Syndicate Items

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Revision as of 21:31, 13 September 2012 by Coolguye (talk | contribs) (→‎Purchasable: - Removed a few things that aren't applicable anymore)
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Syndicate people get access to these cool items during Revolution, Traitor, and Nuke!

Items

Acquired


Syndicate Uplink

Ever wonder how the traitor's and syndicate get all those fancy items magically delivered to them? Well its through a combination of this and telecrystals. It might be disguised as a PDA (or even a radio if the mode is nuclear emergency). If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. From there, you can click on it and pick whatever item you want/need/don't fucking care for. However you only receive a grand total of 10 telecrystals to use (with the exception being in nuclear emergency where you will receive 28, but most don't use their uplinks!) It can also self-destruct, which can be used to destroy things like computers. It's not strong enough for people, sadly.

  • Note: If you exit the uplink menu (On a PDA) without locking it, the uplink menu can be accessed at any time through the notes program!

Purchasable



Item Telecrystal Cost Usage Description Job Specific Notes
Trick Cigarettes 1 Eight cigarettes that explode. Might be useful in pissing off/assassinating the detective. But how you would ever possibly get it in his possession is beyond the normal player. A good suggestion would be for you to just leave it sitting around somewhere obvious with a zippo lighter next to it and some player will stumble across it. Also you can just throw them at things once lit to use them as mini grenades. Does 55 burn and 45 brute if smoked, but being on a space tile will quickly finish them off. All.
Fake Mustache 1 A mustache 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 1 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. Useful against gullible targets, or turning PDAs into hand grenades. All. For syndicates, this cartridge has the door toggled function as well, allowing you to open the door when the person with the military PDA has died horribly.
Chameleon Suit 1 Can disguise itself to any other jumpsuit. This is a Fashion model's dream. You can change to any other jumpsuit and disguise yourself as a Engineer so you can experience the sound of people shouting at you to ignite the engine and getting beaten up for not loading the engine. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please and order a Chef to kidnap someone and put them in the Gibber. 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 Pocket 1 Heals syndicates to full. It heals syndicates to full but has unknown and mysterious properties on those who do not work under the syndicate. Administers 15 units each of Tricordrazine, Leporazine, Synaptizine, Kelotane, Dexalin Plus, Hyperzine, and Bicardine. Syndicate Chefs During nuclear rounds, they are on the Syndicate shuttle.
Stealth Container 2 Hides shit. Starts out appearing like an internals box. Use it on an item and it will shapeshift into the appearance of that item. Upon close examination, however, it will give away its identity. All.
Strange Seed 1 Grows into a Man Eater Plant. For those syndicate botanists who are too lazy to breed tomato or do their fucking job, this seed will grow into a man eater. But it has special dietary requirements. Besides water it must be fed meat, first dead pieces of meat; you will most likely want to make a synthmeat plant and use that. Then it will get fucking greedy and want living creatures. After eating enough it will pop out of it's pot and run around eating anyone who didn't take care of it (hopefully you did take care of it. Do note that welders are very strong against all plant based monsters, if you wish to learn more about plant based monsters and fucking fun shit go to Guide to Hydroponics Syndicate Botanists The Strange Seeds can also be found elsewhere.
Ammo 357 3 Reloads the revolver once. A revolver is that loud gun you carry around with you and when you get the ammo for it it will allow you to shoot a whopping seven more shots. It can be used by holding an empty revolver in one hand and holding the ammo in the other, clicking the revolver with the ammo hand will refill the revolver. All. This can be made and recycled in a hacked autolathe for 50,000 (50K) Metal, Which is interestingly enough the same cost as an RCD).
Freedom Implant 3 Frees you from handcuffs a couple of times. And has other uses. Injecting yourself with this will get you out of handcuffs a limited number of times, usually one or two times; on occasion three. It also gives you access to security doors or weapons that require security or enforcer implants. This can be quite useful for the traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on first sight. It can be useful if you are too lazy to keep an EMAG in your pocket and EMAG the doors. All. You must use a certain emote assigned to you in order to escape handcuffs
