Difference between revisions of "Syndicate Items"
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| It looks like a regular [[Foods and Drinks#Hotdog Cart|hotdog cart]], except, if you put someone inside it (they need to by laying down in some way), it turns them into a meatcube named "hotdog" within seconds and creates a single [[Foods and Drinks#Hotdog|hotdog sausage]]. The meatcube will die not long after, leaving behind cube steaks, and the cubing/hotdogging drops all their belongings and internal organs (including brain) too. Overall very messy. | | It looks like a regular [[Foods and Drinks#Hotdog Cart|hotdog cart]], except, if you put someone inside it (they need to by laying down in some way), it turns them into a meatcube named "hotdog" within seconds and creates a single [[Foods and Drinks#Hotdog|hotdog sausage]]. The meatcube will die not long after, leaving behind cube steaks, and the cubing/hotdogging drops all their belongings and internal organs (including brain) too. Overall very messy. | ||
| Essentially a reskinned [[#Trash Compactor|trash compactor]] with some extra flavor. Among other things, it means you can't be chomped by your own cart. | | Essentially a reskinned [[#Trash Compactor|trash compactor]] with some extra flavor. Among other things, it means you can't be chomped by your own cart. | ||
|- id="Flyzapper Implant" | |||
! Flyzapper Implant | |||
| <center>[[File:Implanter2.png]]</center> | |||
|style="text-align:center"| 1 | |||
|style="text-align:center"| [[Chief Engineer|CE]], [[Engineer]], [[Mechanic]] | |||
| Electrocute people upon death. | |||
| Like a [[#Microbomb Implant|microbomb]], but electricity-themed, essentially. Click on yourself with the implanter to inject yourself with a flyzapper implant. When you die, the implant shocks everyone around you and causes machinery around you to zap people. You also gib with cool visual effects. Does not scale with amount of power in the grid, <!-- yet--> but the effects do stack with multiple implants. | |||
| You can also use it on other people to inject them with the implant. | |||
|} | |} | ||
Revision as of 09:04, 11 April 2022
- Want some insight on how experienced players use these goodies? Try Being A Better Traitor!
Ever wondered about those fancy items Traitors, Nuclear Operatives, and other Syndicate operatives get? Look no further. This page lists them out, explains what they do, and tells about the various ways these people get them!
There are myriad of ways an agent of the Syndicate can get their exclusive Syndicate gear:
- Traitors, Head Revolutionaries, and Spy Thieves start with uplinks, which are typically disguised as something else. For Traitors and Head Revs, the uplink lets them buy gear using special currency, while for Spy Thieves, it lists bounties that give Syndicate items when completed.
- Instead of starting with uplinks, Nuclear Operatives get a requistion token and redeem it at for gear at a Syndicate Weapons Vendor. That said, one of the options is a version of the uplink.
- Some of these items can be bought with credits from CARL, an NPC merchant in the Listening Post.
- An extremely small number of items can be found in off-station areas, such as Z5 and the Trench. These generally require making your way through at least multiple enemies, completing a puzzle, or otherwise putting in a significant amount of effort to obtain them.
There are also a number of goodies which are no longer available to the public. If you're curious, head over to Discontinued Syndicate Items.
Uplinks
Uplinks are gadgets Traitors, Head Revolutionaries, Spy Thieves, and Nuclear Operatives who choose the Custom Class Uplink option use to obtain gear from the Syndicate. The uplink typically masquerades as some sort of mundane everyday object, and each of these roles gets a different version that might have a different selection of items or even work entirely differently.
Uplink Versions
An uplink might be disguised as:
- a PDA. You will need to enter the access code into the ringtone selection of the built-in messenger program. The list of available gear will then open automatically and you may chose the item(s) of your choice.
- Note: If you exit the uplink (on a PDA) without locking it, the menu can be accessed at any time through the notes program.
- a slightly suspicious radio. Nuclear Operatives can redeem their token for one without a code lock; those given to normal traitors still have a lock. It can also be set to self-destruct, resulting in a moderate explosion.
- a more suspicious radio in red and black. Works same as above.
- a headset. Put it in your hand and dial the frequency assigned to you by the Syndicate. An unlocked uplink can't be worn as a headset, so press the Lock button after you're done buying the items or use the self-destruct function. Aside from that, it looks and functions like any generic headset. Note, this will only work if you didn't start the round with a traitor PDA. You can't use a headset as an alternative if you already received a traitor PDA.
Important Note - If your PDA or headset uplink is stolen or destroyed, you cannot use another PDA/headset to replace it. Only the one you started with works!
Uplinks by Role
Not every uplink is equal. Some roles get uplinks that have access to only certain items, and one kind of uplinks functions quite a bit differently from the rest.
The Custom Class Uplink and uplinks used by Traitors and Head Revolutionaries show a list of items you can buy. The currency used is not credits, but a special Syndicate currency with a randomly-chosen name, often referred to by its old name "telecrystals" or just "TC". Regardless of which of these three uplinks you have, you get a grand total of 12 currency, so spend them wisely! If in doubt, press the About button to get a brief description before ordering the item in question.
- Traitor uplinks have the entire list of generic gear, and certain jobs get job-specific gear.
- The Custom Class Uplink the nuke ops can get has a limited selection of generic gear and no job-specific items.
- The Head Rev uplink has access to an even more limited selection of generic Syndicate items, and while some jobs can buy their job-specific gear, again, only some items are available. That said, they do have some items exclusive to the mode.
The Spy Thief uplink is the real odd one out. Instead of displaying a selection of items to buy like the other uplinks, the Spy Thief uplink shows a list of bounties which give Syndicate gear when completed. See Spy Thief#The Bounty System for a much more in-depth look.
I forgot the code to my uplink!
If you forget your PDA access code or the uplink frequency, use the Notes command to bring it up. It's in the "Commands" tab on your right above the chat. Alternatively, you can enter "Notes" into your text parser/command line near the bottom of the screen.
So many toys, so little time
These are all items that can be bought through uplinks. Some require that the owner be a certain crew job (e.g. Clown, Staff Assistant, etc.), while others don't. Some of these also appear in loadout kits used by nuclear operatives, and some are sold by CARL too, but these all share the common trait of being available through Syndicate uplinks.
Standard Items
The equipment listed below doesn't have any job requirement, i.e. whether the uplink owner is an Engineer or Medical Doctor or whatever doesn't affect if it's available for purchase. That said, depending on the antag role, some items may not be available. Traitor uplinks have access to this entire list, so, for example, a Traitor Captain and a Traitor Staff Assistant can buy each and every one of the items. Uplinks used by Head Revolutionaries and the nuke op custom class uplink have a much more limited selection. Meanwhile, Spy Thieves can get some (i.e. not all) of these from completing bounties.
Item | Image | Cost | Avail. in Ops CCU? | Usage | Description | Notes |
---|---|---|---|---|---|---|
Trick Cigarettes | 1 | Yes | Six cigarettes that explode. | This cigarette packet has 6 cigs that explode shortly after being lit. While the explosion might not be the largest, it can cause one or two small hull breaches that will decompress a room or hallway fairly rapidly. You can also force or trick someone into smoking one of these for stylish assassinations; they look and act like standard cigarettes, save for only having 5 units of nicotine, so they might not notice until it's too late. | Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost. | |
Fake Moustache | 1 | No | No one will ever know who you are, NO ONE. | This moustache/mustache hides your identity. No, really. Like other face-concealing items, wearing this 'stache and taking off your ID makes you appear as "Unknown", and wearing it with an ID with a different name than yours on it makes you appear as the name on the ID rather than "Name (as Name on ID)". Speaking still reveals you, but it's a good thing this accepts the voice changer. | ||
Detomatix Cartridge | 1 | Yes | Load it in your PDA. Blow other PDAs. | A cartridge for your PDA. When inserted, gives it two programs:
A decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. |
If there is an ID card in the PDA, it will be automatically ejected from the PDA and left safely intact from the explosion.
Functionality is also built into the military PDA that starts on the Syndicate Battlecruiser. | |
Chameleon Suit | 1 | Yes | Can disguise itself to any other jumpsuit. | This seemingly normal "black jumpsuit" is a fashion model's dream. A decent selection of jumpsuit patterns is available through the change appearance function, accessible by right-clicking on it. You can also click on it with another jumpsuit to add that jumpsuit into the list of possible patterns it can disguise as. | An EMP blast will make this turn into a psychedelic suit, which is good for parties, but completely awful for stealth. You can right-click it and choose change appearance (and optionally take it off and put it back on to be safe) to make it function normally. | |
Stealth Storage | 1 | Yes | Hides shit. | Starts out appearing like an internals box and can assume the sprite and Examine text of pretty much any hand-held item. Unlike a regular box or backpack, using this container does not result in conspicuous text messages. However, the camouflaging does not change the size description (e.g. Examining a stealth storage disguised as an air tank will say it's a small item rather than a normal-size item), and the Examine text for a camouflaged stealth storage will always say "It looks heavy, somehow", giving it away. The camouflage can be reset at any time if required via right-clicking it. | The stealth storage can hold normal-sized items (e.g. guns), whereas the ordinary box is limited to small and tiny objects. It also fits in jumpsuit pockets - use drag & drop to access the container's contents. | |
Revolver Box | 6 | Yes | A loaded revolver with spare ammunition. | Loud, obvious and powerful, the .357 Magnum Predator revolver is a quite popular choice among the Syndicate and valued for its decent stopping power. Unarmored opponents will also bleed constantly until the bullets have been removed via surgery. The box contains three spare regular FMJ speedloaders, and two loaded with armor-piercing rounds. | The revolver can also chamber .38 Spc rounds, opening up the station's supply of stun bullets, and it could save you in a pinch if the entire supply of .357 Mag ammo has been exhausted. | |
Freedom Implant | 1 | Yes | Frees you from restraints a couple of times. | Injecting yourself with this will get you out of handcuffs and shackles a limited number of times, ranging from 1 to 5. You must use a certain emote assigned to you upon implanting in order to instantly escape handcuffs; you'll know it worked because you'll feel a "faint click". This can be quite useful for traitor, but it's often useless for Syndicate operatives because most people just kill them on sight. | Injection is implant, as usual. | |
Agent Card | 1 | Yes | Makes you untraceable by the AI. Can copy access from other ID cards. | Using it for the first time will prompt you to set a name, job assignment and the color of the stripe, but this can only be done once. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards on it. When equipped, the AI cannot use its tracking functions to follow you on camera. The agent card also grants access to a few special, Syndicate-only locations. | Operatives spawn with one by default. Remember to wear it on your ID slot or it won't work. | |
Electromagnetic Card (EMAG) | 6 | Yes | Opens, hacks, and unlocks everything imaginable. | This sophisticated piece of equipment allows you to quite literally open anything: lockers, crates, doors (so long as they aren't welded shut) and other things. However, the affected machinery will be broken permanently and while this can have the desired effect, it also leaves a trail for people to follow (mostly doors). Emagging something is also fairly noticeable, so you should make sure nobody's watching.
Besides gaining access through mundane locks, there are a number of additional purposes that EMAGs serve, e.g. removing any laws a cyborg may have, scrambling ID cards with random access, hacking automated bots with malicious results, damaging doors that have been welded shut, and shorting out restrictions of certain computers. It also drops the emergency shuttle countdown to 10 seconds, neat! |
Experiment! Who knows what else it could work on. You may even find out how to make the golden EMAG. | |
Cloaking Field Generator | 3 | No | A large and relatively immobile cloaking generator. | This device generates a curtain of invisibility with an adjustable pattern and range of up to five tiles in every direction. Hides items and players, but not quite perfectly - combine it with a blackout for optimal results. Unlike the hand-held cloaking device however, optical sensors (AI, cyborgs) and thermals are ineffective against the cloak field. | To manipulate the generator's settings, hold the remote in your hand and use the context menu (right click). Simply clicking on the remote will then activate the cloak. You won't be able to that without it, so don't lose the remote! | |
Sleepy Pen | 5 | Yes | Puts your target to sleep, stealthily injects chems. | This is a very devious little item. It clandestinely injects chems that without any indication to the victim that they've been penned. It looks almost exactly like a pen except its Examine message mentions a "sharp tip", and it still writes and clicks like one too. It has a 50-50 chance of resembling either a regular regular pen or a fancy pen. The pen has a 100 unit capacity and uses 50 units per injection.
