Difference between revisions of "Syndicate Items"

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(Put the info on the pickpocket gun settings in the description, mention a few ways Harass lets you annoy people.)
m (Left-aligned more stuff for readability, condensed autoinjector list)
(45 intermediate revisions by 4 users not shown)
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Want some insight on how experienced players use the goodies? Try [[Being A Better Traitor]]!
Want some insight on how experienced players use the goodies? Try [[Being A Better Traitor]]!


{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
{| style="font-size: 85%" class="wikitable sortable"
|-
|-
! style="width: 7.5%" | Item
! Item
! style="width: 8%" class="unsortable" | Image
! class="unsortable" | Image
! style="width: 2.5%" | Cost
! Cost
! style="width: 2.5% | Available in [[Nuclear Emergency|nuke]]?
! Jobs
! style="width: 10%" class="unsortable" | Usage
! <abbr title="Available to Nuclear Operatives?">Avail. to [[Nuclear Operative|Ops]]?</abbr>
! style="width: 45%" class="unsortable" | Description
! class="unsortable" | Usage
! style="width: 2.5%" | Job Specific
! class="unsortable" | Description
! style="width: 32%" class="unsortable" | Notes
! class="unsortable" | Notes


|- id="Trick Cigarettes"
|- id="Trick Cigarettes"
! Trick Cigarettes
! Trick Cigarettes
| <center>[[File:cigpacket.png]]</center>
| <center>[[File:cigpacket.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Eight cigarettes that explode.
| Eight cigarettes that explode.
| Essentially a mini grenade. While the explosion might not be the largest, one or two small hull breaches will decompress a room or hallway fairly rapidly. You can also force or trick someone into smoking one of these for stylish assassinations.
| 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.
| All
| Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost.
| Trick cigarettes are quite useful for disabling critical equipment (APCs, cloning pods etc) at low cost.


Line 43: Line 43:
! Fake Moustache
! Fake Moustache
| <center>[[File:falsemustache.png]]</center>
| <center>[[File:falsemustache.png]]</center>
| 1  
|style="text-align:center"| 1  
|
|style="text-align:center"| All
| {{No}}
| A moustache that hides your identity.
| A moustache that hides your identity.
| No one will ever know who you are, NO ONE.
| No one will ever know who you are, NO ONE.
| All
| <strike>Only really used by traitors with one unit of current left to use or people who find an unlocked Syndicate PDA.</strike> Used by people that know '''true''' style.
| <strike>Only really used by traitors with one unit of current left to use or people who find an unlocked Syndicate PDA.</strike> Used by people that know '''true''' style.


Line 53: Line 53:
! Pickpocket Gun
! Pickpocket Gun
| <center>[[File:PickpocketGun.png]]</center>
| <center>[[File:PickpocketGun.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| [[Engineer]], [[Mechanic]]
| {{No}}
| A stealthy claw gun capable of stealing and planting items, and severely messing people.
| 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.  
| 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.  
| [[Engineer]], [[Mechanic]]
|  
|  


Line 63: Line 63:
! Detomatix Cartridge
! Detomatix Cartridge
| <center>[[File:detomatrix.png]]</center>
| <center>[[File:detomatrix.png]]</center>
| 1  
|style="text-align:center"| 1  
|
|style="text-align:center"| All
| {{Yes}}
| Load it in your PDA. Blow other PDAs.
| 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.<br><br>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!
| 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.
| All
 
| Functionality is also built into the military [[PDA]] that starts on the Syndicate shuttle.
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]].


|- id="Chameleon Suit"
|- id="Chameleon Suit"
! Chameleon Suit
! Chameleon Suit
| <center>[[File:chameleon.gif]]</center>
| <center>[[File:chameleon.gif]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Can disguise itself to any other jumpsuit.
| 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.
| This is a fashion model's dream. A decent selection of jumpsuit patterns is available through the ''change'' function, accessible by right-clicking on it.
| All
| An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth.
| An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth.


Line 83: Line 87:
! Syndicate Donk Pockets
! Syndicate Donk Pockets
| <center>[[File:DonkPocketsKit.png]] [[File:fooddpocket.png]]</center>
| <center>[[File:DonkPocketsKit.png]] [[File:fooddpocket.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Chef]]
| {{No}}
| A heal-all medkit for your pockets.
| 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.
| Administers enough healing reagents and stimulants to qualify as a cheap, short-duration stimpack. Unlike regular pockets, heating them is not required.
| [[Chef]]
|  
|  


Line 93: Line 97:
! Stealth Container
! Stealth Container
| <center>[[File:Box2.png]]</center>
| <center>[[File:Box2.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Hides shit.
| Hides shit.
| Starts out appearing like an internals box and can assume the form of pretty much any hand-held item. Unlike a regular box or backpack, using this container does not result in conspicuous text messages, it will however give away its identity upon close examination. The camouflage can be reset at any time if required.
| 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.
| All
| The stealth storage can hold normal-sized items (e.g. [[Murder#Guns|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.
| The stealth storage can hold normal-sized items (e.g. [[Murder#Guns|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.


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! Strange Seed
! Strange Seed
| <center>[[Image:Seed.png]] [[File:ManEater.png]]</center>
| <center>[[Image:Seed.png]] [[File:ManEater.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Botanist]]
| {{No}}
| Grows into a man eater plant.
| 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!  
| 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!  
| [[Botanist]]
| As one would expect, [[Engineering Objects#Welding Tool|welding tools]] and other burn damage-inflicting weapons are effective against them.
| As one would expect, [[Engineering Objects#Welding Tool|welding tools]] and other burn damage-inflicting weapons are effective against them.<br> <br>Also, do not confuse these with the strange seeds from the [[Debris Field]] or [[Adventure Zone]]
 
Also, do not confuse these with the strange seeds from the [[Debris Field]] or [[Adventure Zone]]


|- id="Revolver Box"
|- id="Revolver Box"
! Revolver Box
! Revolver Box
| <center>[[File:GunBox.png]] [[Image:Revolver.png]]</center>
| <center>[[File:GunBox.png]] [[Image:Revolver.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| All
| {{Yes}}
| A loaded revolver with spare ammunition.
| 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 [[Doctoring#Surgery|surgery]].<br><br>The box contains four regular speedloaders, and two loaded with armor-piercing rounds. The revolver can also chamber [[Murder#38FMJ|.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.
| 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 [[Doctoring#Surgery|surgery]].
| All
 
The box contains four regular speedloaders, and two loaded with armor-piercing rounds. The revolver can also chamber [[Murder#38FMJ|.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.
| [[Nuclear Operative|Syndicate operatives]] get a revolver for free, along with a spare speedloader.
| [[Nuclear Operative|Syndicate operatives]] get a revolver for free, along with a spare speedloader.


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! Freedom Implant
! Freedom Implant
| <center>[[File:Implanter2.png]]</center>
| <center>[[File:Implanter2.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Frees you from restraints a couple of times.
| Frees you from restraints a couple of times.
| Injecting yourself with this will get you out of [[handcuffs]] and [[Security Objects#Shackles|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.
| Injecting yourself with this will get you out of [[handcuffs]] and [[Security Objects#Shackles|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.
| All
| You must use a certain emote assigned to you in order to instantly escape handcuffs.
| You must use a certain emote assigned to you in order to instantly escape handcuffs.


