Syndicate Items
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:
- 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.
- a slightly suspicious radio. Given to nuclear operatives 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 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.
Regardless of the delivery method, here are a couple of things to keep in mind:
- Each agent only receives a grand total of 12 [random interestingly-named unit of currency] (true for traitors and operatives alike) to use, so spend them wisely! If in doubt, press the About 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 PDA access code or the uplink frequency, use the Notes command to bring it up.
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.
So many toys, so little time
Want some insight on how experienced players use the goodies? Try Being A Better Traitor!
Item | Image | Cost | Jobs | Avail. to Ops? | Usage | Description | Notes |
---|---|---|---|---|---|---|---|
Trick Cigarettes | 1 | All | Yes | Eight cigarettes that explode. | Essentially a miniature black powder pipe bomb. 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. | Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost. | |
Fake Moustache | 1 | All | No | A moustache that hides your identity. | No one will ever know who you are, NO ONE. | ||
Pickpocket Gun | 3 | Engineer, Mechanic | No | 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. | ||
Detomatix Cartridge | 1 | All | Yes | 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. Certain PDAs (the AI's for instance) are hardened and cannot be blown up.
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; the countdown is very short, so be ready to throw it fast! |
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 | All | Yes | 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. | 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 | 2 | Chef | No | 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. | ||
Stealth Container | 1 | All | 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 container 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 container 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. | |
Strange Seed | 1 | Botanist | No | 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. 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 | |
Revolver Box | 6 | All | Yes | 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. Unarmored opponents will also bleed constantly until the bullets have been removed via surgery.
The box contains four regular 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. |
Syndicate operatives get a revolver for free, along with a spare speedloader. | |
Freedom Implant | 1 | All | 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, usually one or two, on occasion three. This can be quite useful for the traitor, but it's often useless for Syndicate operatives because most people just kill them on sight. Injection is implant, as usual. | You must use a certain emote assigned to you in order to instantly escape handcuffs. | |
Agent Card | 1 | All | 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 | All | Yes | 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, scrambling ID cards with random access, hacking automated bots with malicious results 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. | |
Grenade Starter Kit | 2 | RD, Scientist | No | A box that contains grenade components. | The ultimate weapon of a skilled and patient chemist, and relatively cheap. Each kit contains 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. | |
Cloaking Field Generator | 3 | All | 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) or 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 | All | Yes | 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. | It can be refilled with any substance you like - the perfect tool for a creative chemist! | |
Voice Changer | 1 | All | 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 | All | No | Makes you invisible. | When this item is activated, it makes you invisible to all but four things: The AI, cyborgs, people wearing 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 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 | All | 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 everyone in sight with a 60-damage revolver bullet and then explode, also with the force of a PDA bomb. | The syndicates spawned will try to shoot everyone--including you! | |
EMP Grenades | 1 | All | Yes | A box of grenades which disable electronic devices. | This box contains a number of EMP grenades, which are useful to 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. | Worthy of particular mention is the fact that the power cell of energy guns and stun batons is drained by electromagnetic pulses, making these grenades somewhat effective when employed against security. | |
Tactical Grenades | 2 | All | Yes | A box of various grenades. | This box contains an assortment of different grenades. Expect to find one smoke, one frag, one cryo, one shock, one gravaton, and two incendiary grenades. | ||
Chameleon Projector | 2 | All | 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! | |
Jug of Moonshine | 2 | Barman | No | Gets people fucked up. Heals traitors. | White lightning, hooch, mountain dew, whatever you call it, moonshine is guaranteed to get people horribly drunk very quickly. Unless they happen to be a Traitor or Spy Thief of course, in which case one sip will add 10 units of healing omnizine. | Quite effective in combination with the sleepy pen. | |
Stimulants | 4 | Geneticist, Scientist, Medical Doctor, RD, MD | No | 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... until it depletes enough, at which point you suffer some damage and stun. Time your use carefully! | ||
Miniature Crossbow | 3 | All | Yes | 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 rapid increase of toxin damage that somewhat tapers off, 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. | The crossbow recharges automatically, but it cannot be fired until it is fully charged! | |
Power Sink | 5 | All | Yes | 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 (see Powering the station), it won't have any effect whatsoever!
