Difference between revisions of "Syndicate Items"
Convair880 (talk | contribs) m (Clarification: the boomerang won't work so well without the suit.) |
(Added a link.) |
||
Line 7: | Line 7: | ||
* If you forget your access code, use the 'Notes' command to bring it up. | * If you forget your access code, use the 'Notes' command to bring it up. | ||
* The radio uplink can also be set to self-destruct, resulting in a moderate explosion. | * The radio uplink can also be set to self-destruct, resulting in a moderate explosion. | ||
==So much toys, So little time== | |||
Want some insight on how experienced players use the following syndicate items? Try [[Being A Better Traitor]] | |||
Revision as of 15:09, 13 January 2014
Ever wondered how the traitors and Syndicate operatives get all those fancy items magically delivered to them? The uplink is the answer and might be disguised as either a PDA or slightly suspicious radio. In case of the former, 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 - however, each agent only receives a grand total of 10 telecrystals (true for traitors, spies and operatives alike) to use, so spend them wisely! If in doubt, press the 'Info' button to get a brief description before ordering the item in question.
- If you exit the uplink (on a PDA) without locking it, the menu can be accessed at any time through the notes program.
- If you forget your access code, use the 'Notes' command to bring it up.
- The radio uplink can also be set to self-destruct, resulting in a moderate explosion.
So much toys, So little time
Want some insight on how experienced players use the following syndicate items? Try Being A Better Traitor
Item | Image | Telecrystal Cost | Usage | Description | Job Specific | Notes |
---|---|---|---|---|---|---|
Trick Cigarettes | 1 | Eight cigarettes that explode. | Essentially a mini grenade. While the explosion might not be the largest, one or two small hull breaches will decompress a room or hallway fairly rapidly. You can also force or trick someone into smoking one of these for stylish assassinations. | All | Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost. | |
Fake Moustache | 1 | A moustache that hides your identity. | No one will ever know who you are, NO ONE. | All | Only really used by traitors with one telecrystal left to use or people who find an unlocked Syndicate PDA. | |
Detomatrix Cartridge | 2 | Load it in your PDA. Blow other PDAs. | A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct. Don't use the bomb on your own PDA as the countdown is very short. | All | Functionality is also built into the military PDA that starts on the Syndicate shuttle. | |
Chameleon Suit | 1 | Can disguise itself to any other jumpsuit. | This is a fashion model's dream. A decent selection of jumpsuit patterns is available through the 'change' function, accessible by right-clicking on it. | All | An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth. | |
Syndicate Donk Pockets | 1 | A heal-all medkit for your pockets. | Administers enough healing reagents and stimulants to qualify as a cheap, short-duration stimpack. Unlike regular pockets, heating them is not required. | Chef | During nuclear rounds, they are on the Syndicate shuttle. | |
Stealth Container | 1 | Hides shit. | Starts out appearing like an internals box and can assume the form of pretty much any hand-held item. Unlike a regular box or backpack, using this container does not result in conspicuous text messages, it will however give away its identity upon close examination. The camouflage can be reset at any time if required. | All | It's small enough to fit in a pocket. Makeshift ammo pouch or tool kit - you name it! | |
Strange Seed | 1 | Grows into a man eater plant. | Man eaters are a pretty fun way to terrorize the station. Each seed takes a long time to mature and the plant is very vulnerable while still in its tray, but 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! | Botanist | As one would expect, welding tools and other burn damage-inflicting weapons are effective against them. | |
Revolver Box | 4 | A loaded revolver with spare ammunition. | Loud, obvious and powerful, this .357 Magnum revolver is a quite popular choice among the Syndicate and valued for its decent stopping power. Unarmoured opponents will also bleed constantly until the bullets have been removed via surgery. | All | Depending on lag, your targets may find it easy to dodge the bullets. | |
Freedom Implant | 2 | Frees you from handcuffs a couple of times. | Injecting yourself with this will get you out of handcuffs a limited number of times, usually one or two, on occasion three. This can be quite useful for the traitor, but it's nigh useless for Syndicate operatives because most people just kill them on sight. | All | You must use a certain emote assigned to you in order to escape handcuffs. | |
Agent Card | 1 | 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 colour 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 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. | All | Operatives spawn with one by default. Remember to wear it on your ID slot or it won't work. | |
Electromagnetic Card (Cryptographic Sequencer) | 5 | Opens, hacks, and unlocks everything imaginable. | This sophisticated piece of equipment allows you to quite literally open anything: doors, lockers, crates 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, hacking automated bots with malicious results and shorting out restrictions of certain computers. It also drops the emergency shuttle countdown to 10 seconds, neat! | All. | Experiment! Who knows what else it could work on. You may even find out how to make the golden EMAG. | |