By default, it starts out with 100 units of ketamine. The target will be knocked out for give or take 2 minutes, though many players will recognize that they have been penned when their vision goes all blurry and they begin yawning...the 30-40 seconds it takes to go into effect are plenty of time to scream for help. That's why it works best in conjunction with a signal jammer. |
Once you've used up the ketamine, it can be refilled with any substance you like - the perfect tool for a creative chemist! | |
Voice Changer | 1 | Yes | A mask add-on that transforms your voice to match your ID. | The voice changer can be added to any face-concealing mask (such as clown masks, gas masks, fake moustaches... practically, most masks except a breath mask work.). Once installed, your voice will match the name on the ID card you're wearing both locally and over the radio/intercom. Perfect for impersonating a recently-deceased murder victim! To remove the voice changer, use a pair of wirecutters on the mask. | Combine the changer with an agent card or custom ID, be creative! | |
Cloaking Device | 6 | No | Makes you invisible. | When this item is activated, it makes you invisible to all but four things: The AI, cyborgs, people with thermal goggles, and people with the X-ray mutation. If you've eliminated all those things, congrats! This will give you a significant edge, yet don't make the mistake to think you're invincible.
Trying to interact with anything that isn't on the same tile as you are will immediately disrupt the cloak. This includes all active actions like firing guns, using computers, throwing stuff, picking stuff up, using the Disarm and Harm unarmed special attacks, or bashing somebody's head in with a toolbox. Bumping into doors to open them (a passive action) is fine however. People can notice your presence even if they can't see you. It's best not to fiddle about with your backpack, shove someone around or open doors when people are nearby, as observant players will likely realize what's going on. Overall, the cloaking device is more about getting into places undetected or closing in for a kill than unstoppable rampages. |
An active T-Ray scanner will disrupt the cloaking field briefly, but only has a very short range. Fired projectiles (regardless of type) will also disable the device, as can flashes (both hand-held and portable) up close. | |
Syndicates in Pipebomb | 3 | No | Release angry lil' nuclear operatives. | Clever reversal or just an awful pun? Anyways, upon activation, it explodes with the force of a PDA bomb explosion and releases 4 lil' syndicates that shoot 4 to 6 .22 bullets, which each cause 22 BRUTE, and then explode, also with the force of a PDA bomb. It looks like a regular pipe bomb, but its Examine text says "This pipe bomb seems funny. You can hear muffled tiny screams inside." | The syndicates spawned will try to shoot everyone--including you! | |
EMP Grenades | 1 | Yes | A pouch of grenades which disable electronic devices. | This "EMP grenade pouch" contains five EMP grenades, which release electromagnetic pulses (EMPs) that disrupt or damage many electronic devices. Depending on the target, the effect may either be temporary (security cameras, APCs) or permanent (bots, guardbuddies). Also fairly devastating against the two lighter cyborg models. Comes in a snazzy 5-slot pouch that can be fit into your pocket. | In particular, the EMPs can drain power cells of energy guns and stun batons, making these grenades somewhat effective when employed against security. | |
Tactical Grenades | 2 | Yes | A pouch of various grenades. | This "tactical grenade pouch" contains seven different grenades. Expect to find one smoke, one frag, one flashbang, one shock, one graviton, and two incendiary grenades. The pouch itself has 7 slots and fits into your pockets. | ||
Chameleon Projector | 5 | No | Lets you disguise as any inanimate object. | This projector allows you to assume the appearance of many items, hand-held or large. While disguised, you are forced to move at walk speed and if someone tries to interact with you, the disguise fails in a very obvious way. | More useful than you think, if you get creative! | |
Rad Poison Crossbow | 3 | Yes | Ranged weapon for assassinations. | Favored by Syndicate assassins, this small mini rad-poison-crossbow can be fired with few indications (excluding point-blank shots) and fits in pockets. Anybody unfortunate enough to be hit by one of the bolts will suffer brief stamina regeneration reduction, some stamina damage, and severe radiation, causing a rapid increase of TOX that somewhat tapers off and sometimes debilitating mutations. Without prompt medical attention, this will eventually be lethal. The target usually cannot tell if they've been hit, but if they have a health implant or health analyzer on hand, they may quickly realize what is up though and scream for help, so be prepared to silence them permanently. |
The crossbow recharges automatically, but it cannot be fired until it is fully charged! You'll know when the lights at the tip and back are lit up. It does not fit inside a recharger. | |
Power Sink | 5 | Yes | Draws power from all station APCs. | Find a nice, secluded area with exposed cables and check if they are live with a T-ray scanner or multitool, then attach the device to said cable with a screwdriver. Turn it on, and watch as everything goes dark. Station-wide power failures will permit you to access many areas with only a crowbar.
A somewhat situational tool which requires a basic understanding of the power grid and its shortcomings for best effect. Ideally, you should also sabotage every SMES unit before spawning the sink, maybe even Engineering. Placing the sink out on the solar arrays is another common mistake - without some rewiring (see Powering the station), it won't have any effect whatsoever! In addition, the sink's capacity is actually more limited than you would expect and competent engineers may find it easy to counter it once they are aware of its existence, which in case of the AI (a million power alarms going off simultaneously) will be immediately. Overloading one might also have...explosive results. |
It's too large to fit into a backpack, so you might want to delay buying it until you're ready or keeping it in someplace safe.
If you need to remove the sink, simply click on it with a screwdriver. The AI mainframe usually has an internal backup battery, so it will still be active for quite a while even if it doesn't have any power coming in from the rest of the station. | |
Signal Jammer | 3 | Yes | Disables radios within range. | When active, it disables all radios within a 6 tile range. This includes ingoing and outgoing communications, so you won't be able to hear if the AI is alerting people to whatever nefarious deeds you are up to. Note that machine talk is not affected. | Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late. | |
Derringer | 2 | Yes | A tiny gun with 2 bullets. | A last-resort self-defense weapon. Surprisingly powerful point-blank, but a poor offensive choice due to the significant damage falloff. These are so small you can hide them in pretty much any piece of clothing and yes, this includes worn butts! Use the *wink emote to draw the derringer to your active hand. Any item you were already holding will be dropped automatically. | Spare ammunition can't be ordered or otherwise acquired. Cannot be concealed in headsets. Other ear-slot items still work. | |
Cyalume Saber | 7 | Yes | A powerful offensive and defensive melee weapon. | Also known as an energy sword, e-sword or c-saber for short. It has two states, on and off. When it's off, you can fit it into your pocket. When it's on, it deals a lot of brute damage, and blocking (Hotkey: Z for Goon WASD, C for /tg/) with reduces effect of weapons that inflict Disorient and lets you reflect projectiles. Not very stealthy, for it leaves a lot of blood, has a distinct sound, emits appropriately-colored light, and has a very obvious sprite. Comes in a variety of pretty colors. | You can also parry attacks from other c-saber wielders (as well d-saber wielders but not toy sword wielders), at the cost of stamina, essentially allowing for lightsaber battles. | |
Katana | 7 | Yes | Precision limb removal sword. | While the c-saber focuses on sheer brute damage with limb removal as a side effect, the katana concentrates on limb removal with brute damage as a side effect. The result is a weapon that, while much weaker than a c-saber (though slightly stronger than a toolbox or fire-extinguisher), will easily tear off arms and legs and even heads if there no other limbs left to cut off. Attacking someone from the rear while targeting the chest will also slice off butts and/or tails, for extra humiliation. You can also use its special attack to run forward a few tiles, allowing you to quickly enter melee range. It's pretty huge though, so you'll need to sheathe it to fit it in a backpack. | Comes in a handy sheath that you can wear on your belt for easier storage, cleaning, and concealment of the sword.
Having the katana out unshealthed will also let you parry attacks from other katana users, specifically to allow sword duels. | |
Mindslave Implant | 3 | No | Makes the implantee your slave. | Also written as "mind slave" or "mind-slave". Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-30 minutes, the implanter injects the implant instantly, and the process stuns the implantee. You still require the cooperation of the implantee, as you don't actually take control of them.
Mindslaves should be aware of the special guidelines surrounding mindslave status. If they don't cooperate, simply adminhelp it. |
The Head of Security cannot be mindslaved so long as they have their special mind protection health implant. The mindslave implant is not consumed. Perhaps you should get rid of it first...
Vampire thralls also cannot be mindslaved, though this is innate rather than tied to an implant. | |
Deluxe Mindslave Implant | 6 | No | Makes the implantee your slave, permanently. | Doesn't expire. Works like a regular mindslave implant otherwise. | Mindslaves should be aware of the special guidelines. | |
Bowling Kit | 7 | No | A somewhat silly stun weapon. | Who's the kingpin now, baby? Kit includes a bowling shirt and four bowling balls. If the ball hits someone, they are quickly knocked down for a decent amount of time, and it will hurt quite a bit. You have to wear the shirt to make it work! | ||
Target ID Tracker | 1 | No | Finds your targets. | This device allows you to track the ID card of any of your assassination targets, but only the ID. If they have changed or destroyed it, the pin pointer will not be useful. Small enough to fit in your pockets. | Only available if you have an assassination objective. | |
Floor Closet | 1 | No | Hides shit. | A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful. | ||
Sonic Grenades | 2 | No | A pouch containing sonic grenades. | Each sonic grenade packs enough power to shatter reinforced windows and pop eardrums. No more being cornered by an angry mob! You get five of them, and they come in a snazzy 6-slot pouch that fits in your pocket and comes with a set of earplugs to protect you from your own sonic grenades. | They pack a surprising amount of stun, but don't affect people who've already been rendered deaf (temp. or permanently) by preceding grenades. | |
Surplus Crate | 12 | No | Crate containing random stuff. | A crate of whatever the Syndicate had laying around. Contains 18-24 currency units worth of randomly selected traitor items. Some items can only be found in this, and some items cannot appear in them, primarily those geared towards murder (e.g. c-saber) and those tailored for a particular job (e.g. mining charge hacker). | The selection may range from absolutely amazing to totally useless and is quite likely to include job-specific items, duplicate items, or even another crate! Buyer beware! | |
Shotgun Box | 8 | Yes | A loaded shotgun with spare ammunition. | Blow somebody across the room Italian style! This 12 gauge SPES-12 (sometimes spawns with a different name) is more than capable of shredding anyone to bits in two shots or less, provided they aren't wearing body armor. Anyone who lives has to contend with extensive organ damage and missing limbs too if they got shot at close range. Noisy as hell and obvious, but if you're packing this, you know what you're doing. (If you don't, try shooting more people.) | Buckshot isn't the only type of ammo which will work in this gun. | |
Microbomb Implant | 1 | No | The ultimate revenge. | Whoever you injected with this implant will explode upon death, completely destroying the body and hurting anyone nearby. The final fuck you to vigilantes and security officers. The implanter still injects instantly. Fun fact: these stack. Think of that what you will. | Unlikely to trigger on suicide, but succumbing when you're already in crit works. Syndicate operatives always come with one of these in their skulls at the start of the round, but they cannot order more. | |
DNA Scrambler | 1 | Yes | Changes your appearance. | One-use injector that instantly gives you a random appearance and name. Clothes and equipped ID cards will remain unaffected. Can be used on others, though injection is not instant. | Useful for stealthy Syndicate operatives. | |
.22 Pistol Box | 3 | Yes | A loaded pistol with spare ammunition. | This box comes with three .22 hollowpoint mags and a .22 LR Orion silenced pistol that features an integral sound suppressor, yet is still compact enough to fit in jumpsuit pockets. You won't have to worry about noticeable text messages when you fire it (unlike with most firearms), but the stopping power is less than average. Overall, the pistol is best suited for stealthy assassinations at close range. | Hacking a general manufacturer lets you create .22 FMJ mags, which do less damage. | |
Wrestling Belt | 7 | Yes | Become Hulk Hogan...IN SPACE! | Ever wanted to participate in Space Championship Wrestling? This belt unlocks a number of wrestling moves, all of which are explained on the Wrestler page. | Also works as a belt, so it can fit small- and tiny-size objects (i.e. like utility belt, albeit one that cannot fit a deconstructor). | |
Spy Sticker Kit | 1 | Yes | Listen in on secret conversations. | A box of stickers that have radios and cameras inside them. You can set the frequency they broadcast to by clicking on one in your hand. Contains 5 stickers, a tuned camera monitor, and a spare headset. | You can get rid of them by setting the attached thing on fire. | |
Space American Football Kit | 7 | No | The Wrestling Belt's ranged brother | A helmet, chest protector, cleats, and shirt/pants kit that grants you special abilities when the full set is worn. Tackle can break down doors, tables, and maybe even walls. Tackle another player to launch them, dealing good brute damage and a stun. When an opponent is lying on the ground, kicking them with the cleats on will do extra damage. The football can stun people for a good long time when thrown, and anyone not wearing the gear will be unable to catch it. | A long-distance tackle charge will do a lot more damage to others than a point-blank tackle. | |
Fibre Wire | 3 | Yes | Choke people quickly and silently. | Or fiber wire depending on which side of the ocean you're on. Click on it to ready it for attack. Now, when you attack someone from behind (whether directly behind them or off to the side a bit), you'll instantly have them in a stranglehold. If you then click on the wire in-hand again, you'll upgrade to a deadlier chokehold that causes bleeding and incapacitates the victim, making them unable to Resist/Disarm/move out of your hold or call for help. It'll still take a minute or so to choke them to death, but it's much faster than just your bare hands. | Though you can hold the wire in one hand, readying and garroting someone with it requires two hands. It also slows you.
