, consider not bringing the Ion Gun along for the assault. Aside from the Ion Gun the only way to bring it down is massed Laser Fire or a ton of explosives. The main weakness of the mech is that it has lesser Armour than most mechs and that its weapons all require ammunition which will run out and cannot be replenished, however it can still activate its Leg Actuators Overload Function to chase you down and beat you to a pulp.
Dark Marauder
Dark Marauder
Found in: Ordered via syndicate uplink, costs 70 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.
Description
The single most expensive item available to the Operatives, the Dark Marauder is a unholy terror to behold to even the most elite of Security personal. Carrying a Solaris Heavy Laser Cannon, a SRM8 Missile Rack, a Power Relay for infinite power and additional Armour layers this monster can destroy the station 10 fold with the equipment it can bring to bear, with its laser cannon providing infinite ammo it will never stop in pursuing dat fukkin disk. Its Armour makes it near 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, it can also be locked down by the AI by bolting doors, forcing it to expend its limited missiles on blasting clear a path. Just don't let it corner you or prepare to be bombed back to the stone age.
Tank Transfer Bomb
"Tank Transfer Valve"
Found in: Syndicate shuttle during Nuke, Syndicate Bundles, assembled in Research Division Used for: Blowing stuff up Strategy: Not particularly useful for assassinations. Remember to fill the oxygen tank for a bigger bang.
Description
It's a bomb. The ones you get from the Syndicate Shuttle and the Syndicate Bundle are pretty mediocre at first. They're good at destroying equipment and creating large breaches in the walls and floor, but they're not strong enough to kill a healthy person. Comes with a timed triggering device. To use: Set a time on the timer. Change the setting to Timing. Drop/Hide it and run!