Chemistry Grenade Kit | 2 | A box that contains grenade components. | Each kit contains enough components for a couple of custom grenades. Simply combine a fuse and metal casing to create an unsecured grenade, then add two beakers filled with chemicals of your choice. Finally, use a screwdriver to secure the grenade. They instantly use all 100 units of whatever was in the beakers, making them the ultimate destructive weapon of a skilled and patient scientist. Some chemicals take longer to synthesize than others, so make sure you have plenty of prep time. Beware: you can't retrieve your chemicals after securing the grenade, so make sure you use the right ones! Test your mixes beforehand! | Scientist, Research Director | Beaker assemblies are less powerful and multi-purpose than the grenades, but much more available. If you can't put in the time for your grenade mixes, consider using beaker assemblies instead and saving the telecrystals for something else. | |
Prototype Cloaking Device | 3 | A large and relatively immobile cloaking generator. | This device generates a curtain of invisibility with an adjustable pattern and range of one to five tiles in every direction. Hides items and players, but not quite perfectly - combine it with a blackout for optimal results. Still, optical sensors (AI, cyborgs) or thermals are ineffective against the cloak field. | All | Don't lose the remote, you won't be able to change the generator's settings without it! | |
Sleepy Pen | 4 | Puts your target to sleep. | This is a very devious little item. Disguised like a pen, extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players will recognize that they have been penned when their vision goes all blurry and they begin yawning...30 seconds are plenty of time to scream for help, that's why it works best in conjunction with a signal jammer. The pen starts with two uses, resp. 50 units per injection. | All | It can be refilled with any substance you like - the perfect tool for a creative chemist! | |
Voice Changer | 2 | A gas mask that transforms your voice to match your ID. | The voice changer looks and works like a regular gas mask, but there is more to it! Whichever ID you are wearing, your voice will match the name on the card both locally and over the radio/intercom. Perfect to impersonate a recently-deceased murder victim. | All | And yes, this includes non-sense titles. Combine the changer with an agent card or custom ID, be creative! | |
Cloaking Device | 7 | Makes you invisible. | When this item is activated, it makes you invisible to all but two things: AI/cyborgs and people wearing thermal goggles. If you've eliminated all those things, congrats! You are now nigh unstoppable. Just keep in mind that people can notice your presence even if they can't see you. It's best not to take items, shove someone around or open doors when people are nearby, as observant players will likely realize what's going on. An active T-Ray scanner will disrupt the cloaking field briefly, but only has a very short range. | All | Unavailable to operatives and spies. | |
Syndicate Pipe Bomb | 3 | A devastating pipe bomb. | Dents the hull of the station quite well. The timer is set to five seconds, so make sure to throw the bomb before it explodes in your face. | All | ||
EMP Grenades | 2 | A box of grenades which disable electronic devices. | This box contains a number of EMP grenades, which are useful to disrupt or damage most 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. | All | ||
Tactical Grenades | 1 | A box of various grenades. | This box contains an assortment of different grenades. Expect to find smoke, incendiary and a couple of other types. | All | ||
Chameleon Projector | 3 | Lets you disguise as any inanimate object. | This projector allows you to assume the appearance of many items, hand-held or large. While it does offer protection from thermals, you are forced to move at walk speed and if someone tries to interact with you, the disguise fails in a very obvious way. | All | More useful than you think, if you get creative! | |
Jug of Moonshine | 2 | Gets people fucked up. Heals the barman. | White lightning, hooch, mountain dew, whatever you call it, moonshine is guaranteed to get people horribly drunk very quickly. Unless they happen to be the barman of course, who was raised on brew twice as strong. | Barman | Quite effective in combination with the sleepy pen. | |
Stimulants | 4 | Immunity from stun, heals a little over time. | Ah, that's the stuff. Stimpacks, a tool of many great virtual heroes, make you immune to stuns and knockdowns for about 5 minutes after injection. Also includes several healing chemicals to keep you going. | Geneticist, Scientist, Medical Doctor, RD, MD | ||
Miniature Crossbow | 3 | Ranged weapon for assassinations. | Favoured by Syndicate assassins, this small 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 be severely irradiated, causing a steady increase of toxin damage, impaired movement and horrid mutations. Without prompt medical attention, this will eventually be lethal. Your target may quickly realize what is up though and scream for help, so be prepared to silence them permanently. | All | The crossbow recharges automatically. | |