Line 133: Line 141:
! Agent Card
! Agent Card
| <center>[[File:idcard.png]]</center>
| <center>[[File:idcard.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Makes you untraceable by the AI. Can copy access from other ID cards.
| 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.
| 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.
| All
| [[Nuclear Operative|Operatives]] spawn with one by default. Remember to wear it on your ID slot or it won't work.
| [[Nuclear Operative|Operatives]] spawn with one by default. Remember to wear it on your ID slot or it won't work.


|- id="EMAG"
|- id="EMAG"
! Electromagnetic Card (Cryptographic Sequencer)  
! Electromagnetic Card (EMAG)  
| <center>[[File:emag.png]]</center>
| <center>[[File:emag.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| All
| {{Yes}}
| Opens, hacks, and unlocks everything imaginable.
| 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.<br><br>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 [[Robots|automated bots]] with malicious results and shorting out restrictions of certain computers. It also drops the emergency shuttle countdown to 10 seconds, neat!
| 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.
| All
 
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 [[Robots|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.
| Experiment! Who knows what else it could work on. You may even find out how to make the golden EMAG.


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! Grenade Starter Kit
! Grenade Starter Kit
| <center>[[Image:GrenadeKitCasing.png]] [[Image:GrenadeKitFuse.png]]</center>
| <center>[[Image:GrenadeKitCasing.png]] [[Image:GrenadeKitFuse.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Research Director|RD]], [[Scientist]]
| {{No}}
| A box that contains grenade components.
| 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#Chemical grenade|Construction]] and [[Murder#Chem grenade|Murder]] respectively.
| 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#Chemical grenade|Construction]] and [[Murder#Chem grenade|Murder]] respectively.
| [[Research Director|RD]],[[Scientist]]
| Think carefully about how to build your grenades. Foam mixes and certain [[Chemistry#Pyrotechnic Chems|pyrotechnics]] are best, whereas smoke mixes and other heat-reactant chems can be just as easily done with [[Construction#Beaker assembly|beaker assemblies]]. Your imagination is your greatest asset here.
| Think carefully about how to build your grenades. Foam mixes and certain [[Chemistry#Pyrotechnic Chems|pyrotechnics]] are best, whereas smoke mixes and other heat-reactant chems can be just as easily done with [[Construction#Beaker assembly|beaker assemblies]]. Your imagination is your greatest asset here.


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! Cloaking Field Generator
! Cloaking Field Generator
| <center>[[File:CloakGenerator.png]] [[File:RemoteNew.png]]</center>
| <center>[[File:CloakGenerator.png]] [[File:RemoteNew.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{No}}
| A large and relatively immobile cloaking generator.
| 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]], [[Cyborg|cyborgs]]) or [[Security Objects#Optical Thermal Scanner|thermals]] are ineffective against the cloak field.
| 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]], [[Cyborg|cyborgs]]) or [[Security Objects#Optical Thermal Scanner|thermals]] are ineffective against the cloak field.
| All
| 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!
| 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!


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! Sleepy Pen  
! Sleepy Pen  
| <center>[[File:PenNew.png]]</center>
| <center>[[File:PenNew.png]]</center>
| 5
|style="text-align:center"| 5
|
|style="text-align:center"| All
| {{Yes}}
| Puts your target to sleep.
| 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.
| This is a very devious little item. Disguised like a pen, extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players will recognize that they have been penned when their vision goes all blurry and they begin yawning...30 seconds are plenty of time to scream for help, that's why it works best in conjunction with a signal jammer. The pen starts with two uses, resp. 50 units per injection.
| All
| It can be refilled with any substance you like - the perfect tool for a creative [[Chemistry|chemist]]!
| It can be refilled with any substance you like - the perfect tool for a creative [[Chemistry|chemist]]!


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! Voice Changer
! Voice Changer
| <center>[[Image:VoiceChangerNew.png]]</center>
| <center>[[Image:VoiceChangerNew.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| A mask add-on that transforms your voice to match your ID.
| A mask add-on that transforms your voice to match your ID.
| The voice changer can be added to any face-concealing [[Clothing#Masks|mask]] (such as [[Clown|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 [[Engineering Objects#Wirecutters|wirecutters]] on the mask.
| The voice changer can be added to any face-concealing [[Clothing#Masks|mask]] (such as [[Clown|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 [[Engineering Objects#Wirecutters|wirecutters]] on the mask.
| All
| Combine the changer with an agent card or custom ID, be [[Being A Better Traitor#Voice Changer|creative]]!
| Combine the changer with an agent card or custom ID, be [[Being A Better Traitor#Voice Changer|creative]]!


Line 193: Line 203:
! Cloaking Device
! Cloaking Device
| <center>[[file:cloaker.png]]</center>
| <center>[[file:cloaker.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| All
| {{No}}
| Makes you invisible.
| Makes you invisible.
| When this item is activated, it makes you invisible to all but four things: The [[AI]], [[Cyborg|cyborgs]], [[Detective|people]] [[Head of Security|wearing]] thermal goggles, and people with the [[Guide to Genetics#Mutations|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.<br><br>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.<br><br>You should also keep in mind that 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.
| When this item is activated, it makes you invisible to all but four things: The [[AI]], [[Cyborg|cyborgs]], [[Detective|people]] [[Head of Security|wearing]] thermal goggles, and people with the [[Guide to Genetics#Mutations|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.
| All
 
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 [[Engineering Objects#T-Ray Scanner|T-Ray scanner]] will disrupt the cloaking field briefly, but only has a very short range. Fired [[Guns|projectiles]] (regardless of type) will also disable the device, as can [[flash]]es (both hand-held and portable) up close.
| An active [[Engineering Objects#T-Ray Scanner|T-Ray scanner]] will disrupt the cloaking field briefly, but only has a very short range. Fired [[Guns|projectiles]] (regardless of type) will also disable the device, as can [[flash]]es (both hand-held and portable) up close.


Line 203: Line 217:
! Syndicates in Pipebomb
! Syndicates in Pipebomb
| <center>[[file:pipebomb.png]]</center>
| <center>[[file:pipebomb.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{No}}
| Release angry lil' nuclear operatives.
| Release angry lil' nuclear operatives.
| Clever reversal or just an awful pun? Anyways, upon activation, it explodes with the force of a [[#Detomatix Cartridge|PDA bomb]] explosion and releases 4 lil' syndicates that shoot everyone in sight with a 60-damage [[#Revolver Box|revolver]] bullet and then explode, also with the force of a [[#Detomatix Cartridge|PDA bomb]].  
| Clever reversal or just an awful pun? Anyways, upon activation, it explodes with the force of a [[#Detomatix Cartridge|PDA bomb]] explosion and releases 4 lil' syndicates that shoot everyone in sight with a 60-damage [[#Revolver Box|revolver]] bullet and then explode, also with the force of a [[#Detomatix Cartridge|PDA bomb]].  
| All
| The syndicates spawned will try to shoot everyone--including you!
| The syndicates spawned will try to shoot everyone--including you!


Line 213: Line 227:
! EMP Grenades
! EMP Grenades
| <center>[[Image:GrenadeBox2.png]] [[File:emp.png]]</center>
| <center>[[Image:GrenadeBox2.png]] [[File:emp.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| A box of grenades which disable electronic devices.
| 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, [[Robots#GuardBuddy|guardbuddies]]). Also fairly devastating against the two [[Cyborg#Anatomy of a Cyborg|lighter cyborg models]].
| 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, [[Robots#GuardBuddy|guardbuddies]]). Also fairly devastating against the two [[Cyborg#Anatomy of a Cyborg|lighter cyborg models]].
| All
| Worthy of particular mention is the fact that the power cell of [[Murder#Sidearms (energy)|energy guns]] and [[Security Objects#Stun Baton|stun batons]] is drained by electromagnetic pulses, making these grenades somewhat effective when employed against security.
| Worthy of particular mention is the fact that the power cell of [[Murder#Sidearms (energy)|energy guns]] and [[Security Objects#Stun Baton|stun batons]] is drained by electromagnetic pulses, making these grenades somewhat effective when employed against security.