Agent Card 2 Makes you untraceable by the AI. This is a special ID card that makes you untraceable by the AI. So, go ahead and make up some bullshit name and assignment on it; You will fool no one. It is only good if you need a quick ditch from a area and you have a concealed face but someone is going to raise suspicion when the AI can't track a man named "Dick Eater Maximus". It only has maintenance tunnel access, so try to break into the identification computer. Only use it when you are in real deep shit or the AI is a idiot and likes to ruin your objective by watching you all the time (as opposed to doing it's real job by helping the crew or wait-.) All. Remember to wear it on your ID slot or it won't work.
Electromagnetic Card (Cryptographic Sequencer) (E-MAG) 5 Opens, hacks, and unlocks everything imaginable. Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on robots, to make them generally malicious to the station (see Robotics), they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM computer to order spec ops crates, and is just overall brilliant for quartermasters, since it allows them to unlock all crates. All. Experiment! Who knows what else it could work on.
Chemistry Grenade Kit 3 A box that contains grenade components. Each Grenade kit contains enough components for three grenades. Syndicate Chemists Used to be standard chemistry equipment, was removed because chemists are horrible people.
Prototype Cloaking Device 3 Variable range invisibility. Must be dragged. It makes a curtain of invisibility that can extend 1-5 tiles in every direction. Hides items and players. All.
Sleepy Pen 4 Puts your target to sleep. This is a very devious little item. It's a pen that puts someone to sleep in about 30 seconds when you use it on them. It's extremely inconspicuous and can be effective when used with a cyanide pill. I doesn't give an indication to your target, but if they are in a crowded room people will know what's up because they start yawning. It has two uses All. It can be refilled with any substance you like. The perfect tool for a creative chemist.
Voice Changer 4 A gasmask that transforms your voice to match your ID. This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms! All. Use in conjunction with an Agent Card and you can appear to be anything you like.
Cloaking Device 4 Makes you invisible. When this item is activated, it makes you invisible to all but two things: AIs 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 still know you're about even if they can't see you. It's best not to take items or open doors when people are standing about; they might notice. Also, flashes and flashbangs will turn your cloak off if you're nearby when they're used. An active t-ray scanner will cause your cloak to "flicker", but people rarely turn it on and it's easy to avoid people with it on because you can see the wiring around them. All. It isn't obtainable from the syndicate radio in nuke.
Syndicate Pipe Bomb 6 A devasting pipe bomb. Dents the hull of the station quite well. It has a three seconds timer so make sure to throw it before it explodes in your face. All.
EMP Grenade 1 Disables electronics. This is a weapon used for disabling electronics like the AI's cameras. No-one really uses these. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades. All. The Research Director always has one EMP grenade. Has more uses than you would expect: Seems to act like an emag in certain cases!
Chameleon Projector 4 Lets you disguise as any inanimate object. Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and if someone tries to interact with you the disguise fails and you change back to normal. Not incredibly useful, but a lot of fun. All. More useful than you think, if you get creative.
Jug of Moonshine 4 Gets people fucked up. Heals the barman. White lightning, hooch, mountain dew, whatever you call it, it gets people fucked up. Unless you're the barman, who was raised on brew twice as strong, it gives him a good heal (and makes him a little tipsy). Syndicate Barkeepers
Stimulants 4 Immunity from stun, heals a little over time. Ah that's the stuff. Stimpacks, a tool of many great virtual heroes, they make you immune to stun and being knocked down for about 5 minutes after injected. Also heals to some degree during the 5 minutes. Syndicate Chemists/Geneticists
Mini-radiation Crossbow 4 Ranged mid-power weapon. Each bolt deals a significant amount of radiation damage. When this weapon is used on a person, the victim falls down constantly and takes a small amount of damage over time, eventually enough to kill. While it is a useful weapon, it is another one of those weapons that once the Security force find you with one on you, they'll beat you to death with their off stun batons. There is no "rev head shot captain" message, but the dart can be seen depending on shitty your BYOND client feels today, and there might be a slight sound. Also your target can notice the health damage. All. This weapon recharges.
Power Sink 5 Draws power from all station APCs. This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires, out in space, or on the station, it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up. Additionally, if you try to scan it for fingerprints, you're in for a nice surprise. All. Emits bright light when active.