Power Sink | 4 | Draws power from all station APCs. | A somewhat situational tool which requires a basic understanding of the power grid and its shortcomings. 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. Placing the sink out on the solar arrays is another common mistake - without some rewiring, it won't have any effect whatsoever! You should therefore disconnect every solar substation and otherwise sabotage the remaining SMES units before spawning the sink, as it's too large to fit into a backpack. Find a nice, secluded area with exposed cables and check if they are live with a T-ray scanner, then attach the device to said cable with a screwdriver and turn it on. An active sink reveals its position by emitting bright light. Station-wide power failures will permit you to access many areas with only a crowbar, just be aware that overloading one might have...explosive results. | All | The AI mainframe has an internal backup battery. | |
Butcher's Knife | 5 | It's a knife for stabbing people. Lots of blood. | A nasty melee weapon that does a lot 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 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! | Chef | Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up. | |
Amplified Vuvuzela | 3 | Vuvuzela with a fiendishly long stun duration. | The poor man's wavegun. Stuns, deafens and most importantly annoys the hell out of your targets. | Assistant | ||
Signal Jammer | 3 | 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. | All | Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late. | |
Derringer | 2 | 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. | All | Cannot be reloaded. | |
Cyalume Saber | 7 | A powerful melee weapon. | It has two states, on and off. When it's off, you can fit it into your pocket. When it's on, it glows brightly in your hands and is very obvious. High chance of stuns or knockdowns means the saber can be pretty devastating, though it leaves a lot of blood and is not very useful for stealth. Comes in a variety of pretty colours. | All | Also known as an energy sword, or e-sword for short. | |
Red Chainsaw | 7 | A gas-powered chainsaw. | A stronger version of the green electric chainsaws found in hydroponics. It easily cuts through human flesh and is roughly equal in damage to an energy sword, but is too large to fit in a backpack (much less pockets). On the bright side, the in-hand sprite is less obvious and you can also use it to butcher corpses, i. e. get rid of your victims once and for all. | Botanist | ||
Syndicate Robot | 2 | A robot suit with hacked laws. | The suit, 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. | Roboticist | Syndicate cyborgs can see traitors! | |
Artistic Toolbox (His Grace) | 10 | A powerful and complicated weapon that will eventually kill you if you're not careful. | The artistic toolbox is not what it appears to be. When held, it serves as an extremely deadly melee weapon. Then, by grabbing your victim and clicking the box, you'll feed them to it! All of their belongings will be stored in neat little packages inside the toolbox. Keep in mind, take too long to feed His Grace, and you'll be the next snack. The wielder gains ridiculous stun resistance, but the time to feed Him again gets shorter and shorter. Anyone foolish enough to examine you or Him directly catches Memetic Kill Disorder with lethal consequences, should they stray too far from His Grace. | Chaplain | You have to examine it first to awaken its powers. Note that this means that you yourself will contract the Memetic Kill Disorder, meaning you MUST rampage with His Grace from that point on. Time the activation wisely. | |
Syndicate Device Scanner | 3 | Scans 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 certain other Syndicate items. | Mechanic | ||
Mind-Slave Implant | 3 | Makes the implantee your slave. | Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-25 minutes, and requires the cooperation of the implantee, as you don't actually take control of them. | All | If they don't cooperate, simply adminhelp it. | |
Syndicate Sauce | 1 | A sauce with unknown components. | Whoever eats food laced with this will feel no effects for a few minutes...then suddenly drop dead. | Chef | It's a condiment, i. e. can be applied to any food item. | |
Bowling Kit | 5 | A somewhat silly stun weapon. | Who's the kingpin now, baby? Kit includes a bowling shirt and three bowling balls. If the ball hits someone, they are immediately knocked down. You have to wear the shirt to make it work! | All | ||
Syndicate Cleaner Grenades | 2 | Makes a nasty chemical mess. | These may look like the janitor's regular cleaning grenades, but include space lube and polytrinic acid as well. The former slips up and does brute damage to anyboy trying to move on the foam, while the latter causes horrible burns and melts items. | Janitor | ||
Trash Compactor | 5 | 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. The meatcube will have a few moments to squirm about and scream hopelessly before its inevitable, very bloody demise. Devastating! | Janitor | ||
Target ID Tracker | 2 | 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. | All | ||
Floor Closet | 1 | Hides shit. | A closet with camouflage, which dynamically assumes the appearance of the floor tile under it. | All | ||
Sonic Grenades | 2 | A box containing sonic grenades. | Each one packs enough power to shatter reinforced windows and pop eardrums. No more being cornered by an angry mob! Includes earplugs. | Scientist | ||
Syringe Gun | 3 | 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. You don't have to worry about the syringes, as the miniature synthesizer will generate them automatically. | Medical Doctor, RD, MD | ||
Mining Charge Hacker | 9 | 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. | Miner | ||