Line 223: Line 237:
! Tactical Grenades
! Tactical Grenades
| <center>[[Image:GrenadeBox2.png]] [[File:FragGrenadeNew.png]]</center>
| <center>[[Image:GrenadeBox2.png]] [[File:FragGrenadeNew.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| All
| {{Yes}}
| A box of various grenades.
| A box of various grenades.
| This box contains an assortment of different grenades. Expect to find one [[Murder#Smoke grenade|smoke]], one [[Murder#Frag grenade|frag]], one [[Murder#Cryo grenade|cryo]], one [[Murder#Shock grenade|shock]], one [[Murder#Gravaton grenade|gravaton]], and two [[Murder#Incendiary grenade|incendiary grenades]].
| This box contains an assortment of different grenades. Expect to find one [[Murder#Smoke grenade|smoke]], one [[Murder#Frag grenade|frag]], one [[Murder#Cryo grenade|cryo]], one [[Murder#Shock grenade|shock]], one [[Murder#Gravaton grenade|gravaton]], and two [[Murder#Incendiary grenade|incendiary grenades]].
| All
|  
|  


Line 233: Line 247:
! Chameleon Projector  
! Chameleon Projector  
| <center>[[file:cloaker.png]]</center>
| <center>[[file:cloaker.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| All
| {{No}}
| Lets you disguise as any inanimate object.
| 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.
| 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.
| All
| More useful than you think, if you [[Being A Better Traitor#Chameleon Projector|get creative]]!
| More useful than you think, if you [[Being A Better Traitor#Chameleon Projector|get creative]]!


Line 243: Line 257:
! Jug of Moonshine
! Jug of Moonshine
| <center>[[File:Moonshine.png]]</center>
| <center>[[File:Moonshine.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Barman]]
| {{No}}
| Gets people fucked up. Heals traitors.
| 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 of course, in which case one sip will add 10 units of healing [[Chemistry#Omnizine|omnizine]].
| 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 [[Chemistry#Omnizine|omnizine]].
| [[Barman]]
| Quite effective in combination with the sleepy pen.
| Quite effective in combination with the sleepy pen.


Line 253: Line 267:
! Stimulants
! Stimulants
| <center>[[File:dnainjector.png]]</center>
| <center>[[File:dnainjector.png]]</center>
| 4
|style="text-align:center"| 4
|
|style="text-align:center"| [[Geneticist]], [[Scientist]], [[Medical Doctor]], [[Research Director|RD]], [[Medical Director|MD]]
| {{No}}
| Immunity from stun, heals a little over time.
| 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!
| 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!
| [[Geneticist]], [[Scientist]], [[Medical Doctor]], [[Research Director|RD]], [[Medical Director|MD]]
|  
|  


Line 263: Line 277:
! Miniature Crossbow
! Miniature Crossbow
| <center>[[File:radbow.png]]</center>
| <center>[[File:radbow.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{Yes}}
| Ranged weapon for assassinations.
| 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.
| 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.
| All
| The crossbow recharges automatically, but it cannot be fired until it is fully charged!
| The crossbow recharges automatically, but it cannot be fired until it is fully charged!


Line 273: Line 287:
! Power Sink
! Power Sink
| <center>[[File:powersink.png]]</center>
| <center>[[File:powersink.png]]</center>
| 5
|style="text-align:center"| 5
|
|style="text-align:center"| All
| {{Yes}}
| Draws power from all station APCs.
| Draws power from all station APCs.
| A somewhat situational tool which requires a basic understanding of the [[Powering the station|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#Method #2: Hotwiring|Powering the station]]), it won't have any effect whatsoever!<br><br>Ideally, you should also sabotage every [[Engineering Objects#SMES|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 [[Engineering Objects#T-Ray Scanner|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 [[Engineering Objects#Crowbar|crowbar]], just be aware that overloading one might have...explosive results.
| A somewhat situational tool which requires a basic understanding of the [[Powering the station|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#Method #2: Hotwiring|Powering the station]]), it won't have any effect whatsoever!
| All
 
Ideally, you should also sabotage every [[Engineering Objects#SMES|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 [[Engineering Objects#T-Ray Scanner|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 [[Engineering Objects#Crowbar|crowbar]], just be aware that overloading one might have...explosive results.
| The [[AI Chamber|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.
| The [[AI Chamber|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.


Line 283: Line 299:
! Butcher's Knife
! Butcher's Knife
| <center>[[File:butchersknife.png]]</center>
| <center>[[File:butchersknife.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Chef]]
| {{No}}
| It's a knife for stabbing people. Lots of blood.
| 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!
| 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!
| [[Chef]]
| Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up.
| Meat (and many cooked dishes from that meat) still bears the name of whoever you cut up.


Line 293: Line 309:
! Amplified Vuvuzela
! Amplified Vuvuzela
| <center>[[File:AmpVuvuzela.png]]</center>
| <center>[[File:AmpVuvuzela.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| [[Assistant]]
| {{No}}
| A slightly better version of the taser.
| 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.
| 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.
| [[Assistant]]
|  
|  


Line 303: Line 319:
! Signal Jammer
! Signal Jammer
| <center>[[File:mshield.png]]</center>
| <center>[[File:mshield.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{Yes}}
| Disables radios within range.
| 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.
| When active, it disables all radios within a 6 tile range. This includes ingoing and outgoing communications, so you won't be able to hear if the AI is alerting people to whatever nefarious deeds you are up to. Note that machine talk is not affected.
| All
| Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late.
| Due to the general shittiness of headsets, many people may not realize a jammer is nearby until it's too late.


Line 313: Line 329:
! Derringer
! Derringer
| <center>[[File:derringer.png]]</center>
| <center>[[File:derringer.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| All
| {{Yes}}
| A tiny gun with 2 bullets.
| 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 [[Game FAQ#Emotes|''*wink'' emote]] to draw the derringer to your active hand. Any item you were already holding will be dropped automatically.
| 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 [[Game FAQ#Emotes|''*wink'' emote]] to draw the derringer to your active hand. Any item you were already holding will be dropped automatically.
| All
| Spare ammunition can't be ordered or otherwise acquired.
| Spare ammunition can't be ordered or otherwise acquired.


Line 323: Line 339:
! Cyalume Saber
! Cyalume Saber
| <center>[[file:CSaberNew.png]]</center>
| <center>[[file:CSaberNew.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| All
| {{Yes}}
| A powerful melee weapon.
| A powerful melee weapon.
| It has two states, on and off. When it's off, you can fit it into your pocket. When it's on, it glows brightly in your hands and is very obvious. 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.
|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.
| All
| 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.  
| Also known as an energy sword, e-sword or c-saber for short.
 


|- id="Katana"
|- id="Katana"
! Katana
! Katana
| <center>[[file:KatanaSheathed.png]]</center>
| <center>[[file:KatanaSheathed.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| All
| {{Yes}}
| Precision limb removal sword.
| 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. It's pretty huge though, so you'll need to sheathe it to fit it in a backpack.
| 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 [[Murder#Special Attacks|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.
| All
| Comes in a handy sheath that you can wear on your belt for easier storage, cleaning, and concealment of the sword.
| 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.  


|- id="Red Chainsaw"
|- id="Red Chainsaw"
! Red Chainsaw
! Red Chainsaw
| <center>[[File:RedChainsaw32.png]]</center>
| <center>[[File:RedChainsaw32.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Botanist]]
| {{No}}
| A gas-powered chainsaw.
| A gas-powered chainsaw.
| A stronger version of the green electric chainsaws found in [[Hydroponics|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.
| A stronger version of the green electric chainsaws found in [[Hydroponics|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.
| [[Botanist]]
| And yes, you can [[Roboticist#Arms|replace your arm]] with it, just like a normal chainsaw. Note that this might require a willing surgeon.
| And yes, you can [[Roboticist#Arms|replace your arm]] with it, just like a normal chainsaw. Note that this might require a willing surgeon.