Ideally, you should also sabotage every SMES unit 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. |
The AI mainframe 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. | |
Butcher's Knife | 7 | Chef | No | 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 | No | A slightly better version of the taser. | The poor man's wavegun without the range penalties of a taser. Damages the ears of your targets and most importantly annoys the hell out of them in the process, but two successive hits are generally required to stun somebody. | ||
Signal Jammer | 3 | All | 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 | All | 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. | |
Cyalume Saber | 7 | All | Yes | A powerful 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 glows brightly in your hands and is very obvious. Deals a lot of brute damage and 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. | You can also parry attacks from other c-saber wielders (and only other c-saber wielders), at the cost of stamina, essentially allowing for lightsaber battles. | |
Katana | 7 | All | 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. 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. | |
Red Chainsaw | 7 | Botanist | No | 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 slightly less obvious (if only at a passing glance) and you can also use it to butcher corpses, i.e. get rid of your victims once and for all. | And yes, you can replace your arm with it, just like a normal chainsaw. Note that this might require a willing surgeon. | |
Syndicate Robot Frame | 2 | Roboticist | No | 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 | 6 | Roboticist | No | Turns people into light cyborgs. | This horrifying device has a couple of special properties. Once wrenched into place, an incapacitated crew member can be forced (click-dragged) into the chamber for conversion. The process takes around 2 minutes (less if they were already hurt) to complete, 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. Last but not least, the chamber also retains the functionality of regular docking stations as far as cyborg maintenance is concerned. | Converted cyborgs will follow the centralized AI lawset, unlike a Syndicate or emagged robot! You may want to subvert the lawset before borging people, lest you victim rat you out! | |
Port-a-Puke | 7 | Janitor | No | An experimental torture chamber that will make any human 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 | No | 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 five souls for one through Summon Contract ability, indirectly weakening your pen and briefcase damage & lawyer suit protection.
There is a secret dark reward for those chaplains who have amassed enough souls. | |
Syndicate Device Analyzer | 4 | Mechanic | No | 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! | |
Mind-Slave Implant | 3 | All | No | Makes the implantee your 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, specifically number 5. | If they don't cooperate, simply adminhelp it. | |
Deluxe Mind-Slave Implant | 6 | All | 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. | |
Syndicate Sauce | 1 | Chef | No | A sauce with unknown components. | 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. | |
Bowling Kit | 7 | All | 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! | ||
Syndicate Cleaner Grenades | 2 | Janitor | No | 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 | No | 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. It's very messy, so be sure to do your job and clean up! | Luckily, you can't be crushed by your own compactor. | |
Target ID Tracker | 1 | All | 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 | All | No | Hides shit. | A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful. | ||
Sonic Grenades | 2 | Scientist | No | 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. | They pack a surprising amount of stun, but don't affect people who've already been rendered deaf (temp. or permanently) by preceding grenades. | |
Syringe Gun | 3 | MD, Medical Doctor, RD | No | 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 | No | 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. | |
Surplus Crate | 12 | All | 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. | 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 | All | Yes | 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.) | Buckshot isn't the only type of ammo which will work in this gun. | |
Syndicate Cargo Transporter | 3 | QM, Engineer, Miner | No | 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 | No | 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 | No | Makes moustaches. | Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. | ||
Microbomb Implant | 1 | All | 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. | |
Macrobomb Implant | 12 | All | No | The ultimate revenge x12. | A time saver. Works and behaves exactly like 12 microbomb implants. | Like microbombs, injection is instant, and the bomb may not trigger on a suicide. | |
Poison Bottle | 1 | Barman, MD, Medical Doctor, RD | No | 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. | Works nicely with the syringe gun, if you don't know how to make the poisons yourself! Some poisons can only be found through this item. | |
DNA Scrambler | 1 | All | 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. | |
Holographic Disguiser | N/A | All | N/A | 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. | Not (yet) directly available from the uplink or surplus crate, however it can be bought from the Syndicate merchant in space or through QM if you have an emag. | |
.22 Pistol Box | 3 | All | Yes | 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. | More magazines are available from hacked general manufacturers. | |
Wrestling Belt | 7 | All | 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. | ||
Safari Kit | 7 | MD | No | 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. | The boomerang will only knock people down if you're wearing the suit and hat. | |
.38 AP Ammo Box | 2 | Detective | No | Powerful ammo for your .38 sidearm. | This box contains three speedloaders of AP ammo, which are considerably more powerful than the NT-issue stuff. And as the name implies, they also pierce body armour easily. | Remember, you can keep the .38 in your pockets - unlike the larger revolver! | |
Teleport Gun | 7 | RD | No | 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. | 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 | No | 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. 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 | No | A revolver that always fires backwards. | 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. Has to reload after every shot, like the Russian revolver. | Doesn't work so well on players that do follow a moral code, however. Make sure they're actively trying to kill you first! | |
Chameleon Bomb | 6 | Clown | No | 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 the Syndicate pipe bomb. | Scan something people are eager to pick up, such as guns or traitor items. | |
Miniature Bible | 1 | Assistant, Chaplain, Clown | No | A tiny bible. | Do you like to make people fart in your face? This bible doesn't do anything different than you'd expect, but it's easier to hide and doesn't have an in-hand sprite. 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 | No | 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 Chemistry.