The target can still escape if they're on certain stamina-boosting drugs. | |
Duct Tape | 1 | No | A convenient and illegal source of makeshift handcuffs. | Allows you to tie people up. Basically a glorified box of handcuffs without the bulk. Every roll of duct tape has 10 uses. | ||
Syndicate Hat | 12 | Yes | Show where your true allegiance lies. | A big, bad, towering pile of hat that grants fairly good melee resistance, envelops you in a sinister red glow, and automatically sets you to Arrest on Sight on the sec records (with appropriately amusing crimes and notes), so the secbots and Security Officers know what you really are. It is "bulky"-sized and thus cannot be hidden in pockets or backpacks, forcing you to either hold it or wear it. When you put it on, it plays an amusing sound clip, and you can suicide to die a glorious death, by gibbing yourself and flooding the room with blood like you've robbed the blood bank. | You can't remove that hat. Crime time never stops, pal. Others can remove it, though. | |
Syndicate Sponge Capsules | 3 | No | Unleash up to 6 dangerous critters. | Aka BioWeapons Sponge Capsules, as opposed to just BioToys.. If you take a capsule out of the packet and pour some water in it/put it in water, it'll create a hostile NPC critter that attacks everything in sight. Possible spawms include Micromen, space bears, spiders, brullbars, aggressive bats, ice spiders, Town Guards, lions, and fermids | The critters will still attack you. | |
Light Breaker | 4 | Yes | Break lights, stun people. | When you click on this compact tape recorder while it's in your hand, it'll play a distinct sound that'll sonically stun all those around you, except yourself, and break all the lights you can see, unleashing sparks, which cannot ignite anything flammable. You can activate it 4 times before the tape runs out and needs to be rewound with a screwdriver. | The sonic stun can by blocked by items such as earmuffs. | |
Wiretap Radio Upgrade | 3 | No | Listen to departmental radio channels. | When you click a headset with this flashy dongle, it gives the headset to hear and speak through all the department-specific radio frequencies, notably Security's. | Does not include any of the silicon frequencies. You might want to look into Machine Translator implants for those. Can be scanned and mass-produced with a syndie device analyzer. | |
Syndicate Omnitool | 2 | Yes | Concealable Syndicate swiss army knife. | You can click on this omnitool in hand to cycle through several tool modes, including a welder mode and a knife mode that has comparable damage to a kitchen knife. Like a derringer, you can click a piece of clothing to conceal the tool there. You can then *flex (Hotkey: Ctrl + X) while wearing the clothing item to pull it out and put it in your hand. Useful for getting out of tight places or conserving inventory space, if you don't mind having to go through all the tool modes. | Tool order goes: crowbar, screwdriver, multitool, wirecutter, wrench, knife, welder, and back to crowbar. Can not be hidden in headsets. | |
SounDreamS PRO cartridge | 1 | No | Give your PDA some loud, realistic-sounding ringtones! | Comes with three sets of ringtones, each designed to sound like worrysome combat noises whenever your PDA receives a message. KABLAMMO plays a random explosion noise that reverberates across the entire station. Modern Commando plays a burst of random gunfire. SPACEBATTLE plays cyalume saber noises set by the received message (valid commands start with MALE or FEMALE and end with HIT, OPEN, or CLOSE. For instance, texting MALE HIT to the PDA will make it sound like a male crewmember swinging a csaber). | Prolonged use will eventually blow out the PDA's cheapo speakers, shooting out sparks rendering it forever silent. If this happens, you can just slot it into another PDA and carry on worrying the crew. |
Job-Specific Items
Certain jobs can order unique items when playing as Traitor, which appear under a special section in the uplink. They are also available when playing a Head Rev, but only handful of them. For example, you can order a pickpocket gun as a Traitor Staff Assistant, but not as a Head Revolutionary Staff Assistant, since that's restricted from the Revolution mode, and you can't order syndicate donk pockets since you have to be both a Chef and a Traitor to order those. Similarly, some, but not all, of these are possible bounty rewards for Spy Thieves, and the Custom Class Uplink has absolutely none of these items.
These are different from the items exclusively available to nuke ops.
Item | Image | Cost | Jobs | Usage | Description | Notes |
---|---|---|---|---|---|---|
Pickpocket Gun | 3 | CE, Engineer, Mechanic, Staff Assistant, Clown | A stealthy claw gun capable of stealing and planting items, and severely messing people. | A versatile gimmick gun with three settings - Steal, Plant, and Harass. Steal removes items depending on where you aim it. Plant lets you put items on the target depending on aim. Harass lets you annoy people by poking their eyes, tying their shoe laces together to trip them, and other Three Stooges-esque antics. | It also fires silently and even fits in your pockets! | |
Syndicate Donk Pockets | 2 | Chef | 7 heal-all medkits for your pockets. | Box of 7 special donk-pockets that basically work as a cheap, short-duration stimpack--and that can be eaten without needing to heat them! When one is eaten, it gives you 15 units of each of the following: omnizine, salbutamol, saline-glucose solution, synaptizine, syndicate methamphetamine, and teporone. Notably, unlike regular meth, syndicate meth won't purge the synaptizine, allowing the synaptizine to the heal some of the brain damage caused the syndie meth. A little conspicious; everything looks a regular donk-pocket box, but the box's Examine text mentions it feels "slightly warm", while each donk-pocket's text says they're "emitting a small amount of heat". |
The chemicals only appear when the donk-pocket is eaten. Using the reagent extractor on one yields no chems. | |
Maneater Seed | 1 | Botanist | Grows into a man eater plant. | Man eaters are a pretty fun way to terrorize the station. Each seed, labeled as "strange seed", takes a long time to mature and the plant is very vulnerable while still in its tray. Optionally, growth can be accelerated by feeding them synthmeat and later monkeys or humans. If deployed in groups of two or more, they can be quite devastating. Just make sure to move them into an area the AI can't bolt down easily! | As one would expect, welding tools and other burn damage-inflicting weapons are effective against them.
Also, do not confuse these with the strange seeds from the Debris Field or Adventure Zone | |
Chem Grenade Starter Kit | 2 | RD, Scientist | A box that contains grenade components. | The ultimate weapon of a skilled and patient chemist, and relatively cheap. Each grenade starter kit contains 3 grenade casings and 3 fuses, enough components for three custom grenades. For more info, see Construction and Murder respectively. | Think carefully about how to build your grenades. Foam mixes and certain pyrotechnics are best, whereas smoke mixes and other heat-reactant chems can be just as easily done with beaker assemblies. Your imagination is your greatest asset here. | |
Jug of Moonshine | 2 | Bartender | Gets people fucked up. Heals traitors. | White lightning, hooch, mountain dew, whatever you call it, the 125 units of moonshine in this jug is guaranteed to get people horribly drunk very quickly. Moonshine also exacerbates the effects of ethanol, causing much more liver damage and generally stronger effects than without it. Unless they happen to be a Traitor or Spy Thief of course, in which case one sip will give 'em some healing omnizine. | Quite effective in combination with the sleepy pen. | |
Extra Large Shot Glasses | 2 | Bartender | Special shot glasses that hold quite a bit more than normal. | These special shot glasses can hold a whopping 50 units of a beverage of your choice. They look no different than regular shot glasses, but can get any unsuspecting bargoer absolutely trashed in a single sip. Comes in a box of 7. | ||
Stimulants | 4 | Geneticist, Scientist, Medical Doctor, RD, MD | Immunity from stuns for some time, stuns after. | Ah, that's the stuff. Stimpacks, a tool of many great virtual heroes, give you 4 minutes of "Stimulants" status effect, which gives you a mighty 1000% stun resistance and raises both your stamina regeneration and max stamina by 500. After those 4 minutes are up, you enter a minute of "stimulants withdrawl", where you sometimes suffer 4 second stuns, which can become more frequent as it goes on. Time your use carefully! | Can't use stimpacks on others. Haloperidol reduces the duration of the "Stimulants" status effect by 15 seconds every few seconds. Watch out for those wielding tranq rifles! | |
Butcher's Knife | 7 | Chef | It's a knife for stabbing people. Lots of blood. | A nasty melee weapon that does a decent amount of brute damage per hit and can also be thrown for an instant stun. Even if your victim manages to limp away, chances are bleeding out will eventually slow them down to a crawl. What's more, the knife turns dead people into slabs of meat, hence destroying their body (and everything along with it) forever. A tasty way to dispose of the evidence too! | Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up. | |
Amplified Vuvuzela | 3 | Assistant, Clown | Stun people and hurt their ears. | Shoots vuvuzela bolts that damage the ears of your targets, stun people generally within two successive hits, and most importantly annoy the hell out of them in the process. In comparision to a taser, has same battery capacity (200 PU, with each shot taking 25 PU, for a total 8 shots) but more powerful shots that don't lose power with range. | You can also click someone who's adjacent to you while you're on Disarm or Harm to fire a point-blank shot, instantly downing them quite a few seconds. | |
Red Chainsaw | 7 | Botanist | A messy chainsaw. | A stronger version of the green electric chainsaws found in hydroponics. Each hit removes organs, drains enough stamina damage to down most people in two or three hits, and does 20 BRUTE when active. It also does extra damage against doors; many of the station/ship's doors go down in around 8 hits, fewer than that with some. You can also hit a corpse to gib it, if it has less than -500 health and has all their organs removed. While holding it, you can use a "Replace arm" ability to, as you'd expect, replace an arm of your choice with the chainsaw, so you can cosplay Ash from Evil Dead 2. You need to hold still for about 3 seconds, but you don't need a surgery table or surgery tools! If you were already missing an arm, it even slots right on. However, it's too large to fit in a backpack, and it has a very loud, very distinct sound when turned on and when used, so good luck concealing it. On the bright side, the in-hand sprites are slightly less obvious (if only at a passing glance). |
Chainsaw removes organs in the order appendix -> left kidney -> left lung -> right kidney -> right lung -> liver -> heart -> spleen -> pancreas. Be aware, replacing an arm with a chainsaw renders you unable to use that hand, and anybody who tries to disarm or shove you may make you smack yourself with your own chainsaw--ouch! | |
Syndicate Robot Frame | 2 | Roboticist | A robot frame with hacked laws. | The frame, once turned into a finished cyborg, will have its laws referring to members of the Syndicate and a fourth one to maintain secrecy, as to not expose its masters by mindless rampages. Anything uploaded to the AI will be discarded. Naturally, you'd want to chose a capable brain donor. In case the player immediately commits suicide or does not listen to your orders, adminhelp them. | Syndicate cyborgs can see traitors, operatives, revolutionaries and other Syndicate robots. They will also not appear on the robotics computer. | |
Conversion Chamber | 8 | Roboticist | Turns people into light cyborgs. | Once this horrifying device is wrenched into place (luckily, it comes bundled with a wrench), you can force an incapacitated crew member into the chamber (either 1) click-drag their sprite onto the chamber's or 2) click on them Grab and click on the chamber) to convert them into a Syndicate cyborg. The process takes around a minute or so to complete, less so if they were already hurt, during which the victim generally cannot escape. Nevertheless, they can still be rescued by ejecting them from the chamber, so it would be in your interest to keep curious bystanders at bay. | The chamber also retains the functionality of regular docking stations as far as cyborg maintenance is concerned. | |
Port-a-Puke | 7 | Janitor | An experimental torture chamber that will make any mob placed inside puke until they die! | An offense to humanity, this chamber is an inescapable prison of pain and vomit. Either by dragging it around, or wrenching it into place, grabbing your target and shoving them into this debacle of mankind will irreversibly lock them in, slowly draining them of their Note that as a janitor, this will create an enormous mess, causing people to slip on the discharge (something that you should be immune to with your Galoshes) |
Ghosting around? Observe the Port-a-Puke to satisfy your boredom! | |
Faustian Bargain Kit | 8 | Chaplain | Make demonic pacts with people. | A unique devilish suitcase with three contracts, three demonic pens, and an evil lawyer suit (get it?). Simply click on someone with a contract while holding a demonic pen in your off-hand to complete a pact; people can voluntarily sign one by using a demonic pen on a contract. Anyone who signs a pact gains certain "benefits", like lots of mutations, fabulous wealth, or even Macho Man powers, depending on the contract; you can Examine each pact for clues on what it offers. Meanwhile, each pact signed makes your pen and briefcase hit harder and stun longer and raises your lawyer suit's melee & bullet protection. | You gain more pacts whenever you successfully complete a contract or exchange three souls for one through Summon Contract ability, indirectly weakening your pen and briefcase damage & lawyer suit protection.