Line 354: Line 371:
! Syndicate Robot Frame
! Syndicate Robot Frame
| <center>[[File:CyborgFrame.png]]</center>
| <center>[[File:CyborgFrame.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Roboticist]]
| {{No}}
| A robot frame with hacked laws.
| A robot frame with hacked laws.
| The frame, once turned into a [[Roboticist#Construction|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, [[Terminology#Adminhelp|adminhelp]] them.
| The frame, once turned into a [[Roboticist#Construction|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, [[Terminology#Adminhelp|adminhelp]] them.
| [[Roboticist]]
| Syndicate cyborgs can see traitors, [[Nuclear Operative|operatives]], [[Game Modes#Revolution|revolutionaries]] and other Syndicate robots. They will also not appear on the [[Computers#Robotics Control Computer|robotics computer]].
| Syndicate cyborgs can see traitors, [[Nuclear Operative|operatives]], [[Game Modes#Revolution|revolutionaries]] and other Syndicate robots. They will also not appear on the [[Computers#Robotics Control Computer|robotics computer]].


Line 364: Line 381:
! Conversion Chamber
! Conversion Chamber
| <center>[[File:Cyborgdockingstation.png]]</center>
| <center>[[File:Cyborgdockingstation.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| [[Roboticist]]
| {{No}}
| Turns people into light [[cyborg]]s.
| Turns people into light [[cyborg]]s.
| 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.
| 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.
| [[Roboticist]]
| 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!
| 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!


Line 374: Line 391:
! Port-a-Puke
! Port-a-Puke
| <center>[[File:Portapuke.gif]]</center>
| <center>[[File:Portapuke.gif]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Janitor]]
| {{No}}
| An experimental torture chamber that will make any human placed inside puke until they die!
| 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 <strike>life energy</strike> lunch before ejecting them out so they can spend their last seconds alive drenched on the station floor.
| 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 <strike>life energy</strike> lunch before ejecting them out so they can spend their last seconds alive drenched on the station floor.
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 [[Clothing#Shoes|Galoshes]])
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 [[Clothing#Shoes|Galoshes]])
| [[Janitor]]
| Ghosting around? Observe the port-a-puke to satisfy your boredom!
| Ghosting around? Observe the port-a-puke to satisfy your boredom!


Line 385: Line 403:
! Faustian Bargain kit
! Faustian Bargain kit
| <center>[[File:Contract.png]]</center>
| <center>[[File:Contract.png]]</center>
| 8
|style="text-align:center"| 8
|
|style="text-align:center"| [[Chaplain]]
| {{No}}
| Make demonic pacts with people.  
| Make demonic pacts with people.  
| A unique devilish suitcase with three contracts, three demonic pens, and an evil lawyer suit ([https://tvtropes.org/pmwiki/pmwiki.php/Main/EvilLawyerJoke 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 [[Guide to Genetics#Possible Mutations|lots of mutations]], fabulous wealth, or even [[Admin#Special antagonists|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.  
| A unique devilish suitcase with three contracts, three demonic pens, and an evil lawyer suit ([https://tvtropes.org/pmwiki/pmwiki.php/Main/EvilLawyerJoke 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 [[Guide to Genetics#Possible Mutations|lots of mutations]], fabulous wealth, or even [[Admin#Special antagonists|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.  
| [[Chaplain]]
| 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.   
| 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.  <br> <br> There is a secret dark reward for those chaplains who have amassed enough souls.
 
There is a secret dark reward for those chaplains who have amassed enough souls.


|- id="Syndicate Device Scanner"
|- id="Syndicate Device Scanner"
! Syndicate Device Analyzer
! Syndicate Device Analyzer
| <center>[[File:deviceanalyzer.png]]</center>
| <center>[[File:deviceanalyzer.png]]</center>
| 4
|style="text-align:center"| 4
|
|style="text-align:center"| [[Mechanic]]
| {{No}}
| Scans (almost) ANYTHING.
| 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 [[Waste Disposal|crusher]] and most other Syndicate items.
| 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 [[Waste Disposal|crusher]] and most other Syndicate items.
| [[Mechanic]]
| You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs!
| You still need to put them into the ruckingenur kit to make blueprints though, so beware of people snooping through the logs!


Line 405: Line 425:
! Mind-Slave Implant
! Mind-Slave Implant
| <center>[[File:Implanter2.png]]</center>
| <center>[[File:Implanter2.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{No}}
| Makes the implantee your slave.
| Makes the implantee your slave.
| Use this handy one-use [[Implants|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 [[Rules#Things to Keep In Mind (Ingame)|special guidelines, specifically number 5]].
| Use this handy one-use [[Implants|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 [[Rules#Things to Keep In Mind (Ingame)|special guidelines, specifically number 5]].
| All
| If they don't cooperate, simply [[Terminology#Adminhelp|adminhelp]] it.
| If they don't cooperate, simply [[Terminology#Adminhelp|adminhelp]] it.


Line 415: Line 435:
! Deluxe Mind-Slave Implant
! Deluxe Mind-Slave Implant
| <center>[[File:Implanter2.png]]</center>
| <center>[[File:Implanter2.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| All
| {{No}}
| Makes the implantee your slave, permanently.
| Makes the implantee your slave, permanently.
| Doesn't expire. Works like a regular mindslave implant otherwise.
| Doesn't expire. Works like a regular mindslave implant otherwise.
| All
| Mindslaves should be aware of the [[Rules#Guidelines for mindslaves|special guidelines]].
| Mindslaves should be aware of the [[Rules#Guidelines for mindslaves|special guidelines]].


Line 425: Line 445:
! Syndicate Sauce
! Syndicate Sauce
| <center>[[File:Syndisauce.png]]</center>
| <center>[[File:Syndisauce.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Chef]]
| {{No}}
| A sauce with [[Chemistry#Poisons and Toxic Shit|unknown components]].
| A sauce with [[Chemistry#Poisons and Toxic Shit|unknown components]].
| Whoever eats food laced with this will feel no effects for a few minutes...then suddenly drop dead.
| Whoever eats food laced with this will feel no effects for a few minutes...then suddenly drop dead.
| [[Chef]]
| It's a condiment, i.e. can be applied to any [[Foods#Chef's Cookbook|food item]].
| It's a condiment, i.e. can be applied to any [[Foods#Chef's Cookbook|food item]].


Line 435: Line 455:
! Bowling Kit
! Bowling Kit
| <center>[[file:BowlingBag.png]] [[File:Bowling_ball.png]]</center>
| <center>[[file:BowlingBag.png]] [[File:Bowling_ball.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| All
| {{No}}
| A somewhat silly stun weapon.
| 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!
| 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!
| All
|
|


Line 445: Line 465:
! Syndicate Cleaner Grenades
! Syndicate Cleaner Grenades
| <center>[[Image:GrenadeBox2.png]] [[Image:CleanerGrenade.png]]</center>
| <center>[[Image:GrenadeBox2.png]] [[Image:CleanerGrenade.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Janitor]]
| {{No}}
| Makes a nasty chemical mess.
| 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.
| 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.
| [[Janitor]]
| 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''.
| 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''.


Line 455: Line 475:
! Trash Compactor
! Trash Compactor
| <center>[[file:TrashCart.png]]</center>
| <center>[[file:TrashCart.png]]</center>
| 4
|style="text-align:center"| 4
|
|style="text-align:center"| [[Janitor]]
| {{No}}
| Horribly gibs your victims.
| 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 [[Janitor|job]] and clean up!
| 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 [[Janitor|job]] and clean up!
| [[Janitor]]
| Luckily, you can't be crushed by your own compactor.
| Luckily, you can't be crushed by your own compactor.


