User:Studenterhue/Syndicate Items Rearrange
An attempt to rearrange Syndicate Items, to make the current tables have less walls of text and generally be more readable/organized
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.
maybe I should come up with better titles
General Traitor Gear
General Traitor Buylist
Job-Specific Items
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 Items
Nuclear Operative Buylist
Startting 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. | |
SWAT Gloves | Block more often when unarmed. | In addition to reducing damage from fire by a tiny bit and damage from electrical shocks by considerable amount, these gloves provide an additional 20% chance to block attacks when unarmed while on Disarm intent. The default block chance is 40%, so these gloves push you to 60%, i.e. you're more likely to block than not. | Can't be ordered or found on the Syndicate Battlecruiser, but every Nuclear Operative spawns with a pair. | |
Nuclear Commander Sabre | Pirates of the Space Caribbean | A sword and sheath that exclusively spawns with the Nuclear Commander. Deals around 20 damage and inflicts bleeding and comes with a forward stabbing special attack. Not as deadly as the rest of the Syndicates arsenal but stylish as hell. | Not available for purchase. Starts in the Commander's inventory. Can't ya read!? | |
Syndicate Teleporter Remote | Teleport you and the bomb between the Syndicate Battlecruiser and Listening Post. | To teleport yourself, stand on the telepad on the Syndicate Battlecruiser and use the remote to teleport to the telepad on the Listening Post. Do the same with Listening Post's telepad to teleport back to the Syndicate Battlecruiser.
To teleport the bomb, place it over the Syndicate Battlecruiser telepad and whack the nuke with the remote. Similarly, whacking it when it's on the Listening Post telepad teleports it back to the Syndicate Battlecruiser. |
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 (don't question it) and can be thrown to knock people down. | 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 SPES-12 1x shotgun ammo pouch with 5x buckshot boxes. 1x utility belt with:
|
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 otherwise vulnerable to explosions and gunfire, so you need to occasionally shoot at people who try to destroy it and fix any damage by clicking on it with a lit welder. | 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 while your bullets can go through up to two solid objects, such as walls and windows, your scope can't see through walls. You will stand still when zooming. |
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 |
---|---|---|---|---|---|---|---|
Pickpocket Gun | 3 | Engineer, Mechanic, Staff Assistant, Clown | A stealthy claw gun capable of stealing and planting items, and severely messing people. | A versatile gimmick gun with three settings - Steal, Plant, and Harass. Steal removes items depending on where you aim it. Plant lets you put items on the target depending on aim. Harass lets you annoy people by poking their eyes, tying their shoe laces together to trip them, and other Three Stooges-esque antics. | |||
Syndicate Donk Pockets | 2 | Chef | 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. | |||
Strange Seed | 1 | Botanist | 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 | ||
Grenade Starter Kit | 2 | RD, Scientist | A box that contains grenade components. | The ultimate weapon of a skilled and patient chemist, and relatively cheap. Each 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. | ||
Jug of Moonshine | 2 | Barman | 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. | ||
Extra Large Shot Glasses | 2 | Barman | Special shot glasses that hold quite a bit more than normal. | These special shot glasses can hold a whopping 50 units of a beverage of your choice. They look no different than regular shot glasses, but can get any unsuspecting bargoer absolutely trashed in a single sip. Comes in a box of 7. | |||
Stimulants | 4 | Geneticist, Scientist, Medical Doctor, RD, MD | Immunity from 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! | |||
Butcher's Knife | 7 | Chef | It's a knife for stabbing people. Lots of blood. | A nasty melee weapon that does a decent amount of brute damage per hit and can also be thrown for an instant stun. Even if your victim manages to limp away, chances are bleeding out will eventually slow them down to a crawl. What's more, the knife turns dead people into slabs of meat, hence destroying their body (and everything along with it) forever. A tasty way to dispose of the evidence too! | Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up. | ||
Amplified Vuvuzela | 3 | Assistant, Clown | 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. | |||