Monkeys cannot give souls. There is a secret dark reward for those chaplains who have amassed enough souls. | |
Syndicate Device Analyzer | 4 | Mechanic | Scans (almost) ANYTHING. | For the most part, this scanner looks and functions exactly like the regular one. However, it can also scan things you normally couldn't, such as the crusher and most other Syndicate items. | You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs! | |
Syndicate Sauce | 1 | Chef, Bartender | A sauce with deadly poison. | This sauce packet contains 50 units of amanitin, a stealthy, delayed poison. Whoever eats food laced with this will feel no effects for a few minutes...then suddenly drop dead. | It's a condiment, i.e. can be applied to any food item. | |
Syndicate Cleaner Grenades | 2 | Janitor | Makes a nasty chemical mess. | These may look like the janitor's regular cleaning grenades, but include space lube and fluorosulfuric acid as well. The former slips up anybody trying to move on the foam (and lingers for a while afterwards), while the latter melts items and horribly burns the victims. | The damage stacks for every foamed tile you step on, even while slipping on the lube. Taking a slide across the entire foam puddle will hurt. | |
Trash Compactor | 4 | Janitor | Horribly gibs your victims. | Don't be fooled, there is nothing ordinary about this cart. Anyone unfortunate enough to be put inside will be squished into a small cube of meat, leaving behind a neat pile of all their organs, including their brain. The meatcube will have a few moments to squirm about and scream hopelessly before its inevitable, very bloody demise. It's very messy, so be sure to do your job and clean up! | Luckily, you can't be crushed by your own compactor. | |
Syringe Gun | 3 | MD, Medical Doctor, RD, Scientist, Bartender | Shoots syringes. | Works pretty much like a beaker - just transfer the reagents of your choice to the gun, up to 90 units at a time. Each shot subtracts 15 units from the internal reservoir, and unlike conventional chemical delivery methods, the target is hit with the full 15 units instantly. You don't have to worry about the syringes, as the miniature synthesizer will generate them automatically. | If required, the reservoir can be flushed by using the context menu or drain contents verb. | |
Mining Charge Hacker | 4 | Miner | Makes mining charges go boom everywhere. | Looks like a regular geological scanner, but allows mining charges to stick to any surface, not just asteroids. Just swipe it over the charge to disable the safety. | Try not to get caught in the explosions, dumbass. | |
Syndicate Cargo Transporter | 3 | QM, Engineer, Miner | Weld a crate and send it to the middle of nowhere. Forever. | When used on a crate or closet, it will automatically weld the thing shut and send it as far away as possible. Good for getting rid of people when you have a glut of crates or lockers (or metal) on hand. | Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts. | |
Power Gloves | 6 | CE, Engineer, Mechanic | Shoot lightning from your hands. | When standing atop or directly adjacent to a live wire, you can shoot lightning at people or objects! Use the Disarm intent to non-lethally stun, and Harm to zap unsuspecting folks with a powerful electric arc. Insulated gloves offer a degree of protection against the burn damage, but not against the stun. The damage depends on the power of the current, so overloading the engine will make power gloves more effective. | You may want to keep an active T-ray scanner in your pocket. | |
Moustache Grenade | 1 | Assistant, Clown | Makes moustaches. | Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. | ||
Poison Bottle | 1 | Bartender, MD, Medical Doctor, RD, Scientist | A bottle of poison. | Exactly what it says on the tin. The game will randomly pick a poison (e.g. pancuronium) and provide you with 40 units of it. Some poisons can only be found through this item. Useful if you don't know how to make/find poisons yourself. Possible poisons include: amanitin, concentrated initropidril, coniine, curare, gibbis, initrobeedril, initropidril, ketamine, nanomachines, pancuronium, polonium, prions, pure bacon grease, Rajaijah, rat venom, space ricin, royal initrobeedril, sarin, sodium thiopental, spider eggs, unstable hootagen, venom. |
Works nicely with the syringe gun. | |
Poison Bottle Bundle | 7 | Bartender, MD, Medical Doctor, RD, Scientist | A box filled with seven random poison bottles. | An inconspicuous box filled with seven random 40u poison bottles. Useful if you already plan to spend most of your traitor points on poison bottles. The bottles can contain any of the chemicals mentioned in the poison bottle possible poisons list. |
Obviously, it works nicely with the syringe gun. | |
Safari Kit | 7 | MD | A complementary package for your tranquilizer rifle. | This box contains 4 clips each with 4 sodium thiopental darts (but not the rifle itself) which will rapidly put your targets to sleep, a boomerang that stuns when thrown, and an dashing hat and jumpsuit for the proper safari look. | The boomerang will only knock people down if you're wearing the suit and hat. If you get this through a surplus crate, it comes with a tranquilizer rifle and a few haloperidol darts. | |
.38 AP Ammo Box | 2 | Detective | Powerful ammo for your .38 sidearm. | This box contains three speedloaders of AP ammo, which pierce body armor, boosting their damage against armored targets like the Captain. Raw damage (i.e. before armor) is comparable to a standard .38 FMJ. | Remember, you can keep the .38 in your pockets - unlike the larger revolver! | |
Teleport Gun | 7 | RD | A gun that teleports people. | Energy gun meets teleporter technology! It is however not ready-to-use and requires a bit of preparation. First, head to the teleporter room (or another working teleporter) and select a beacon or tracking implant as the target. Second, click on the gun to link it to said teleportation hub. Afterwards, it's up to you to make effective use of the gun - try to think of interesting traps! You could, for example, place a beacon in the engine combustion chamber or send people straight to deep space. Also sometimes called "teleporter gun" or just "telegun" | The gun will be little more than an expensive paperweight if the teleporter you've linked it to loses power or is destroyed. | |
Clown Car | 5 | Clown | A car for clowns, HONK! | Another glorious gimmick item. Use drag & drop to climb into the driver's seat and then run some people over! They can be stuffed into the car with drag & drop or by manually grabbing them. With a good clown behind the wheel, up to 30 crew members can find themselves trapped in the backseat. Brake using the Stop the Car button in the top left, and don't forget to honk the horn using the aptly named Clown Car Horn button, also in the top left (this has a 10 second cooldown to protect Beware, crashing into a wall will flung you through the windshield and has a chance to free the passengers. Even if they don't fly out with you, anybody clicking on the car with an empty hand can open the door to let them out. |
You have to be wearing at least two pieces of clown clothing (suit, mask, shoes) to drive the car. Conveniently, every car comes with a complete set. | |
Trick Revolver | 1 | Clown | A seemingly-normal revolver that makes you shoot yourself. | Is there a vigilante or opposing traitor on your tail? They can rarely resist the allure of adding another weapon to their inventory, much less the chance to conserve their own ammo. "Carelessly" drop this authentic-looking revolver and trick your opponents into shooting themselves! They'll never notice the difference until it's too late. You need to "reload" it after every shot by clicking on it while it's in your hand, like the Russian revolver. | There are ways to tell it's a fake revolver, e.g. you can't unload it or load any ammo. Appears on buy-screen as a "funny-looking revolver" (get it?) and comes in a "Russian surplus munitions box". | |
Chameleon Bomb | 6 | Clown | A disguisable pipe bomb. | Chameleon projector meets pipe bomb! It can assume the appearance of practically any hand-held item, critter or robot - simply scan it, arm the bomb and leave it laying around for the next curious passer-by to pick up. The explosive force is comparable to a high-power pipebomb or an MPRT-7 rocket. | Scan something people are eager to pick up, such as guns or traitor items. | |
Miniature Bible | 1 | Assistant, Chaplain, Clown | A tiny bible. | Do you like to make people fart in your face? This bible is easier to hide and doesn't have an in-hand sprite, and even people with the Atheist trait will get blown up if they fart on it, unlike with the standard bible. You can also use it as a general-purpose container to store tiny and small items. | The mini bible is a small-sized item itself and thus fits in jumpsuit pockets. | |
ChemiCompiler | 5 | RD, Scientist | A hand-held version of the ChemiCompiler. | A programmable device capable of mixing, heating and dispensing reagents in very precise measurements. For more info, see ChemiCompiler.