Line 465: Line 485:
! Target ID Tracker
! Target ID Tracker
| <center>[[file:PinpointerID.gif]]</center>
| <center>[[file:PinpointerID.gif]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{No}}
| Finds your targets.
| 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.
| This device allows you to track the ID card of any of your assassination targets, but only the ID. If they have changed or destroyed it, the pin pointer will not be useful. Small enough to fit in your pockets.
| All
| Only available if you have an [[Traitor Objectives#Assassination|assassination objective]].
| Only available if you have an [[Traitor Objectives#Assassination|assassination objective]].


Line 475: Line 495:
! Floor Closet
! Floor Closet
| <center>[[file:OpenClosetNew.png]]</center>
| <center>[[file:OpenClosetNew.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{No}}
| Hides shit.
| Hides shit.
| A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful.  
| A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful.  
| All
|  
|  


Line 485: Line 505:
! Sonic Grenades
! Sonic Grenades
| <center>[[File:GrenadeBox2.png]] [[Image:EarPlugs.png]]</center>
| <center>[[File:GrenadeBox2.png]] [[Image:EarPlugs.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Scientist]]
| {{No}}
| A box containing sonic grenades.
| 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.
| Each one packs enough power to shatter reinforced windows and pop eardrums. No more being cornered by an angry mob! Includes earplugs.
| [[Scientist]]
| They pack a surprising amount of stun, but don't affect people who've already been rendered deaf (temp. or permanently) by preceding grenades.
| They pack a surprising amount of stun, but don't affect people who've already been rendered deaf (temp. or permanently) by preceding grenades.


Line 495: Line 515:
! Syringe Gun
! Syringe Gun
| <center>[[file:syringegun.png]]</center>
| <center>[[file:syringegun.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| [[Medical Director|MD]], [[Medical Doctor]], [[Research Director|RD]]
| {{No}}
| Shoots syringes.
| 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.   
| 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.   
| [[Medical Director|MD]], [[Medical Doctor]], [[Research Director|RD]]
| If required, the reservoir can be flushed by using the context menu or ''drain contents'' verb.
| If required, the reservoir can be flushed by using the context menu or ''drain contents'' verb.


Line 505: Line 525:
! Mining Charge Hacker
! Mining Charge Hacker
| <center>[[file:GeologicalScanner.png]]</center>
| <center>[[file:GeologicalScanner.png]]</center>
| 4
|style="text-align:center"| 4
|
|style="text-align:center"| [[Miner]]
| {{No}}
| Makes mining charges go boom everywhere.
| 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.  
| Looks like a regular geological scanner, but allows mining charges to stick to any surface, not just asteroids. Just swipe it over the charge to disable the safety.  
| [[Miner]]
| Try not to get caught in the explosions, dumbass.
| Try not to get caught in the explosions, dumbass.


Line 515: Line 535:
! Surplus Crate
! Surplus Crate
| <center>[[file:CrateNew.png]]</center>
| <center>[[file:CrateNew.png]]</center>
| 12
|style="text-align:center"| 12
|
|style="text-align:center"| All
| {{No}}
| Crate containing random stuff.
| 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.
| 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.
| All
| 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!
| 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!
|- id="Loot Crate"
! Loot Crate
| <center>[[file:CrateNew.png]]</center>
| 8
| ✗
| Crate containing random materials.
| A crate guaranteed to have 10x bars each of [[Guide to Mining#Pharosium|pharosium]], [[Guide to Mining#Mauxite|mauxite]], and [[Guide to Mining#Molitz|molitz]]. It also comes with 24-42 various other items, such as [[General Objects#Easter Egg|Easter eggs]], big wads (10k!) of space cash, bitcoins/buttcoins/coins, sheets of cotton, [[Guide to Mining#Uqill|uqill]] nuggets, raw [[Guide to Mining#Cerenkite|cerenkite]] ore, raw [[Guide to Mining#Erebite|''erebite'']] ore, unproccessed [[Guide to Mining#Miracle Matter|miracle matter]] and bars of basically every [[Guide to Mining#Ore|ore]] besides ice, rock, char, and viscerite.
| All
| Just imagine how much all this could go for and what you could [[Quartermaster#Items you can order|pos]][[Listening Post|sibly]] [[Mining Outpost|buy]] with it...


|- id="Shotgun Box"
|- id="Shotgun Box"
! Shotgun Box
! Shotgun Box
| <center>[[Image:GunBox.png]] [[Image:Spacker12.png]]</center>
| <center>[[Image:GunBox.png]] [[Image:Spacker12.png]]</center>
| 8
|style="text-align:center"| 8
|
|style="text-align:center"| All
| {{Yes}}
| A loaded Spacker-12 with spare ammunition.
| 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.)
| Blow somebody across the room Italian style! This 12 gauge shotgun is more than capable of shredding anyone to bits in two shots or less, provided they aren't wearing body armour. Noisy as hell and obvious, but if you're packing this, you know what you're doing. (If you don't, try shooting more people.)
| All
| Buckshot isn't the only [[Murder#12gaRubberSlug|type of ammo]] which will work in this gun.
| Buckshot isn't the only [[Murder#12gaRubberSlug|type of ammo]] which will work in this gun.


Line 545: Line 555:
! Syndicate Cargo Transporter
! Syndicate Cargo Transporter
| <center>[[File:cargotransporter.png]]</center>
| <center>[[File:cargotransporter.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| [[Quartermaster|QM]], [[Engineer]], [[Miner]]
| {{No}}
| Weld a crate and send it to the middle of nowhere. Forever.
| 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.
| 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.
| [[Quartermaster]], [[Engineer]], [[Miner]]
| Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts.
| Sorely underestimated. It's very easy to blindside people with if you have a taser or other sidearm capable of quick knockouts.


Line 555: Line 565:
! Power Gloves
! Power Gloves
| <center>[[File:glovesy.png]]</center>
| <center>[[File:glovesy.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| [[Chief Engineer|CE]], [[Engineer]], [[Mechanic]]
| {{No}}
| Shoot lightning from your hands.
| Shoot lightning from your hands.
| When standing atop or directly adjacent to a live wire, you can shoot lightning at people or [[General Objects#Tank|objects]]! Use the ''disarm'' intent to non-lethally stun, and ''harm'' to zap unsuspecting folks with a powerful electric arc. [[Engineering Objects#Insulated Gloves|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.
| When standing atop or directly adjacent to a live wire, you can shoot lightning at people or [[General Objects#Tank|objects]]! Use the {{Disarm}} intent to non-lethally stun, and {{Harm}} to zap unsuspecting folks with a powerful electric arc. [[Engineering Objects#Insulated Gloves|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.
| [[Chief Engineer|CE]], [[Engineer]], [[Mechanic]]
| You may want to keep an active [[Engineering Objects#T-Ray Scanner|T-ray scanner]] in your pocket.
| You may want to keep an active [[Engineering Objects#T-Ray Scanner|T-ray scanner]] in your pocket.


Line 565: Line 575:
! Moustache Grenade
! Moustache Grenade
| <center>[[File:MoustacheGrenade.png]]</center>
| <center>[[File:MoustacheGrenade.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Assistant]]
| {{No}}
| Makes moustaches.
| Makes moustaches.
| Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals.
| Anyone caught in the blast radius will have a fake moustache permanently affixed to them. Harmless, until they need to use internals.
| [[Assistant]]
|
|


Line 575: Line 585:
! Microbomb Implant
! Microbomb Implant
| <center>[[File:Implanter2.png]]</center>
| <center>[[File:Implanter2.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{No}}
| The ultimate revenge.
| 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.
| 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.
| All
| Unlikely to trigger on suicide, but succumbing when you're already in crit works. [[Nuclear Operative|Syndicate operatives]] always come with one of these in their skulls at the start of the round, but they cannot order more.
| Unlikely to trigger on suicide, but succumbing when you're already in crit works. [[Nuclear Operative|Syndicate operatives]] always come with one of these in their skulls at the start of the round, but they cannot order more.