Red Chainsaw | 7 | Botanist | A messy chainsaw. | A stronger version of the green electric chainsaws found in hydroponics. Each hit removes organs, in the order appendix -> left kidney -> left lung -> right kidney -> right lung -> liver -> heart -> spleen -> pancreas. It deals enough stamina damage to down most people in two or three hits, and it has twice the damage of an extinguisher, but is too large to fit in a backpack. On the bright side, the in-hand sprite is slightly less obvious (if only at a passing glance), and if you hit a body's at less -500 health and with the previously mentioned organs removed, it gibs. It can also break down doors, though it takes at least 12 or more to do so. | 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 | 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 | 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 | 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 | 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 | Scans (almost) ANYTHING. | For the most part, this scanner looks and functions exactly like the regular one. However, it can also scan things you normally couldn't, such as the crusher and most other Syndicate items. | You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs! | ||
Syndicate Sauce | 1 | Chef, Barman | 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. | ||
Syndicate Cleaner Grenades | 2 | Janitor | Makes a nasty chemical mess. | These may look like the janitor's regular cleaning grenades, but include space lube and fluorosulfuric acid as well. The former slips up anybody trying to move on the foam (and lingers for a while afterwards), while the latter melts items and horribly burns the victims. | The damage stacks for every foamed tile you step on, even while slipping on the lube. Taking a slide across the entire foam puddle will hurt. | ||
Trash Compactor | 4 | Janitor | Horribly gibs your victims. | Don't be fooled, there is nothing ordinary about this cart. Anyone unfortunate enough to be put inside will be squished into a small cube of meat. The meatcube will have a few moments to squirm about and scream hopelessly before its inevitable, very bloody demise. It's very messy, so be sure to do your job and clean up! | Luckily, you can't be crushed by your own compactor. | ||
Syringe Gun | 3 | MD, Medical Doctor, RD, Scientist | Shoots syringes. | Works pretty much like a beaker - just transfer the reagents of your choice to the gun, up to 90 units at a time. Each shot subtracts 15 units from the internal reservoir, and unlike conventional chemical delivery methods, the target is hit with the full 15 units instantly. You don't have to worry about the syringes, as the miniature synthesizer will generate them automatically. | If required, the reservoir can be flushed by using the context menu or drain contents verb. | ||
Mining Charge Hacker | 4 | Miner | Makes mining charges go boom everywhere. | Looks like a regular geological scanner, but allows mining charges to stick to any surface, not just asteroids. Just swipe it over the charge to disable the safety. | Try not to get caught in the explosions, dumbass. | ||
Syndicate Cargo Transporter | 3 | QM, Engineer, Miner | Weld a crate and send it to the middle of nowhere. Forever. | When used on a crate or closet, it will automatically weld the thing shut and send it as far away as possible. Good for getting rid of people when you have a glut of crates or lockers (or metal) on hand. | Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts. | ||
Power Gloves | 6 | CE, Engineer, Mechanic | Shoot lightning from your hands. | When standing atop or directly adjacent to a live wire, you can shoot lightning at people or objects! Use the Disarm intent to non-lethally stun, and Harm to zap unsuspecting folks with a powerful electric arc. Insulated gloves offer a degree of protection against the burn damage, but not against the stun. The damage depends on the power of the current, so overloading the engine will make power gloves more effective. | You may want to keep an active T-ray scanner in your pocket. | ||
Moustache Grenade | 1 | Assistant, Clown | Makes moustaches. | Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals. | |||
Poison Bottle | 1 | Barman, MD, Medical Doctor, RD, Scientist | A bottle of poison. | Exactly what it says on the tin. The game will randomly pick a poison (e.g. pancuronium) and provide you with 40 units of it. | 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. | ||
Safari Kit | 7 | MD | 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 | 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 | 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 | 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 | 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 | 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 | 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 | A hand-held version of the ChemiCompiler. | A programmable device capable of mixing, heating and dispensing reagents in very precise measurements. For more info, see ChemiCompiler.