Note: Don't buy the ChemiCompiler if you don't have any idea how to use it. You have to manually write code for it in an obscure programming language, and this isn't something most players will be able to master in a couple of minutes. |
Experiment with the stationary version in chemistry first to gain a basic understanding of the device. | |
Syndicate Mailman Suit | 1 | Mailman | Go postal. | Its-a me, Mario! Use the mail system as a means of transportation for easy access to various key areas (security, bridge, etc). | Remember to set a destination on the chute before flushing yourself. | |
Speed Injector | 3 | Geneticist | Injects DNA injectors instantly. | Stealth device disguised as a screwdriver that instantly and stealthily alters the victim's DNA when provided with a DNA injector. There's a 10 second delay between injection and the genes manifesting themselves, making your involvement less obvious. | Only accepts injectors, not the simpler activators. If necessary, the payload can be removed by clicking on the injector when it's in your active hand. | |
Barrel of Monkeys | 6 | Assistant, Geneticist, Test Subject | Angry monkeys on demand. | A "mysterious barrel" and an accompanying "mysterious signaller". When the signaller is used, the barrel releases 6 special bandanna-wearing monkeys that fight everyone they see (including the deployer) and readily use whatever guns/weapons/objects happen to be around to kill them. | It's reskinned locker than you can't open or weld closed, so it can't fit in your bag, but it can be cargo transportered. | |
Kudzu Seed | 4 | Assistant, Botanist | Obstructive alien weed. | A seed that, when planted on any station tile, spawns Space Kudzu, exactly same as the kind spawned through the admin event. (See there for more details.) Kudzu tries to spread onto empty non-Space/Seafloor tiles. While kudzu can't kill anyone at all unless they're especially inept, and it can be torn down with just about anything, especially hot or sharp objects, it significantly obscures lighting and line of sight and can potentially block off entire sections of the station. Smart placement often leads to early shuttle calls. | Corpses on kudzu eventually become kudzupeople that can spread it further. Kudzu can spread up to 40 tiles from its initial starting point without the aid of kudzupeople. | |
Mindslave Cloning Module | 6 | Geneticist, Medical Doctor, MD. | Makes permanently mindslaved clones. | Formerly the mind remapping module. When attached to a cloning pod, any clones that pop out of it are permanently mindslaved to the one who added it (hopefully, you). The mindslave process doesn't use implants, so no chance of removal here. However, not only is the module incredibly visible on the clonepod, but the affected pod also emits a faint crimson glow. During operation, it also makes a weird glitchy noise, and the fluid inside becomes a sinister red. Any cloning consoles attached also gain a distinct sinister red UI.
Anybody can remove it from the clonepod using a screwdriver. |
Can be used in conjunction with SpeedyClone2000 modules or biomatter recycling units.
Like the implant version, this bypasses the mind protection health implant possessed by the HoS, i.e. you can clone a Head of Security and they'll come out as a mindslave. | |
Mindslave Cloning Module - Deluxe Package | 10 | Geneticist, Medical Doctor, MD. | Mindslaved clone armies are even easier. | A box with a mindslave cloning module, machine frames with essential cloning lab machinery (cloning console, cloning scanner, enzymatic reclaimer, and clonepod), and a soldering iron to deploy them all. | The cloning console frame is directly converted into a computer. | |
Wasp Grenades | 3 | Botanist | Release angry bees. | A different kind of "stinger" grenade. The five "suspicious looking grenades" in this "experimental biological grenade box" each spawn five wasps, hostile critters that repeatedly sting people with histamine, a highly-visible poison that causes itchiness, brute damage, and, in high doses, anaphylactic shock. | The wasps won't attack Botanists (i.e. you, hopefully) unless provoked. | |
Hotdog Bomb | 1 | Chef, Sous Chef, Waiter, Clown | Force people into wearing hotdog suits. | Click on it in-hand and run as far as you can in the roughly seven seconds it takes to detonate. Everyone within five tiles of where it was detonated (i.e. area of effect is 11x11) gets a hotdog costume they can't remove themselves (other people can still remove it). Humiliating, but harmless until someone tries to put on a spacesuit... | Arming the bomb sends a bold red message to everyone in view, and it makes a distinct noise as it's counting down. | |
Angry Wasp Crossbow | 6 | Botanist | Shoot angry bees. | A mini wasp-egg-crossbow that shoots a wide spread of 4 wasp eggs that, upon impacting something or going too long without hitting anything, each spawn a wasp. Wasps are hostile critters that repeatedly sting people with histamine, a highly-visible poison that causes itchiness, brute damage, and, in high doses, anaphylactic shock. The weapon slowly recharges itself. | The wasps won't attack Botanists (i.e. you, hopefully) unless provoked. | |
Advanced Optical Thermal Scanner | 3 | Detective | See people through walls. | These seemingly regular-looking "optical thermal scanner" goggles let you see people behind walls and other solid objects, though not necessarily anything around them. Otherwise, they act like a regular Optical Thermal Scanner; they let you see farther in the dark, spot people using various forms of invisibilty...and make you more vulnerable to flashes and EMP grenades. | ||
Cursed Clown Mask | 5 | Clown | A mask that hurts and debilitates non-clowns and non-traitor clowns. | Looks like a normal clown mask at first glance, save for the somewhat ominous description, but anyone who wears this mask who isn't a Clown and a Traitor suffers uncontrollable laughing, confused movement, occasional brief (<4 seconds) bouts of Slowed and Stunned, minor brain damage, and accumulating BURN that can put them into critical condition. Traitor clowns can quickly force the mask onto any unsuspecting downed victim by using it on them while targeting the head and not on Help intent. | The mask cannot be removed with acid or fire. Others can remove it however. Traitor clowns can also wear and unequip the mask without any ill-effects--good since it also works as a gas mask, so it can be used for internals! | |
Boom Boots | 12 | Clown | Funny footsteps. | Well, yo are y'all ready for me yet? When you have these boots on, they play an explosion noise each time you take a step. Simple as that! | It's high-level contraband, so you'll also provoke the GuardBuddies and secbots and trip the security scanners if you carry them (but not if you wear them), among other things. | |
Guardbuddy Ammo Replicator | 1 | RD | Give a GuardBuddy with a kinetic gun infinite ammo (at a cost)! | GuardBuddies that are emagged can accept kinetic weapons, but are limited by ammo. This "BulletBuddy ammo fabrication kit" solves that issue by letting that Buddy use its internal battery charge to make ammo when it runs down to one bullet left. The larger the magazine of the gun and the more damage its bullets do, the more power the ammofab consumes. Simply click on the GuardBuddy with this to give them the ammofab. This also lets it use kinetic weapons if it wasn't already able to (i.e. you don't have to buy an EMAG to make this useful). |
In addition, it prevents people from crowbarring off the gun from the GuardBuddy, but it also keeps you from giving it a different gun. Choose wisely! | |
Slip and Sign | 2 | Janitor | Wet floor sign that sprays superlube. | Or Syndicate wet floor sign if you're boring. Looks like a normal sign, but when someone walks near this sign, the sign has a 20% chance to apply 1 unit of invisible organic superlubricant to the floor under them, on a 3 minute cooldown. In addition to inevitably causing damage and slipping, the "invislube" creates a lubed tile that appears completely normal, unlike regular superlube that creates a distinct shininess. Wearing galoshes protects from the effects of the spray itself, but remember, it doesn't prevent slipping due to the lube! The superlubricant comes from the sign's internal bucket reservoir, and given the bucket's 50-unit capacity, it will run out after 50 sprays. But more importantly, you can swap out the bucket with a beaker or similar container of different chemicals by clicking on the sign with the container while wearing cleaning gloves, allowing for infinite fun. |
Remember, you can use a wrench on the sign to bolt it down to the floor, preventing people from picking it up until someone unwrenches it. If you get this via the surplus crate, you also get galoshes and cleaning gloves. | |
Overcharged Vacuum Cleaner | 5 | Janitor | Vacuum with more powerful sucking attack. | The special attack (click on a tile at least two squares away, Disarm/Harm intent not required for this one) of this "overcharged handheld vacuum" is much more powerful than the handheld version. It can knock people down, and it'll be at least 0.9 seconds until they can get back up again. It can pull people and any objects not bolted down, from cigarette butts to lockers, from a whopping 10 tiles away too, and they'll end up right beside you instead of just one tile closer. The 25% chance to make someone drop the item they're holding is also extended to 10 tiles. | Otherwise acts like a standard handheld vacuum, down to the actual cleaning functions. | |
Pizza Sharpener | 5 | Chef | Makes pizzas and pizza slices into throwing weapons. | Seems like an innocuous pizza cutter, but when clicked on while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD), it turns on sharpener mode.
Once in sharpener mode, use it on a slice of pizza. Throwing the sharpened slice knocks them down for 2 seconds and inflicts up to 11 BRUTE and much bleeding; the slice will also embed into the person like sharpnel, transfering whatever chemicals were in the pizza slice into them. Using it on a whole pizza automatically makes all the slices sharpened. You can also insert the pizza sharpener into a PizzaVend; this makes the machine throw sharpened pizza slices at people and speeds up cooking time to basically instant. Note you can't get the sharpener out. |
Still acts like a pizza cutter when not in sharpening mode. | |
Hotbox Lighter | 1 | Botanist | Special zippo meant for igniting herbs. | A sleek black lighter with a red stripe and a green flame. Herbs burned with this lighter bypass normal reagent limits on hotboxing, and gain an additional 20% bonus to reagent volume in the resulting smoke. | ||
Syndicate Hot Dog Cart | 4 | Chef, Sous Chef, Waiter | Gib someone into hotdog meat. | It looks like a regular hotdog cart, except, if you put someone inside it (they need to by laying down in some way), it turns them into a meatcube named "hotdog" within seconds and creates a single hotdog sausage. The meatcube will die not long after, leaving behind cube steaks, and the cubing/hotdogging drops all their belongings and internal organs (including brain) too. Overall very messy. | Essentially a reskinned trash compactor with some extra flavor. Among other things, it means you can't be chomped by your own cart. | |
Flyzapper Implant | 1 | CE, Engineer, Mechanic | Electrocute people upon death. | Like a microbomb, but electricity-themed, essentially. Click on yourself with the implanter to inject yourself with a flyzapper implant. When you die, the implant shocks everyone around you and causes machinery around you to zap people. You also gib with cool visual effects. Does not scale with amount of power in the grid, but the effects do stack with multiple implants. | You can also use it on other people to inject them with the implant. |
Surplus crate items
Note: Only items specific to the surplus crate are listed here, but they often contain regular Syndicate gear as well. Please also keep in mind that some of these items can be found in the adventure zone or bought from merchants by non-traitors. Use your common sense, so innocent players don't get killed for picking up something they found floating around in space.