Line 585: Line 595:
! Macrobomb Implant
! Macrobomb Implant
| <center>[[File:Implanter2.png]]</center>
| <center>[[File:Implanter2.png]]</center>
| 12
|style="text-align:center"| 12
|
|style="text-align:center"| All
| {{No}}
| The ultimate revenge x12.
| The ultimate revenge x12.
| A time saver. Works and behaves exactly like 12 microbomb implants.
| A time saver. Works and behaves exactly like 12 microbomb implants.
| All
| Like microbombs, injection is instant, and the bomb may not trigger on a suicide.
| Like microbombs, injection is instant, and the bomb may not trigger on a suicide.
|- id="Poison Bottle"
|- id="Poison Bottle"
! Poison Bottle
! Poison Bottle
| <center>[[File:Bott2.png]]</center>
| <center>[[File:Bott2.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Barman]], [[Medical Director|MD]], [[Medical Doctor]], [[Research Director|RD]]
| {{No}}
| A bottle of poison.
| 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.
| 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.
| [[Barman]], [[Medical Director|MD]], [[Medical Doctor]], [[Research Director|RD]]
| Works nicely with the syringe gun, if you don't know how to make [[Chemistry#Poisons and Toxic Shit|the poisons]] [[Chemistry#SECRET CHEMS|yourself]]! Some poisons can only be found through this item.
| Works nicely with the syringe gun, if you don't know how to make [[Chemistry#Poisons and Toxic Shit|the poisons]] [[Chemistry#SECRET CHEMS|yourself]]! Some poisons can only be found through this item.


Line 605: Line 615:
! DNA Scrambler
! DNA Scrambler
| <center>[[File:dnainjector.png]]</center>
| <center>[[File:dnainjector.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Changes your appearance.
| 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.  
| 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.  
| All
| Useful for stealthy [[Nuclear Operative|Syndicate operatives]].
| Useful for stealthy [[Nuclear Operative|Syndicate operatives]].


Line 615: Line 625:
! Holographic Disguiser
! Holographic Disguiser
| <center>[[Image:HolographicDisguiser.png]]</center>
| <center>[[Image:HolographicDisguiser.png]]</center>
| N/A
| {{n/a}}
| N/A
|style="text-align:center"| All
| {{n/a}}
| Changes your appearance.
| 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 [[Guns|projectiles]] (regardless of type) and [[flash]]es (both hand-held and portable), all of which can disable the device.
| 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 [[Guns|projectiles]] (regardless of type) and [[flash]]es (both hand-held and portable), all of which can disable the device.
| All
| Not (yet) directly available from the uplink or surplus crate, however it can be bought from the [[Listening Post|Syndicate merchant]] in space or through [[Quartermaster#Items you can order|QM]] if you have an emag.
| Not (yet) directly available from the uplink or surplus crate, however it can be bought from the [[Listening Post|Syndicate merchant]] in space or through [[Quartermaster#Items you can order|QM]] if you have an emag.


Line 625: Line 635:
! .22 Pistol Box
! .22 Pistol Box
| <center>[[Image:GunBox.png]] [[Image:22Pistol.png]]</center>
| <center>[[Image:GunBox.png]] [[Image:22Pistol.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{Yes}}
| A loaded pistol with spare ammunition.
| 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 [[Traitor Objectives#Assassination|assassinations]] at close range.   
| 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 [[Traitor Objectives#Assassination|assassinations]] at close range.   
| All
| More magazines are available from [[Hacking#Vending Machines and Fabricators|hacked]] [[Making and Breaking#Automated|general manufacturers]].
| More magazines are available from [[Hacking#Vending Machines and Fabricators|hacked]] [[Making and Breaking#Automated|general manufacturers]].


Line 635: Line 645:
! Wrestling Belt
! Wrestling Belt
| <center>[[Image:WrestlingBelt.png]]</center>
| <center>[[Image:WrestlingBelt.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| All
| {{Yes}}
| Become Hulk Hogan...IN SPACE!
| 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.
| 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.
| All
|  
|  


Line 645: Line 655:
! Safari Kit
! Safari Kit
| <center>[[Image:SafariKit2.png]] [[Image:Boomerang.png]]</center>
| <center>[[Image:SafariKit2.png]] [[Image:Boomerang.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Medical Director|MD]]
| {{No}}
| A complementary package for your [[Security Objects#Tranquilizer Rifle|tranquilizer rifle]].
| A complementary package for your [[Security Objects#Tranquilizer Rifle|tranquilizer rifle]].
| This box contains a number of [[Chemistry#Sodium Thiopental|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.  
| This box contains a number of [[Chemistry#Sodium Thiopental|custom-loaded]] darts (but not the rifle itself) which will rapidly put your targets to sleep, a boomerang that stuns when thrown, and some assorted clothing for the proper safari look.  
| [[Medical Director|MD]]
| The boomerang will only knock people down if you're wearing the suit and hat.
| The boomerang will only knock people down if you're wearing the suit and hat.


Line 655: Line 665:
! .38 AP Ammo Box
! .38 AP Ammo Box
| <center>[[Image:GunBox.png]] [[Image:357APSpeedloader.png]]</center>
| <center>[[Image:GunBox.png]] [[Image:357APSpeedloader.png]]</center>
| 2
|style="text-align:center"| 2
|
|style="text-align:center"| [[Detective]]
| {{No}}
| Powerful ammo for your [[Security Objects#Detective's Revolver|.38]] sidearm.
| Powerful ammo for your [[Security Objects#Detective's Revolver|.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.
| 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.
| [[Detective]]
| Remember, you can keep the .38 in your pockets - unlike the larger revolver!
| Remember, you can keep the .38 in your pockets - unlike the larger revolver!


Line 665: Line 675:
! Teleport Gun
! Teleport Gun
| <center>[[Image:TeleportGun.png]]</center>
| <center>[[Image:TeleportGun.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Research Director|RD]]
| {{No}}
| A gun that teleports people.
| A gun that teleports people.
| Energy gun meets [[Science Objects#Hand Teleporter|teleporter technology]]! It is however not ready-to-use and requires a bit of preparation. First, head to the [[Teleporter Room|teleporter room]] (or another working teleporter) and select a beacon or [[Implants#Tracking|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 [[Engineering|engine combustion chamber]] or send people straight to deep space.
| Energy gun meets [[Science Objects#Hand Teleporter|teleporter technology]]! It is however not ready-to-use and requires a bit of preparation. First, head to the [[Teleporter Room|teleporter room]] (or another working teleporter) and select a beacon or [[Implants#Tracking|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 [[Engineering|engine combustion chamber]] or send people straight to deep space.
| [[Research Director|RD]]
| The gun will be little more than an expensive paperweight if the teleporter you've linked it to loses power or is destroyed.
| The gun will be little more than an expensive paperweight if the teleporter you've linked it to loses power or is destroyed.


Line 675: Line 685:
! Clown Car
! Clown Car
| <center>[[Image:ClownCar.png]]</center>
| <center>[[Image:ClownCar.png]]</center>
| 5
|style="text-align:center"| 5
|
|style="text-align:center"| [[Clown]]
| {{No}}
| A car for clowns, HONK!
| 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.
| 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.
| [[Clown]]
| You have to be wearing at least two pieces of clown clothing ([[Clothing#Clown Suit|suit]], [[Clothing#Clown Mask|mask]], [[Clothing#Clown Shoes|shoes]]) to drive the car. Conveniently, every car comes with a complete set.
| You have to be wearing at least two pieces of clown clothing ([[Clothing#Clown Suit|suit]], [[Clothing#Clown Mask|mask]], [[Clothing#Clown Shoes|shoes]]) to drive the car. Conveniently, every car comes with a complete set.