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 | No | 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 | No | 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. | |
Spy Sticker Kit | 1 | All | 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 | All | 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. | |
Lawn Darts box | 4 | Assistant, Barman, Clown | No | Tiny little syndicate daggers | A box of three lawn darts that can stun, bleed, and inflict brute damage when thrown. Unlike daggers though, they will embed in the target. | ||
Barrel of Monkeys | 6 | Assistant, Geneticist, Test Subject | No | Angry monkeys on demand. | A locker-like barrel and an accompanying signaler. When the signaler is used, the barrel releases 4-5 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 | No | 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.) While kudzu can't kill anyone at all unless they're especially inept, 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. | Anything that does damage can cut through kudzu, but welders, flamethrowers, chainsaws, and other sharp/hot objects tear through it most easily. | |
Mindslave Cloning Module | 7 | Geneticist, Medical Doctor, MD. | No | Makes permanently mindslaved clones. | Aka 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. | Anybody can remove it from the clonepod using a screwdriver.
Cannot be used in conjunction with SpeedyClone2000 modules or biomatter recycling units. | |
Mindslave Cloning Module - Deluxe Package | 11 | Geneticist, Medical Doctor, MD. | No | 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. | |
Fiber Wire | 3 | All | Yes | Choke people quickly and silently. | 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. | |
Syndicate Hat | 12 | All | 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 when you gib or suicide, you flood 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 | All | 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, wendigos, aggressive bats, ice spiders, Town Guards, lions, and fermids | The critters will still attack you. | |
Wasp Grenades | 3 | Botanist | No | 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 | No | 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. |
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 |
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Police Baton | A special stun baton. | Works like a standard issue baton except for two important distinctions. It doesn't require power to function, and beating somebody while using the Harm intent delivers a guaranteed stun along with the brute damage. | ||
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 a glorified box of handcuffs without the bulk. Every roll of duct tape has 10 uses. | ||
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! | |
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 | 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. | |
Specialist Heavy Operative Combat 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. | |
Laser Rifle | 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. | 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. Comes with a enucleation spoon, but you still need access to an operating table and a scalpel or equivalents (and, depending on your medical skills, a willing surgeon) to implant them. See Roboticist and Doctoring for details. |
Nuclear Operative Gear
Item | Image | Usage | Description | Notes |
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Cyanide Pill | A deadly pill. | Think cyanide capsule and you wouldn't be wrong. While these usually end up littering the floor of the Syndicate Battlecruiser, they are quite decent if you don't want to waste ammo on somebody. Or to commit suicide, you wuss. | Cannot be ordered, but every operative is provided with one for free. | |
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. | |
Night Vision Goggles | See in the dark. | Lets you see dark areas much more clearly, albeit with a mild green tint. However, flashes and flashers will stun you longer. | Likewise, a few pairs of these can be found on the Syndicate Battlecruiser and Armory, but aren't available for purchase. | |
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. |
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. |
Class Crates
Nuclear Operatives can also buy special 12-currency-unit class crates with unique weapons. Each crate comes with a specialist combat helmet and some form of specialist combat dress, unless otherwise noted, in addition various other things listed below.