Item | Image | Usage | Description | Notes |
---|---|---|---|---|
Syndicate Dagger | A tiny knife. | A weaker version of the butcher's knife, which can also stun people when thrown. Fits in pockets. | Does not gib corpses, however! | |
Banana Grenades | A pouch of banana grenades. | Each of these five grenades explodes into slippery banana peels. The banana grenade pouch itself has 7 slots and fits into your pocket. | ||
Flare Gun | A loaded flare gun with spare ammunition. | Signal your intentions! The flare doesn't cause a lot of damage outright, but sets people on fire and may even force them to roll on the ground to extinguish the flames. Surprisingly effective. | Can be loaded with (almost) every type of shotgun shell to boot! | |
Old Hunting Rifle | For hunting the most dangerous game of all. | Massively powerful rifle. You only have four bullets, so don't waste them! | Can be loaded with tranquilizer darts. | |
Breaching Charge | A charge designed to break through walls. | Capable of reliably blasting through walls in a 1x1 radius. Can also be be used to destroy airlocks (as well as other machinery), windows and grills. It has five second timer. | ||
Flash/Cell Assembly Box | Five overcharged flashes. | A box of five flashes with power cells attached to each of them. Despite the flamy result, they're one-use item thanks to the bulb burning out immediately. | These can be made, if you know how. | |
Syndicate Command Armor | An extra-armored space suit. | Not only is it a space suit with no slowdown, but it allows you to shrug off explosions and grants excellent protection against bullets, melee attacks, and radiation. | They're sold as "Armored Spacesuits" from C.A.R.L., the Listening Post merchant. | |
Plasma Rifle | Self-charging energy weapon. | This powerful energy gun steadily regenerates its own battery, so has potentially infinite ammo. However, the process is quite slow and cannot be relied on in a firefight. | Can be found outside of being ordered by a traitor(but don't count on it)! | |
Energy Gun Upgrade Pack | Power cell for an energy gun. | Self-charging power cell with a capacity of 100 PU. Can be used to upgrade a stun baton or energy weapon (such as a taser or crossbow) | Click the weapon with it to swap out the cell. | |
Land Mine | An anti-personnel land mine. | A randomly selected mine. Different models exist, see Murder for a detailed description. | You can also encounter these in deep space. | |
SecHUD Cybereyes | A pair of ocular implants. | Essentially a pair of sunglasses people can't easily remove from you that also let you see SecHUD icons, so you can know if you've been set to Arrest. Thanks to the Ocular Implanter device bundled with it, you luckily don't need to perform any surgery to install them. Just click on the device while it's in your hand, choose which eye you want to implant the cybereye in, and watch it go. The process takes about 10 seconds, during which you need to stand still. |
If you're wearing goggles/glasses or a hat that covers your eyes, you need to remove it first. | |
Hacked Hypospray | Instantly fill people with chems. | A hypospray that already had its safety locks removed, allowing you to instantly inject people with the chems inside. Not as stealthy as a sleepy pen as it has a more visible sprite and message when injecting, and it administers less chems, but you have a lot more control over dosage, and it's fine for chems that do not scale with volume or only need a small amount to work, such as disease reagents. | Holds up to 30 units of chemicals. | |
Holographic Disguiser | Changes your appearance. | Essentially a multi-use version of the DNA scrambler with a power switch. Every time you turn it on, you will be provided with a different, randomly-generated name and hair style. The game may take one or two seconds to update your mob. You can also talk without giving your real identity away. Beware of fired projectiles (regardless of type) and flashes (both hand-held and portable), all of which can disable the device. | Can also be bought from the Syndicate merchant in the Listening Post or through QM's Special Ops Supplies crate if you have an emag. | |
Sarin Grenade | Releases deadly gas. | Creates a cloud of sarin gas that weakens and debilitates those who walk through it and can ramp up damage quickly. Try not to get caught in it, dummy. More details in Murder. | People wearing a biosuit and internals won't absorb any gas. |
Nuclear Operative Gear
Item | Image | Usage | Description | Notes |
---|---|---|---|---|
Syndicate Requisition Token | Use at Syndicate Weapons Vendor to get gear. | Not useful in of itself, for it's meant to be currency for the Syndicate Weapons Vendor. You can insert this into the vendor to get credit for a sidearm, one loadout, and up to two utility items. | Every operative spawns with one. There's no way to get more. | |
Thermite Breaching Charge | A charge designed to break through walls. | A mildly-lethal charge with a five second timer, which melts all walls (regular or reinforced), windows, grilles, and most solid objects within a 5x5 radius and then creates a brief fireball of the same size. | A few of these can be found on the Syndicate Battlecruiser, but aren't available for purchase. | |
SWAT Gloves | Provides a little protection, deflect disarms sometimes. | In addition to reducing damage from fire by a tiny bit and damage from electrical shocks by considerable amount, if someone tries to disarm or shove you, the attack has a 20% chance to fail entirely. Unarmed crew will often try to deprive you of your weapon with disarms and then use it on you, so being able to resist that sometimes is helpful. | Can't be ordered or found on the Syndicate Battlecruiser, but every Nuclear Operative spawns with a pair. | |
Nuclear Commander Sabre | Pirates of the Space Caribbean | A sword and sheath that exclusively spawns with the Nuclear Commander. Deals around 20 damage and inflicts bleeding and comes with a forward stabbing special attack. Not as deadly as the rest of the Syndicates arsenal but stylish as hell. | Not available for purchase. Starts in the Commander's inventory. Can't ya read!? | |
Syndicate Teleporter Remote | Teleport you and the bomb between the Syndicate Battlecruiser and Listening Post. | To teleport yourself, stand on the telepad on the Syndicate Battlecruiser and use the remote to teleport to the telepad on the Listening Post. Do the same with Listening Post's telepad to teleport back to the Syndicate Battlecruiser.
To teleport the bomb, place it over the Syndicate Battlecruiser telepad and whack the nuke with the remote. Similarly, whacking it when it's on the Listening Post telepad teleports it back to the Syndicate Battlecruiser. |
Appears on a table in the Syndicate Battlecruiser armory. Otherwise cannot be bought. Handy if there isn't room for you in the space pods or you want to sneak into the station by jetpacking from the Listening Post to some forgotten airlock into maintenance. | |
Nuclear Bomb Teleporter Remote | Teleport the nuclear bomb to you if it's not deployed--once. | When you click on this while it's in your hand, it teleports the nuclear bomb to you. It's a single-use (i.e. you can do this only once), it only works if the bomb has not been armed (i.e. it's not counting down), and only works on the station Z-level, though the bomb can be in another Z-level. Useful if you want to go for a lightning-fast sneak deploy or you lose track of the bomb during transit. | Spawns in the inventory of the nuke ops' commander. More cannot be found or purchased anywhere, so use it wisely! | |
Barricade | Prevents the crew from going through. | Use it while in hand to deploy it on the tile you are standing on. Basically syndie table parts. | The barricade dispenser in the armory can give you one every five seconds. | |
Gear Preparations Closet | Space gear and some tools | Or gear preperations closet as the game insists it's spelled. These contain equipment for navigating through space and some tools but no weapons. During the holidays, these have santa suits and santa hats with no slowdown instead of red space suits and helmets, for that extra festive cheer. Includes:
|
These don't appear on the Syndicate Battlecruiser if the game mode is not nuclear emergency. |
Syndicate Weapons Vendor
While the Nuclear Operatives use Syndicate gear, they get theirs a little differently. Rather than uplinks and funny money, they get a requisition token that they redeem at one of the many Syndicate Weapons Vendors on the Syndicate Battlecruiser. Items sold through the vendor are split into three categories: Utility, Loadout, and Sidearm, and each token gives enough credit to buy something from each of these three categories.
Sidearm
Pistol belts containing a handgun of some sort and ammo for it.
Item | Image | Usage | Contents | Description | Notes |
---|---|---|---|---|---|
Branwen Pistol | Low-damage pistol with lots of ammo. | Pistol belt with: 1x Branwen pistol 4x 9mm Magazines |
The Branwen has an ample 15-round magazine, with plenty of extra mags, though its damage is on the low end for guns. Still, the 30 BRUTE is nothing to sneeze at. | While you probably won't find the opportunity to, it can also fit Clock 188 mags. However, it does not take tranquilizer pistol darts (and likewise, the tranq pistol can't take Branwen mags). | |
Predator Revolver | Powerful revolver with a few FMJ speedloaders. | Revolver belt with: 1x Predator revolver 2x .357 FMJ speedloaders |
This iconic revolver has incredible stopping power, at a whopping 60 BRUTE per shot, but it has a rather low ammo capacity at 7 shots in the chamber. That said, 7 shots is more than enough to kill anything that moves, 21 even more so. | The revolver also accepts .38 stun rounds and other .38 bullets. | |
Hydra Smart Pistol | Low-damage smartpistol with limited homing that can hit multiple enemies . | Smartpistol belt with: 1x Hydra smart pistol 4x 9mm smartgun magazines |
Have trouble aiming? The Hydra smart pistol is for you. It has a 24-round magazine and a target-lock-on system that works like this: Hold down your left mouse button (or whatever is your fire button) and mouse over someone to lock on to them. You can lock on to multiple enemies, and holding the button down for longer charges up a burst of up to three bullets per target, instead of a single shot. Once you're done locking on, let go of your mouse button to fire. The Hydra shoots 15 BRUTE bullets that (almost) never miss unless they duck or there's a solid object like a wall in the way, i.e. you can hit someone zipping around trying to make themselves harder to hit, but not someone taking cover behind a doorway. |
You can't target fellow nuke ops, though they can still get hit by accident if they walk into the line of fire. Since it's a 9mm round, it can accept the rounds used by the Branwen pistol and the like, and they'll have homing. |
Utility
A variety of equipment for supplementing a loadout. Remember that you get two utility credits.
Item | Image | Usage | Description |
---|---|---|---|
Tactical Espionage Belt Storage | 7 slots for your belt slot. | This Syndicate Tactical Espionage Belt Pack actually is in fact a fanny pack, meaning you can stuff guns other normal size items into it, as you can with a normal backpack. Since it's a belt, though, that you means you can wear it with a jetpack. Moreover, unlike regular fanny packs, it comes with 7 storage slots rather than just 5. Might seem like it'd conflict with the pistol belt, but you can stick your pistol in the pack, and the spare ammo into the box. Be aware that the Bard, Firebrand, Heavy Weapons Specialist, and Marksman loadouts come with one of these by default! | |
Combat Knife | Knife with thrown stun and movement boost. | This syndicate fighting utility knife not only does a decent 15 BRUTE, but it also makes you move faster when held (don't question it) and can be thrown to knock people down for a few seconds and inflict a sizable 20 BRUTE. | |
MPRT Rocket Ammunition | Two more rockets for the MPRT. | It's a four-slot pouch with two spare rockets for the MPRT-7 that spawns on the Syndicate Battlecruiser, simple as that. Use the extra space for other items! | |
Warm Donk Pocket | One bite of healing drugs and stimulants. | No heating required. Eat one of these, and you'll get a tasty cocktail of 15 units each of syndicate methamphetamine, omnizine, salbutamol, saline-glucose solution, synaptizine, and teporone. Together, they reduce incoming stuns significantly and help you recover from almost all types of injuries, including bleeding. Great in an emergency. | |
Sarin Grenade | Releases a persistent cloud of deadly and debilitating gas. | When primed, this grenade releases a huge cloud of sarin, a nerve agent that inflicts TOX, BURN, and brain damage and causes confused movement and stuns, with a potential perma-stun if it stays in the victim's system long enough. The cloud is smoke-powder-based, so it persists for a while, potentially functioning as area denial. Try not to get caught in the cloud. If you do, remember that atropine flushes it out, epinephrine slows down its effects and that internals in addition to protective equipment (e.g. a spacesuit) only partially reduces exposure. | |
Hi-grip Assault Boots | Prevents slipping (mostly). | These "hi-grip assault boots" keep you from slipping on gibs, wet floors, blood stains, ice, and things like that. Space lube and organic superlubricant still slip you though, so watch out. Note that these cost 2 utility credits, so you won't be able to buy another utility item. | |
Decoy Bomb Balloon | Fake nuclear bomb to drag around. | Pranked! Looks like a nuclear bomb, and you can pull and push it around like such, but it's actually a balloon that pops after taking a small amount of damage. Same sprite and name as a regular nuclear bomb, but its Examine text instead says "An extremely powerful balloon capable of deceiving the whole station" (emphasis added), and it does not interact with the nuclear authentication disk. | |
Military Headset | Headset with superb ear protection. | Aka, the ComTac headset. This headset (i.e. it goes in your Ears slot and replaces your starting headset) has 100% Disorient (Ear) resistance, which guards against the effects of sonic powder and the like. Basically, when combined with the sunglasses you start with, you're pretty much immune to the effects of flashbangs, so you can use them with impunity, and if someone tries to use them on you, you can basically shrug it off. | |
Beartrap Pouch | A pouch containing 4 beartraps for holding combat positions. | Watch your step, lest you end up with one of these in your leg. The beartrap pouch contains a total of 4 Beartraps that can be placed down similarly to barricades. When a person steps on an activated beartrap, it'll deal a whopping 50 BRUTE, make them fall over, and cause a few seconds of stun, allowing you to sneak in an easy kill if used correctly. Once a person steps on a beartrap, it will have to be reactivated again in order to be used. |
Loadout
Each loadout comes with some sort of specialist combat helmet and some form of specialist combat dress, unless otherwise noted, in addition various other things listed below.
- Summary
Lob grenades. Lots of them.
- Contents
- 1x Rigil grenade launcher
- 1x "mixed grenade pouch" with:
- 1x "grenade round pouch" with:
- 2x 8-packs of 40mm HEDP shells
- 2x 8-pack of 40mm HE shells
- 1x specialist operative bombsuit
- Usage
All 'bout them bombs. Not only do you get a good amount of explosive shells and frag and stinger 'nades, but you also get a four-capacity launcher to deploy all this ordnance. To shield you from all the explosions you'll inevitably encounter (your own or others'), you get a "specialist operative bombsuit" that's as explosion-resistant as a bomb disposal suit, but without the slowdown.