Line 685: Line 695:
! Trick Revolver
! Trick Revolver
| <center>[[Image:RussianSurplusMunitionsBox.png]] [[Image:Revolver.png]]</center>
| <center>[[Image:RussianSurplusMunitionsBox.png]] [[Image:Revolver.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Clown]]
| {{No}}
| A revolver that always fires backwards.
| 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.
| 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.
| [[Clown]]
| Doesn't work so well on players that do follow a moral code, however. Make sure they're actively trying to kill you first!
| Doesn't work so well on players that do follow a moral code, however. Make sure they're actively trying to kill you first!


Line 695: Line 705:
! Chameleon Bomb
! Chameleon Bomb
| <center>[[Image:ChameleonBomb.png]]</center>
| <center>[[Image:ChameleonBomb.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| [[Clown]]
| {{No}}
| A disguisable pipe bomb.
| 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.
| 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.
| [[Clown]]
| Scan something people are eager to pick up, such as guns or traitor items.
| Scan something people are eager to pick up, such as guns or traitor items.


Line 705: Line 715:
! Miniature Bible
! Miniature Bible
| <center>[[Image:MiniBible.png]]</center>
| <center>[[Image:MiniBible.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Staff Assistant|Assistant]], [[Chaplain]], [[Clown]]
| {{No}}
| A tiny bible.
| 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.
| 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.
| [[Staff Assistant|Assistant]], [[Chaplain]], [[Clown]]
| The mini bible is a small-sized item itself and thus fits in jumpsuit pockets.
| The mini bible is a small-sized item itself and thus fits in jumpsuit pockets.


Line 715: Line 725:
! ChemiCompiler
! ChemiCompiler
| <center>[[Image:ChemiCompilerPortable.png]]</center>
| <center>[[Image:ChemiCompilerPortable.png]]</center>
| 5
|style="text-align:center"| 5
|
|style="text-align:center"| [[Research Director|RD]], [[Scientist]]
| {{No}}
| A hand-held version of the [[ChemiCompiler]].
| 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#Oh boy I can't wait to melt my eyebrows off!|Chemistry]].<br><br>'''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.
| A programmable device capable of mixing, heating and dispensing reagents in very precise measurements. For more info, see [[Chemistry#Oh boy I can't wait to melt my eyebrows off!|Chemistry]].
| [[Research Director|RD]], [[Scientist]]
 
'''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.
| Experiment with the stationary version in chemistry first to gain a basic understanding of the device.


Line 725: Line 737:
! Syndicate Mailman Suit
! Syndicate Mailman Suit
| <center>[[Image:Mailmansuit.png]]</center>
| <center>[[Image:Mailmansuit.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| [[Mailman]]
| {{No}}
| Go postal.
| Go postal.
| Its-a me, Mario! Use the [[General Objects#Mail Chute|mail system]] as a means of transportation for easy access to various key areas (security, bridge, etc).
| Its-a me, Mario! Use the [[General Objects#Mail Chute|mail system]] as a means of transportation for easy access to various key areas (security, bridge, etc).
| [[Mailman]]
| Remember to set a destination on the chute before flushing yourself.
| Remember to set a destination on the chute before flushing yourself.


Line 735: Line 747:
! Speed Injector
! Speed Injector
| <center>[[Image:Screwdriver.png]]</center>
| <center>[[Image:Screwdriver.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| [[Geneticist]]
| {{No}}
| Injects [[Medical Objects#DNA Injector|DNA injectors]] instantly.
| Injects [[Medical Objects#DNA Injector|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.
| 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.
| [[Geneticist]]
| 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.
| 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.


Line 745: Line 757:
! Spy Sticker Kit
! Spy Sticker Kit
| <center>[[Image:Box2.png]]</center>
| <center>[[Image:Box2.png]]</center>
| 1
|style="text-align:center"| 1
|
|style="text-align:center"| All
| {{Yes}}
| Listen in on secret conversations.
| 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.
| 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.
| All
| You can get rid of them by setting the attached thing on fire.
| You can get rid of them by setting the attached thing on fire.


|- id="Space American Football Kit"
|- id="Space American Football Kit"
! Space American Football Kit
! Space American Football Kit
| [[Image:Box2.png]] [[Image:AmericanFootball.png]]
| <center>[[Image:Box2.png]] [[Image:AmericanFootball.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| All
| {{No}}
| The Wrestling Belt's ranged brother
| 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 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.   
| All
| A long-distance tackle charge will do a lot more damage to others than a point-blank tackle.
| A long-distance tackle charge will do a lot more damage to others than a point-blank tackle.


Line 765: Line 777:
! Lawn Darts box
! Lawn Darts box
| <center>[[Image:Box2.png]] [[Image:LawnDart.png]]</center>
| <center>[[Image:Box2.png]] [[Image:LawnDart.png]]</center>
| 4
|style="text-align:center"| 4
|
|style="text-align:center"| [[Staff Assistant|Assistant]], [[Barman]], [[Clown]]
| {{No}}
| Tiny little [[Syndicate Items#Syndicate Dagger|syndicate daggers]]
| Tiny little [[Syndicate Items#Syndicate Dagger|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.
| 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.
| [[Staff Assistant|Assistant]], [[Barman]], [[Clown]]
|  
|  


Line 775: Line 787:
! Barrel of Monkeys
! Barrel of Monkeys
| <center>[[Image:BarrelOfMonkeys.png]] [[Image:MonkeyBarrelSignaller.png]]</center>
| <center>[[Image:BarrelOfMonkeys.png]] [[Image:MonkeyBarrelSignaller.png]]</center>
| 6
|style="text-align:center"| 6
|
|style="text-align:center"| [[Staff Assistant|Assistant]], [[Geneticist]], [[Monkey|Test Subject]]
| {{No}}
| Angry [[monkey]]s on demand.
| Angry [[monkey]]s on demand.
| A locker-like barrel and an accompanying signaler. When the signaler is used, the barrel releases 4-5 [[Monkey#Barrel of Monkeys|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.  
| A locker-like barrel and an accompanying signaler. When the signaler is used, the barrel releases 4-5 [[Monkey#Barrel of Monkeys|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.  
| [[Staff Assistant|Assistant]], [[Geneticist]], [[Monkey|Test Subject]]
| It's reskinned locker than you can't open or weld closed, so it can't fit in your bag, but it can be [[Quartermaster#Cargo Transporter|cargo transportered]].
| It's reskinned locker than you can't open or weld closed, so it can't fit in your bag, but it can be [[Quartermaster#Cargo Transporter|cargo transportered]].


Line 785: Line 797:
! Kudzu Seed
! Kudzu Seed
| <center>[[File:Seed.png]]</center>
| <center>[[File:Seed.png]]</center>
| 7
|style="text-align:center"| 4
|
|style="text-align:center"| [[Staff Assistant|Assistant]], [[Botanist]]
| Fast-growing alien weed.
| {{No}}
| A seed that, when planted on any station tile, spawns Space Kudzu. Space Kudzu grows incredibly fast, and every kudzu tile that hasn't grown into dense kudzu can create more kudzu. Kudzu can occupy any floor tile, but it's blocked by walls, windows, and [[Space]]. It can also go through doors, though it has trouble with doors that have been welded, bolted, and/or electrified. While it can't kill anyone at all unless they're [[Clown|especially inept]], it significantly obscures lighting and line of sight and can potentially block off entire sections of the station.  
| Obstructive alien weed.
| [[Staff Assistant|Assistant]], [[Botanist]]
| A seed that, when planted on any station tile, spawns Space Kudzu, exactly same as the kind spawned through the [[Random Events#Kudzu|admin event]]. (See there for more details.) While kudzu can't kill anyone at all unless they're [[Clown|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 [[Engineering Objects#Welder|welders]], [[Murder#Flamethrower|flamethrowers]], [[Guide to Botany#Chainsaw|chainsaws]], and other sharp/hot objects tear through it most easily.  
| Anything that does damage can cut through kudzu, but [[Engineering Objects#Welder|welders]], [[Murder#Flamethrower|flamethrowers]], [[Guide to Botany#Chainsaw|chainsaws]], and other sharp/hot objects tear through it most easily.  