Surplus Crate | 10 | Crate containing random stuff. | A crate of whatever the Syndicate had laying around. Contains 15-20 telecrystals worth of randomly selected traitor items. Some items can only be found in this. | All | The selection may range from absolutely amazing to totally useless and is quite likely to include job-specific or duplicate items. Buyer beware! | |
Shotgun Box | 8 | A loaded Spacker-12 with spare ammunition. | Blow somebody across the room Italian style! This 12 gauge shotgun is more than capable of shredding anyone to bits in two shots or less, provided they aren't wearing body armour. 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.) | All | Buckshot isn't the only type of ammo which will work in this gun. | |
Syndicate Cargo Transporter | 3 | 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 metal) on hand. | Quartermaster, Engineer, Miner | ||
Power Gloves | 6 | Shoot lightning from your hands. | When standing atop a live wire, you can shoot lightning at people! The damage depends on the power of the current, so overloading the engine will make these more lethal. | Engineer | ||
Moustache Grenade | 1 | Makes moustaches. | Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. | Assistant | ||
Microbomb Implant | 1 | 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. | All | Syndicate operatives always have one of these in their skulls. | |
Advanced Laser Gun | 5 | Upgraded laser gun. | 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. | Research Director | ||
Poison Bottle | 1 | A bottle of poison. | Exactly what it says on the tin. The game will randomly pick a poison (e. g. initropidril) and provide you with 40 units of it. | Barman, Medical Doctor, RD, MD | ||
DNA Scrambler | 1 | Changes your appearance. | One-use injector that gives you a random appearance and name, but irradiates your body slightly in the process. Clothes and equipped ID cards will remain unaffected. | All | Useful for stealthy Syndicate operatives. | |
Cyanide Pill | N/A | A deadly pill. | Think cyanide capsule and you wouldn't be wrong. While these usually end up littering the floor of the Syndicate shuttle, they are quite decent if you don't want to waste ammo on somebody. Or commit suicide. | Syndicate operatives | Cannot be ordered, but every operative is provided with one for free. | |
.22 Pistol Box | 4 | A loaded pistol with spare ammunition. | This .22 LR handgun 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. | All | ||
Wrestling Belt | 6 | Become Hulk Hogan...IN SPACE! | Ever wanted to participate in Space Championship Wrestling? This belt unlocks a number of wrestling moves, which can be accessed via a separate command tab similar to wizard spells. Keep in mind that Slam and Throw actions require an active grab on someone. | All | You can reduce the cooldown of the moves with coffee, sugar, meth or other stimulants in your bloodstream. | |
Safari Kit | 6 | A complementary package for your tranquilizer rifle. | This box contains a number of custom-loaded darts (but not the rifle itself) which will rapidly put your targets to sleep, a boomerang that stuns when thrown, and some assorted clothing for the proper safari look. | Medical Director | The boomerang will only knock people down if you're wearing the suit. | |
.38 AP speedloader | 1 | Powerful ammo for your .38 sidearm. | This speedloader contains seven AP rounds, which are considerably more powerful than the NT-issue stuff. And as the name implies, they also pierce body armour easily. | Detective | Remember, you can keep the .38 in your pockets - unlike the larger revolver! | |
Item | Image | Telecrystal Cost | Usage | Description | Job Specific | Notes |
Surplus Crate Items
Note: Some of these items are not necessarily Syndicate items. Many can be found outside of the surplus crate, such as the banana grenade. Use your common sense, so innocent players do not get killed for picking up something they found floating around in space.
Item | Image | Usage | Description | Notes |
---|---|---|---|---|
Buff-R-Matic | Chemical floor washer. | The reservoir must be filled manually with chemicals. Mount it like a segway and drive across tiles to leave a trail of whatever nasty stuff you poured in the tank. | You can be shoved off this, beware! | |
Police Baton | A special stun baton. | Stuns people like a regular baton, but doesn't require power to function. | ||
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! | |
Duct Tape | A roll of sticky tape. | Allows you to tie people up. Basically glorified handcuffs in that the victim can't remove them as quickly. | ||
Banana Grenades | A box of banana grenades. | Each grenade explodes into slippery banana peels. | ||
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 shotgun shells to boot! | |
Hunting Rifle | For hunting the most dangerous game of all. | Massively powerful rifle. You only have four bullets, so don't waste them. | ||
Thermite Breaching Charge | A charge designed to break through walls. | A non-lethal charge with a five second timer. It melts all walls in a small radius. | ||
Flash/Cell Assembly | An overcharged flash. | A flash with a power cell attached. Despite the flamy result, it's an one-use item thanks to the bulb burning out immediately. | These can be made, if you know how. | |
Syndicate Mailman Suit | Go postal. | Its-a me, Mario! Use mail chutes and the pipe system to get into several key areas (security, bridge, etc.) easily. | Remember to set a destination on the chute before flushing yourself. | |
Item | Image | Usage | Description | Notes |
Objects and Items | |
---|---|
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 |