Not that your grenade launcher doesn't quite support multiple ammo types; while you can, say, load a flashbang into an empty launcher and then insert another flashbang, putting in HEDP afterwards removes the flashbang(s), and putting in, say, a frag grenade results in the gun refusing to accept it.
- Summary
Peace through suppressing firepower.
- Contents
- 1x Antares light machine gun
- 1x LMG belt pouch with 5x ammo belts
- 1x high-explosive grenade pouch with 6x HE grenades
- 1x specialist heavy operative combat armor
- 1x syndicate tactical espionage belt pack
- Usage
For operatives that aren't afraid of the frontline. You get a big bad two-handed LMG that fires a spread of weak, low-range bullets that slow down targets for shutting down corridors and chasing stragglers. This gun has two fire-modes, toggled by clicking on it while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD): a burst-fire that shoots a single series of 8 bullets and a full-auto that shoots a constant stream of bullets, one after the other, as long as you hold the mouse button down. In either case, stay towards the front, lest your gun's bullets veer off and hit your teammates
The gun cannot fit into backpacks, but it can be worn on the back, and you get a syndicate tactical espionage belt pack for free to accommodate the loss of inventory space from having to wear it on your back.
In place of the regular combat dress, you get extra-protective armor for soaking up damage. You also can some grenades in case you need to blow into places.
- Summary
Point and click.
- Contents
- 1x Sirius assault rifle
- 1x rifle magazine pouch with:
- 3x STENAG mags
- 2x AP STENAG mags
- 1x "mixed grenade pouch" with:
- 1x stinger grenade
- 1x frag grenade
- 2x flashbangs
- 2x breaching charges
- Usage
A no-nonsense loadout for a counter-strike. You get a few grenades for damage and stuns, breaching charges for getting into places, and a two-handed assault rifle that can go burst fire for close range confrontations and single fire for more powerful, more accurate shots. Simple, yet effective, and good in just about every situation.
- Summary
Heal your teammates using special medical gear.
- Contents
- 1x specialist health monitor (works like upgraded ProDocs)
- 1x specialist operative medic uniform
- 1x ProDoc Health Goggles (also fully upgraded)
- 1x upgraded health analyzer
- 1x medical shoulder bag (goes on your back) with:
- 1x defib
- 1x extinguisher
- 1x trauma field kit (fits in a pocket) with:
- 1x auto mender with 500 u of silver sulfadiazine
- 1x auto mender with 500 u of styptic powder
- 1x medical lifesaver bag (goes in your belt slot) with:
- 1x Donk injector (15 u each of syndicate methamphetamine, omnizine, salbutamol, saline-glucose solution, synaptizine, and teporone, total of 90 u, 6 doses of 15 units)
- 1x Juggernaut injector (60 u, for 3 doses of 20u)
- 1x cardiac combi-injector (autoinjector with 25u of epinephrine and 25u of saline-glucose solution, 10 doses of 2.5 u of both)
- 1x bloodloss combi-injector (autoinjector with 25u of filgrastim and 25u of proconvertin, 10 doses of 2.5 u of both)
- 1x lifesupport combi-injector (autoinjector with 25u of salbutamol and 25u of mannitol, 10 doses of 2.5 u of both)
- Usage
For a doctor from a very different Red Cross. You have many supplies for common work-related medical emergencies:
- Teammates shooting each other: brute auto-mender, which comes with 500 units of styptic powder instead of just 200 (and a 500 unit capacity too to accommodate it) and bloodloss combi-injector, which has 50 units of blood-replenishing meds and applies 5 total units of it (2.5u of one chem, 2.5 of the other), totaling out to 10 uses.
- Teammates setting each other on fire: burn auto-mender, which similarly has 500 units of silver sulfadiazine, extinguisher
- Teammates in shock, cardiac failure, and/or cardiac arrest from the above and more: Defib and the cardiac combi-injector and lifesupport combi-injector, which work similarly to the bloodloss combi-injector, in that they have 50 units of meds that give 5 unit doses, for a total of 10 uses.
The juggernaut injector lets you or your teammates heal a portion of the damage they receive for some time. Meanwhile, the "Donk injector" replicates the effects of eating a Syndie donk pocket on a smaller scale; it has a cool 90 units of healing and anti-stun drugs, and administers 15 units at a time, which means 2.5 of each of the drugs in the injector.
You also get a "specialist health monitor". It acts like fully upgraded ProDoc Goggles, meaning you can access relative health levels at a glance and Examine people close by to get a detailed readout of their health status. Both it and the "specialist operative medic uniform" act like a biosuit, meaning they should protect you from most chemicals (e.g. sarin from a sarin grenade) when combined with internals.
- Summary
Sneak in disguised, commit sabotage.
- Contents
- 1x Gwydion tranquilizer pistol
- 1x tranq pistol ammo pouch with 4x tranq pistol darts
- 1x emag
- 1x chameleon projector
- 1x voice changer
- 1x chameleon jumpsuit
- 1x DNA scrambler
- 1x pinpointer (authentication disk)
- Usage
If you want to sneak onto the station/ship and subvert the AI, snatch the nuke disk or other useful items, and/or commit other acts of sabotage, this is a good loadout. The emag can permanently open doors (so long as they aren't welded) and can also be used to make certain machines malfunction.
Rather maintaining stealth through invisibility like the similar Scout loadout, this crate instead focuses on disguises. Use the chameleon jumpsuit, DNA scrambler, and voice changer to create a false identity (remember you start with an agent card by default as a Nuclear Operative), and use the chameleon projector to hide as an object.
As for weapons, you fortunately do not have to go OSP. You get a tranquilizer pistol that fires sodium thiopental, a virtually-guaranteed knockout for targets or people who realize you shouldn't be here.
- Summary
Attack from behind.
- Contents
- 1x Bellatrix submachine gun
- 1x smg magazine pouch with 5x 9mm SMG magazines
- 1x emag
- 1x cloaking device
- 1x light breaker
- 1x night vision goggles
- 1x pinpointer (authentication disk)
- 1x specialist operative espionage suit
- Usage
This is basically designed for flanking. Go in invisible, strike their rear in close quarters, become invisible again once you're done or you need to tactically withdraw. The Bellatrix can put someone into crit with three of its three-round bursts, but it has a wide spread, so go point-blank or similar if you want to all shots to land.
In addition to the cloaking device's invisibility, you can also use the light breaker to create darkness to hide yourself. Since you have NVG, you can see them but they (usually) won't see you. The specialist operative suit provides a speed boost, aiding in mobility, and the EMAG helps you get into places to hide in or flank into and commit sabotage if you wish. You also have a pinpointer that leads you to the nuclear authenication disk, so you can ambush the person carrying it and snag it for your team's benefit.
- Summary
Set people on fire and be an angry firefighter, complete with fireproof suit.
- Contents
- 1x Vega flamethrower
- 1x fuelpack with napalm
- 1x incendiary grenade pouch with 6x incendiary grenades
- 1x napalm grenade pouch with 6x napalm smoke grenades
- 1x fire axe
- 1x fireproof specialist operative firesuit in lieu of the usual combat dress
- 1x syndicate tactical espionage belt pack
- Usage
This pack has lots of ways to fight with fire, and luckily you get a special suit and helmet that together make you immune to the flames. The star of the loadout is a Vega flamethrower and fuelpack combo. The Vega flamethrower fires napalm goo, which makes 3-tile columns, from the fuelpack, which is worn on the back. You cannot use the Vega flamethrower if you do not have the fuelpack! To compensate for having to sacrifice your backpack for a fuel pack, it comes with a free belt storage pack!
Said fuelpack can also do more than just store fuel. It can also be used to store the Vega flamethrower; click on the fuelpack with the flamer, click the fuel again with an open hand to retrieve it. In addition, the fuelpack can provide air for internals and function like a jetpack, lettting you freely move through Space, if you equip it and toggle this functionality through a button in the top left of your display.
In addition to the flamethrower, you also get incendiary grenades for making great balls of fire and some napalm smoke grenades that can be ignited (i.e. by your flamethrower) to create barriers of flame for area denial. For more physical approaches, you have a fire axe that, if you click on it in-hand to wield it with both hands, does a respectable 40 damage and can break down doors in 3 to 5 hits. It fits in backpacks and on your belt too!
- Summary
A turret for automated threat neutralization.
- Contents
- 1x battle wrench that does more damage than a regular wrench
- 1x high-capacity weldingtool with 100 units of welding fuel inside
- 1x NAS-T deployer
- 1x paper-"Nuclear Agent Sentry Turret Manual"
- 1x SPES-6
- 1x shotgun ammo pouch with 5x buckshot boxes (weaker variant).
- 1x specialist welding helmet (protects eyes during welding, acts as mesons goggles)
- 1x utility belt with:
- 1x welder, regular capacity.
- 1x wrench
- 1x multitool
- 1x screwdriver
- 1x crowbar
- 1x wirecutters
- 1x deconstruction device
- Usage
Makin' bacon! The turret shoots in a 30 degree arc, filling the nearest target within 7 tiles that isn't wearing an agent ID (i.e. hopefully the crew and not you or your teammates) with devastating 3-shot bursts of AK-744 bullets until they're in critical condition (<0% health). It never runs out of bullets. It's also immune to tasers, but is otherwise vulnerable to explosions and gunfire, so you need to occasionally shoot at people who try to destroy it and fix any damage by clicking on it with a lit welder.
Using the turret itself is quite simple, and you don't need 11 PhDs to know how to use it:
- To build your sentry, either throw it (you can only do this twice) or click on the deployer in-hand to set it down, use the welder on it to secure it, and then use a screwdriver on it to turn it on. You know it's working if the light glows green.
- To change the direction the turret's facing, click on it with a wrench and click on any tile in the direction of interest.
- To move it to a different place entirely, click on it with a screwdriver to turn it off, then a welder to unsecure it, and finally a wrench to disassemble it.
In addition to the turret, you get a shotgun for finishing off people downed by your turret and a special "battle wrench" that does more damage than usual. You also get a full set of tools and a special "specialist welding helmet" that protects your eyes when welding and has built-in mesons goggles.
- Summary
Pop some heads from a safe distance.
- Contents
- 1x Betelgeuse sniper rifle
- 1x sniper ammo pouch with 7x spare 7.62 NATO mags
- 1x smoke grenade pouch with 6x smoke grenades
- 1x advanced optical thermal scanner
- 1x syndicate tactical espionage belt pack
- Usage
Snipe people coming into the bomb site and lockdown hallways with the powerful Betelgeuse rifle. The bullets can stun and two shots people into crit, and most notably, they pass through up to two solid objects, such as walls and windows; however, blast doors and reinforced walls consume both of the pierces due to the extra reinforcement. The piercing is quite deadly considering the thermal scanner lets you see people through walls, allowing you to snipe people before they even know you exist. Do note that you need to wait one second after firing to fire it again though.
You can use the rifle's scope in by holding SHIFT (WASD mode)/SPACE (/tg/ layout) and, whilst still holding that key, use WASD/Arrow keys to look around. Remember you will stand still when zooming. Unlike in some shooters, the rifle does the same amount of damage when scoped vs when unscoped, but being scoped in (naturally) lets you see farther, and unlike some shooters, you can see as far as you want rather than a set distance.
In addition, you can screen yourself or teammates with the smoke grenades, so they can't see what nasty surprises are in store for them when they pass the cloud.
It also comes with a free syndicate tactical espionage belt pack, to allow you to wear the rifle on your back like an elite sniper, which you'll probably be doing anyways since the rifle slows you down and does not fit in your tactical assault rucksack.
- Summary
Go medieval with a huge sword with knockback and escalating damage.