Item | Image | Usage | Contents | Description | Notes |
---|---|---|---|---|---|
Class Crate - Grenadier | Lob grenades. Lots of them. | 1x grenade launcher 2x breaching charges 1x grenade pouch with 6x frag grenades 1x grenade pouch with 6x stinger grenades 1x 8-pack of 40mm HE shells 2x 8-packs of 40mm HEDP shells 1x bandolier |
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 bandolier for storage and a six-capacity launcher to deploy all this ordnance. | Your grenade launcher doesn't support multiple ammo types, so you can't, say, put a flashbang then a stinger (or a stinger after an stinger for some reason.) | |
Class Crate - Heavy Weapons Specialist | Peace through suppressing firepower. | 1x M90 Machine Gun 2x ammo belts 1x high-explosive grenade pouch with 6x HE grenades 1x specialist heavy operative combat armor |
For operatives that aren't afraid of the frontline. You get a big bad two-handed LMG that fires a spread of lots of weak, low-range bullets that slow down targets for shutting down corridors and chasing stragglers, and 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. | Stay towards the front, lest your gun's bullets veer off and hit your teammates. | |
Class Crate - Assault Trooper | Point and click. | 1x M19A4 assault rifle 1x rifle magazine pouch with 3x STENAG mags and 2x AP STENAG mags 1x stinger grenade 1x frag grenade 2x flashbangs 2x breaching charges |
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. | ||
Class Crate - Combat Medic | Healing and hurting. | 1x box of Syndie donk pockets 1x ProDoc Health Goggles 1x upgraded health analyzer 1x syringe gun 1x poison canister with 90u of neurotoxin 1x Juggernaut injector, has enough for three applications 1x medical shoulder bag (goes on your back) with:
1x trauma field kit (fits in a pocket) with:
1x medical lifesaver bag (goes in your belt slot) with autoinjectors of the following drugs:
|
For a doctor from a very different Red Cross. The star of the loadout is the box of Syndie donk pockets and the tasty cocktail of drugs and healing chems contained within. You've also many supplies for common work-related medical emergencies:
You also get special auto-injectors that have multiple uses. They have 50 units and apply 5 units of the meds inside, totaling out to 10 uses. The neurotoxin works best in your syringe gun and debilitates and knocks people out, making them easy targets for your teammates, while the juggernaut injector lets you or your teammates heal a portion of the damage they receive for some time. |
The syringe gun accepts your teammates' cyanide pills too. | |
Class Crate - Infiltrator | Sneak about. | 1x tranquilizer pistol 1x tranq pistol ammo pouch with 5x tranq pistol darts 1x combat knife 1x cloaking device that be activated only 5 times. 1x emag 2x smoke grenades 1x night vision goggles |
You get to sneak behind enemy lines, sometimes while invisible, and break into places you shouldn't be with an emag. If you want to subvert the AI or snatch the nuke disk or other useful items, this is the loadout for you. For weapons, you get a tranquilizer pistol that fires sodium thiopental, a virtually-guaranteed knockout for anyone unfortunate enough to spot you and a combat knife that makes you move faster when held. | Beware of all the things that can disrupt your cloak. | |
Class Crate - Firebrand | Set people on fire. | 1x flamethrower with napalm 3x fuel tanks with napalm 1x incendiary grenade pouch with 6x incendiary grenades 1x fire axe 1x fireproof specialist operative firesuit in lieu of the usual combat dress |
Be an angry firefighter, complete with fireproof suit. For fighting with fire, you get incendiary grenades for great balls of fire and a flamethrower with napalm, which makes 3-tile columns instead of puny 1-tile streams for more precise fire-setting. 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 30 damage and can break down doors with around 10 hits. | Be mindful of other teammates, lest you commit friendly fire. Literally. | |
Class Crate - Combat Engineer | A turret for automated threat neutralization. | 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 Spacker 12 1x shotgun ammo pouch with 5x buckshot boxes. 1x utility belt with:
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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 many weak bullets until they're in critical condition (<0% health). It never runs out of bullets. It's also immune to tasers, but is other 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. | 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. | |
Class Crate - Marksman | Pop some heads from a safe distance. | 1x S90A1 Marksman's Rifle 1x sniper ammo pouch with 5x spare 7.62 NATO mags 1x smoke grenade pouch with 6x smoke grenades |
Snipe people coming into the bomb site and lockdown hallways with a powerful rifle that slows you down when held, but stuns and two shots people into crit. Scope in by holding SHIFT (WASD mode)/SPACE (/tg/ layout) and, whilst still holding that key, use WASD/Arrow keys to look around. Screen yourself or teammates with smoke grenades, so they can't see what nasty surprises are in store for them when they pass the cloud. | Remember that you can't see through walls, and your bullets can't go through solid objects. You will stand still when zooming. |
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 |