Butcher Knife 5 It's a knife, for stabbing people, lots of blood. It's really only for the theatrical, and even then it needs to be paired with a cloaker to do much damage. It makes people bleed everywhere when you use it (may leave a blood trail behind you). 50 brute per hit, can also be thrown. Syndicate Chefs You can hit a dead body with it to gib said body (and eat all the meat if you really want to destroy the evidence).
Amplified Vuvuzela 5 Vuvuzela with stun damage. Sonic weaponry, the poor man's wavegun, stun and damages your target, and most importantly annoys the hell out of them. Syndicate Assistants Has about 5 shots before it needs to be recharged.
Signal Jammer 5 Disables radios within it's range. When active, it will disable all radios within a 6 tile range. All Very rarely used, probably severely underrated!
Revolver 5 A gun with 7 bullets. Click on someone and you shoot at them. Does 32.5 brute damage per shot. If you set your intent to harm and use it from a neighboring tile, you will shoot them point-blank for extra style (but no extra damage). All. The revolver is pretty loud. It only carries 7 shots. Syndicate Operatives spawn with one during Nuke.
Cyalume Saber 7 A melee weapon that can do a lot of brute damage (60 per hit) It has two states, on and off. When it's off, you can fit it into your pocket, but it's not a very effective weapon. Click on it to switch between the two states. Sometimes referred to as an 'e-sword' due to its previous name. All. Also, it's totally not a lightsaber, ok? Costs 6 crystals during nuke rounds. Formerly known as an Energy Sword.
Port-A Poo 7 A horrific torture/execution chamber. This traitor item is basically like the port-a medbay or port-a-brig(same sprite, same size), however with autolocking, and instead of allowing you to teleport the victim, it forcibly causes them to poo over and over again, until death relieves them of their suffering(and their corpse can still be extracted after that). Nearly impossible to hide, and e-swords are better for killing (not as fun though). Syndicate Janitors
Red Chainsaw 7 A gas-powered chainsaw. A stronger version of the green electric chainsaws found in Hydroponics equipment lockers, this chainsaw is strong enough to cut through human flesh and is roughly equal in damage to an energy sword - 50 brute to the e-sword's 60. Due to its size, you can't fit it in a backpack, but to compensate it has a less obvious sprite (the same as a normal chainsaw) and can gib corpses. Syndicate Botanists Much like the butcher's knife, you can use the chainsaw to butcher corpses, which leaves behind 3 pieces of meat.
Syndicate Robot 9 A robot suit with hacked laws. This appears to be a normal robot suit, but when a brain is inserted the resulting cyborg will have it's 1st and 2nd laws refer to syndicate operatives. A fourth law is also added to keep secrecy (Overridden by all other laws). Syndicate cyborgs can see traitors! Syndicate Roboticists
Singularity Bomb 9 Pretty self explanatory. It can't be picked up so spawn it where you want to detonate it, it also needs to be anchored before it can be armed (wrench, weld, wrench). Has a timer like any other bomb. It costs 90% of your crystals, but it can sure be worth it. Syndicate Engineers
Convert to Satanism 10 Gives you some bad-ass powers. For when you want to be REALLY evil, gives you a robe that can hide your identity, a dagger for sacrificing (stabbing) people, and two wizard spells: Knock and Blind. It costs all of your crystals, but it is arguably worth it. Syndicate Chaplains You must wear the robe to cast spells
FogMachine-3000 10 Makes fog from whatever reagent is poured into it. The FogMachine-3000 will emit smoke if it is turned on and there is reagent inside it. Fill it with polytrinic acid (or maybe initropidril) and leave it in a busy hallway for maximum effect! Syndicate Chemists
RIG engineering suit 4 A suit like the one in mining. Gets you a RIG suit at any time. It boosts your running speed and has quite some protection. Syndicate Electricians
Mind-Slave 7 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. Does not work on anyone with a security implant (Captain, HoS, Security Officer). Syndicate Scientists If they don't cooperate, simply adminhelp it.
Syndicate Sauce 2 A sauce with unknown components. Whomever eats food coated with Syndicate Sauce takes 100 tox damage over time, with 5 units of cryptobiolin for flavor. Syndicate Chefs
Item Telecrystal Cost Usage Description Job Specific Notes


Objects and Items
Equipment
by Department
Box2.png General · MopNew.png Janitor · Glovesy.png Engineering · PowerPickV2.png Mining · DefibrillatorV2-32x32.png Medical · PortASci.png Science · Handcuffs.png Security
Machinery MiniPutt.png Pods · ClownCar.png Vehicles · ThinkDOSPCV2-32x32.gif Computers · Fabricator.png Fabricators & Manufacturers · GenericPDAV3-32x32.png PDAs · Implanter2.png Implants
Clothing JumpsuitRanks.gif Clothing
Catering WateringCanV2-32x32.png Plants & Hydro Equipment · THE MONSTER V2.png Foods & Drinks
Weapons CyalumeSaberV4.gif Syndicate Items · RevolverV2.png Guns · ChemGrenadeCompleteV2.png Grenades · TransferTankValveBomb.png Bombs