Note: Don't buy the ChemiCompiler if you don't have any idea how to use it. You have to manually write code for it in an obscure programming language, and this isn't something most players will be able to master in a couple of minutes. |
Experiment with the stationary version in chemistry first to gain a basic understanding of the device. | ||
Syndicate Mailman Suit | 1 | Mailman | Go postal. | Its-a me, Mario! Use the mail system as a means of transportation for easy access to various key areas (security, bridge, etc). | Remember to set a destination on the chute before flushing yourself. | ||
Speed Injector | 3 | Geneticist | Injects DNA injectors instantly. | Stealth device disguised as a screwdriver that instantly and stealthily alters the victim's DNA when provided with a DNA injector. There's a 10 second delay between injection and the genes manifesting themselves, making your involvement less obvious. | Only accepts injectors, not the simpler activators. If necessary, the payload can be removed by clicking on the injector when it's in your active hand. | ||
Lawn Darts box | 4 | Assistant, Barman, Clown | 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 | 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 | 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. | 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. | Mindslaved clone armies are even easier. | A box with a mindslave cloning module, machine frames with essential cloning lab machinery (cloning console, cloning scanner, enzymatic reclaimer, and clonepod), and a soldering iron to deploy them all. | The cloning console frame is directly converted into a computer. | ||
Wasp Grenades | 3 | Botanist | Release angry bees. | A different kind of "stinger" grenade. The five "suspicious looking grenades" in this "experimental biological grenade box" each spawn five wasps, hostile critters that repeatedly sting people with histamine, a highly-visible poison that causes itchiness, brute damage, and, in high doses, anaphylactic shock. | The wasps won't attack Botanists (i.e. you, hopefully) unless provoked. | ||
Hotdog Bomb | 1 | Chef, Sous Chef, Waiter, Clown | Force people into wearing hotdog suits. | Click on it in-hand and run as far as you can in the roughly seven seconds it takes to detonate. Everyone within five tiles of where it was detonated (i.e. area of effect is 11x11) gets a hotdog costume they can't remove themselves (other people can still remove it). Humiliating, but harmless until someone tries to put on a spacesuit... | Arming the bomb sends a bold red message to everyone in view, and it makes a distinct noise as it's counting down. | ||
Angry Wasp Crossbow | 6 | Botanist | Shoot angry bees. | A mini wasp-egg-crossbow that shoots a wide spread of 4 wasp eggs that, upon impacting something or going too long without hitting anything, each spawn a wasp. Wasps are hostile critters that repeatedly stings people with histamine, a highly-visible poison that causes itchiness, brute damage, and, in high doses, anaphylactic shock. The weapon slowly recharges itself. | The wasps won't attack Botanists (i.e. you, hopefully) unless provoked. | ||
Advanced Optical Thermal Scanner | 3 | Detective | See people through walls. | These seemingly regular-looking "optical thermal scanner" goggles let you see people behind walls and other solid objects, though not necessarily anything around them. Otherwise, they act like a regular Optical Thermal Scanner; they let you see farther in the dark, spot people using various forms of invisibilty...and make you more vulnerable to flashes and EMP grenades. | |||
Cursed Clown Mask | 5 | Clown | A mask that hurts and debilitates non-clowns and non-traitor clowns. | Looks like a normal clown mask at first glance, save for the somewhat ominous description, but anyone who wears this mask who isn't a Clown and a Traitor suffers uncontrollable laughing, confused movement, occasional brief (<4 seconds) bouts of Slowed and Stunned, minor brain damage, and accumulating BURN that can put them into critical condition. Traitor clowns can quickly force the mask onto any unsuspecting downed victim by using it on them while targeting the head and not on Help intent. | The mask cannot be removed with acid or fire. Others can remove it however. Traitor clowns can also wear and unequip the mask without any ill-effects--good since it also works as a gas mask, so it can be used for internals! |
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 |