- Contents
- 1x Hadar heavy power-sword
- 1x citadel heavy combat cuirass
- 1x combat gauntlets
- 1x combat sabatons
- 1x heavy specialist great helm
- Usage
This class focuses primarily on defending the nuke rather than hunting down crew, though it's not exactly lacking in damage. The two-handed "Hadar heavy power-sword" starts at 25 BRUTE and gains 5 with each hit, up to a maximum of 100 BRUTE. This resets to 25 if dropped, and hitting monkeys, people in sanctuary areas (areas where attacks do no damage, namely the Syndicate Battlecruiser) or corpses doesn't raise the sword's damage. It also has a 4x damage multiplier against doors (e.g. 40 becomes 160 when hitting a door) but cannot be attached as an item arm. The sword has two modes; click on the sword while you're holding it (Hotkey: C for Goon WASD, Z for /tg/-style WASD) to change between them:
- Swipe: Special attack (on Disarm or Harm intent, click somewhere at least two tiles away from you) goes 3 tiles wide (i.e. 1 in front, 2 to sides). It also makes both regular attacks and the swipe special knock people back 2 tiles.
- Stab: Special attack goes 2 tiles ahead of you.
Additionally, you can press your resist button (Default Z for goon WASD, C for /tg/) to preform a blocking technique similar to the original Cyalume Saber it's based on.
While you don't get a horse, you do get a suit of (not-quite shining) armor that's primarily built around augmenting your defense and helping you stand your ground. The cuirass and great-helm both reduce damage from bullets, explosions, and melee and decrease stamina loss from certain stuns. Together, they function as a spacesuit, preventing you from taking damage from being Space and the Trench. Sabatons make you immune to slipping and have an ability that also makes you immune to knockback too at the expense of some movement speed, and the gauntlets help lower the chance of losing your weapon, to a slightly better degree than your starting SWAT gloves.
- Summary
Channel your rock-star energy through your electric guitar, providing buffs to your teammates and debuffs to your enemies. NOTE: This class is currently in prototype phase and may be likely to change in the future.
- Contents
- 1x Orpheus electric guitar
- 2x studio monitor
- 1x military headset
- 1x syndicate tactical espionage belt pack
- Usage
Who's ready to ROCK AND ROLL? The bard is a unique class which focuses more on support than combat. Your main weapon will be neither bullets nor blades, but rather the mighty Orpheus electric guitar. While the Orpheus guitar can do a whopping 30 BRUTE and acts similar to a airlock hammer, this is moreso a tool for self-defense then defense of the nuke itself. Instead of bullets, you channel your inner anarchism to play songs for your allies' enjoyment and your enemies' torment using your guitar and studio monitor. Now, what would a rock star be without their song list? Some sorta mainstream sellout, probably. The bard has numerous songs which they can play which are divided into 2 categories, debuffs/negative effects and buffs/effects.
Debuffs/Negative Effects
Icon | Name | Cooldown | Description |
---|---|---|---|
Shread | 2 Minutes | A piercing noise emanates from your guitar, causing all lights within an area to shatter. Functions similar to a light breaker. | |
Infrasound | 45 Seconds | Take it down low. Inficts vomiting and a long period of disorientation on your foes, in addition to brain damage. | |
Ultrasound | 45 Seconds | Take it high up into the sky. Inflicts a short disorientation period along with ear damage and organ damage. |
Buffs/Effects
Normally, buffs will normally only last a few seconds but if you press your use key (default C) on any intent you will extend the song by strumming your guitar. This can continuously be done up to the below listed maximum song duration.
In addition to your guitar, you get 2 studio monitors allowing you to either give one to a teammate or place on the floor allowing you to broadcast your music across the waves. As compensation for losing your assault rucksack, you receive a free syndicate tactical espionage belt pack to store your guitar and any other items you so wish to bring with you on your epic rock quest.
- Summary
Radio uplink with limited selection of Syndicate items.
- "Contents"
- Usage
This radio has 12 Syndicate currency for ordering gear from the Syndicate, and you don't need a code to use it. It's limited to generic items, i.e. those not specific to any job, and even then, you still can't buy certain items, e.g. surplus crates. Still serviceable if you want some more utility items rather than weapons or need stealth gear for infiltration.
You can set it to self-destruct, causing a moderate explosion.
Keep in mind, unlike the other loadout options, this does not give you the specialist combat dress and helmet set, and you can't order one from the uplink, so you need to get a red space suit and helmet from one of the gear closets on the Syndicate Battlecruiser.
CARL
CARL is a robot NPC merchant operating out of the Listening Post that sells a few select pieces of Syndicate gear and buys certain Captain and Security equipment. Rather than Syndicate currency, CARL instead works with regular ol' credits. While aligned with the Syndicate, CARL's more than happy to do business with regular, non-antagonist crew and antagonists who don't work for the Syndicate. However, there is some gear it only sells to actual Syndicate operatives, and moreover, you need an agent card to get through the airlocks of the Listening Post.
Items CARL Sells
As previously mentioned, there are some goods CARL will only sell to bonafide Syndicate operatives. That list specifically includes: Traitors, Spy Thieves, Nuclear Operatives, Sleeper Agents, Hard-Mode Traitors, and Omnitraitors. Whether or not an item has this requirement is indicated by the "Need to be Syndie?" column.
Unlike travelling traders, CARL's list of items for sale never changes from round to round, save for a few exceptions. Depending on RNG, CARL might also sell signal/radio jammers, stealth storages, and/or voice changers, based on a weighted pick. The precise chances are as follows:
- 10%: Jammer
- 20%: Jammer and stealth storage
- 10%: Stealth storage
- 20%: Voice changer and stealth storage
- 20%: Voice changer
- 20%: All three
These are per possible outcome, not per item like a loot drop rate table. "10%: Stealth Storage" means that when the round is generated, there's a 10% chance CARL will sell a stealth storage, but not a jammer or voice changer. In addition, these probabilities are purely random and do not depend on any other quantity; they're not affected by CARL's mood (or whatever the robotic equivalent is), number of traitors, whatever. It's simply a roll of the die.
Item | Image | Price | Need to be Syndie? | Description |
---|---|---|---|---|
Armored Spacesuit | 20000 | Yes | A space suit with superb resistances. This is the same "Syndicate Command Armor" that sometimes appears in surplus crates, making this basically a buyable surplus crate item. See that link for more details. | |
Armored Helmet | 15000 | Yes | The syndicate command helmet is, in a way, a companion to the Syndicate Command Armor and is basically an industrial space helmet but better. In addition to the usual protections provided by most helmets, it has 50% radiation resistance, reduces the effect of explosions by 10% (one of the few helmets to do so), and reduces damage from melee attacks to the head by 7, which makes it one of the best helmets for melee resistance. Also, it doesn't slow you down! | |
Holographic Disguiser | 15000 | Yes | Handheld device that lets you change your appearance on the fly. Like many other items on the list, this can also appear in surplus crates. See here for more info on the device. | |
Radio Jammer | 6000 | Yes | Pocketable device that blocks radio signal and is otherwise known as the signal jammer, which you can also buy from certain uplinks. Buying it from CARL instead of through your uplink lets you save at least 2 Syndicate currency (1 to buy the agent card and access CARL vs. 3 to get the jammer from the uplink.) Remember, though, that per above, this is not always available. | |
Stealth Storage | 400 | Yes | Box that can disguise as other items, see here for details. Remember, CARL doesn't always sell this, see above. | |
Voice Changer | 4000 | Yes | Gadget that fits into masks and allows you to appear as a different voice than your own on the radio, depending on the ID you're wearing. See this link for more info. Note that CARL only sells this sometimes; see above for details. | |
12ga AEX ammo | 40000 | Yes | Aka "birdbomb" or Frag-12, explosive shotgun ammo (and flaregun ammo too since those can fit shotty shells). See this link for additional info. | |
Scary Gasmask | 1000 | No | Aka, the SWAT gas mask, a gas mask with that looks extra scary but otherwise doesn't have any mechanical benefits over the regular version. Note that, unlike the kind the nuke ops have on their Syndicate Battlecruiser, this can be melted by certain acids. | |
Spy Sticker Kit | 1000 | No | Box of stickers that relay video and audio to a private frequency. This is the very same spy sticker kit you can buy through certain uplinks. | |
12ga Flare Shells | 15000 | No | Flares for a, well, flare gun, or a shotgun since those have the same gauge. See here for more details. In a way, it's a (rather expensive) refill for the flare gun you can get through surplus crates. | |
High-Capacity Power Cell | 10000 | No | A 300 PU cell for energy guns, amplified vuvuzelas, and other devices that use small power cells. It does not recharge on its own. Since most of the energy weapons used by Sec have either only 200 PU or 250 PU (with Lawbringer and pulse rifles being the main exceptions), this can give you a decent leg up on them. | |
Medusa Stealth System 300 | 500000 | No | An invisibility cloak for pods/MiniPutts/minisubs!...with some caveats. See this link for details. | |
Syndicate Pod Armor | 25000 | No | Pod/MiniPutt/Minisub armor that offers middle-of-the-line health. See here for more information. | |
Ballistic System | 45000 | No | It's a shotgun...but for your pod/MiniPutt/minisub. While the pellets are actually weaker than those fired out of the SPES-12 you get from the shotgun box, they're still better than a lot of pod weapons the crew can get, and notably, unlike the other pod weapon CARL offers, it has infinite ammo. See here for more information. | |
40mm Assault Platform | 250000 | No | A really fancy name for a grenade launcher that can be mounted on a pod/MiniPutt/minisub. It's a magnitude better than any other ranged pod weapon you can find on the ship/station and dents the hull pretty well, but unlike pretty much every other pod weapon, it has limited ammo! Go through this link for additional info. | |
40mm HE Ammunition | 100000 | No | Two extra HE shells for the 40mm Assault Platform that CARL also sells. Hilariously, it's actually more economical to buy an entire new 40mm Assault Platform rather than buy a few packs of these if you want to restock on pod HE, since the former offers a better unit price for each grenade (250k/14 shots = roughly 17.9k per grenade with a new gun vs. 100k/2 shots = 50k per grenade with a refill). In addition, while ostensibly for pods, nothing's stopping you from using it in a riot launcher and Rigil GL, since both are 40mm. |
Items CARL Buys
CARL also buys (i.e. you can sell to CARL) the items listed below, which includes gold bullion and a group of objects that could be considered "trophies" of the Captain and Security. Unlike with the list of items CARL sells, there isn't any randomization, so it stays the same from round to round, and there aren't any items locked to certain Antagonist roles.
Item | Image | Price | Description |
---|---|---|---|
Energy Gun | 7000 | Sidearm that fires both lasers and taser bolts. CARL doesn't care about how much charge it has, what kind of cell it's got, or whether it's Captain's or HoS's own gun or just a copy made through the ruck kit. | |
Security Headset | 2000 | Specifically the standard one used by Security Officers. | |
Head of Security Beret | 10000 | Exactly what it says on the tin. It's a beret worn by the Head of Security, though their pet turtle wears it too. While it specifies beret, CARL doesn't actually care if it's in the cap/hat form or the beret form. | |
NT Captain Gold ID | 7500 | A shiny golden ID. The ID the Captain spawns with counts for this as you'd expect, but not the Captain's spare ID in the Captain's Quarters. This also includes the golden ID personnel equipment manufacturers can make if hacked. | |
NT Spare Gold ID | 7500 | This specifically refers to the "Captain's spare ID" that spawns in the Captain's Quarters. | |
Gold Bullion | 35000 | Taking some gold ore and refining it into ingots doesn't count for this. CARL specifically buys "stamped bullion", a highly valuable ingot of previous metal that's found in off-station safes as loot. The Merchant and VIP jobs also spawn with a few bars of this. |
Supplementary Video
Objects and Items | |
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Equipment by Department |
General · Janitor · Engineering · Mining · Medical · Science · Security |
Machinery | Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants |
Clothing | Clothing |
Catering | Plants & Hydro Equipment · Foods & Drinks |
Weapons | Syndicate Items · Guns · Grenades · Bombs |