Line 795: Line 807:
! Mindslave Cloning Module  
! Mindslave Cloning Module  
| <center>[[File:MindslaveClonerModule.png]]</center>
| <center>[[File:MindslaveClonerModule.png]]</center>
| 7
|style="text-align:center"| 7
|
|style="text-align:center"| [[Geneticist]], [[Medical Doctor]], [[Medical Director|MD]].
| {{No}}
| Makes permanently mindslaved [[Medical Doctor#The Cloner|clones]].
| Makes permanently mindslaved [[Medical Doctor#The Cloner|clones]].
| Aka mind remapping module. When attached to a [[Medical Objects#Cloning Pod|cloning pod]], any clones that pop out of it are permanently [[#Mindslave Implant|mindslaved]] to the one who added it (hopefully, you). The mindslave process doesn't use implants, so no [[Doctoring#Implant| 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.
| Aka mind remapping module. When attached to a [[Medical Objects#Cloning Pod|cloning pod]], any clones that pop out of it are permanently [[#Mindslave Implant|mindslaved]] to the one who added it (hopefully, you). The mindslave process doesn't use implants, so no [[Doctoring#Implant| 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.
| [[Geneticist]], [[Medical Doctor]], [[Medical Director]].
| Anybody can remove it from the clonepod using a screwdriver.  
| Anybody can remove it from the clonepod using a screwdriver. <br> <br> Cannot be used in conjunction with [[Medical Objects#SpeedyClone2000|SpeedyClone2000 modules]] or [[Medical Objects#Biomatter Recycling Unit|biomatter recycling units]].
 
Cannot be used in conjunction with [[Medical Objects#SpeedyClone2000|SpeedyClone2000 modules]] or [[Medical Objects#Biomatter Recycling Unit|biomatter recycling units]].


|- id="Mindslave Cloning Module - Deluxe Package"
|- id="Mindslave Cloning Module - Deluxe Package"
! Mindslave Cloning Module - Deluxe Package  
! Mindslave Cloning Module - Deluxe Package  
| <center>[[Image:Box2.png]] [[File:MindslaveClonerModule.png]]</center>
| <center>[[Image:Box2.png]] [[File:MindslaveClonerModule.png]]</center>
| 11
|style="text-align:center"| 11
|
|style="text-align:center"| [[Geneticist]], [[Medical Doctor]], [[Medical Director|MD]].
| {{No}}
| Mindslaved [[Medical Doctor#The Cloner|clone]] armies are even easier.
| Mindslaved [[Medical Doctor#The Cloner|clone]] armies are even easier.
| A box with a [[#Mindslave Cloning Module|mindslave cloning module]], [[Mechanic#R&D|machine frames]] with essential cloning lab machinery ([[Medical Objects#Cloning Scanner|cloning console]], [[Medical Objects#Cloning Scanner|cloning scanner]], [[Medical Objects#Reclaimer|enzymatic reclaimer]], and [[Medical Objects#Cloning Pod|clonepod]]), and a [[Engineering Objects#Soldering Iron|soldering iron]] to deploy them all.   
| A box with a [[#Mindslave Cloning Module|mindslave cloning module]], [[Mechanic#R&D|machine frames]] with essential cloning lab machinery ([[Medical Objects#Cloning Scanner|cloning console]], [[Medical Objects#Cloning Scanner|cloning scanner]], [[Medical Objects#Reclaimer|enzymatic reclaimer]], and [[Medical Objects#Cloning Pod|clonepod]]), and a [[Engineering Objects#Soldering Iron|soldering iron]] to deploy them all.   
| [[Geneticist]], [[Medical Doctor]], [[Medical Director]].
| The cloning console frame is directly converted into a computer.
| The cloning console frame is directly converted into a computer.


Line 815: Line 829:
! Fiber Wire
! Fiber Wire
| <center>[[Image:FibreWire.png]]</center>
| <center>[[Image:FibreWire.png]]</center>
| 3
|style="text-align:center"| 3
|
|style="text-align:center"| All
| {{Yes}}
| Choke people quickly and silently.
| Choke people quickly and silently.
| Click on it to ready it for attack. Now, when you attack someone, you'll instantly have them in a [[Murder#Strangulation|stranglehold]]. You do not need to attack from "behind". If you then click on the wire in-hand again, you'll upgrade to a deadlier chokehold that incapacitates the victim, making them unable to Resist/Disarm/move out of your hold or call for help. It'll still take a few minutes to choke them to death, but it's still faster than just your bare hands.
| 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 [[Murder#Strangulation|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.
| All
| Though you can hold the wire in one hand, readying and garroting someone with it requires two hands. It also slows you.
| Though you can hold the wire in one hand, readying and garroting someone with it requires two hands. It also slows you.<br><br> The target can still escape if they're on certain stamina-boosting drugs.   
 
The target can still escape if they're on certain stamina-boosting drugs.   


|- id="Syndicate Hat"
|- id="Syndicate Hat"
! Syndicate Hat
! Syndicate Hat
| <center>[[Image:SyndicateHat.png]]</center>
| <center>[[Image:SyndicateHat.png]]</center>
| 12
|style="text-align:center"| 12
|
|style="text-align:center"| All
| {{Yes}}
| Show where your true allegiance lies.  
| 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 [[Security Objects#Security Computer|sec records]] (with appropriately amusing crimes and notes), so the [[Robots#Securitron|secbots]] and [[Security Officer]]s 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.
| 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 [[Security Objects#Security Computer|sec records]] (with appropriately amusing crimes and notes), so the [[Robots#Securitron|secbots]] and [[Security Officer]]s 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.
| All
| You can't remove that hat. Crime time never stops, pal. Others can remove it, though.
| You can't remove that hat. Crime time never stops, pal. Others can remove it, though.
|- id="Syndicate Sponge Capsules"
! Syndicate Sponge Capsules
| <center>[[Image:BioWeaponsSpongeCapsules.png]]</center>
|style="text-align:center"| 3
|style="text-align:center"| All
| {{No}}
| Unleash up to 6 dangerous [[critter]]s.
| Aka Bio''Weapons'' Sponge Capsules, as opposed to just [[General Objects#BioToys Sponge Capsule Packet|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.
|- id="Wasp Grenades"
! Wasp Grenades
| <center>[[Image:GrenadeBox2.png]] [[Image:BananaGrenade.png]]</center>
|style="text-align:center"| 3
|style="text-align:center"| [[Botanist]]
| {{No}}
| Release angry bees.
| A different kind of [[Security Objects#Stinger Grenade|"stinger" grenade]]. The five "suspicious looking grenades" in this "experimental biological grenade box" each spawn five wasps, hostile critters that repeatedly sting people with [[Chemistry#Histamine|histamine]], a highly-visible poison that causes itchiness, brute damage, and, in high doses, [[Doctoring#Anaphylaxis|anaphylactic shock]].
| The wasps won't attack [[Botanist]]s (i.e. you, hopefully) unless provoked.
|- id="Hotdog Bomb"
! Hotdog Bomb
| <center>[[Image:HotdogBomb.png]]</center>
|style="text-align:center"| 1
|style="text-align:center"| [[Chef]], [[Jobs#Gimmick Jobs|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==
==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|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.
'''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|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.


{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
{| style="font-size: 85%" class="wikitable sortable"
|-
|-
! style="width: 10%" | Item
! Item
! style="width: 5%" class="unsortable" | Image
! class="unsortable" | Image
! style="width: 12.5%" class="unsortable" | Usage
! class="unsortable" | Usage
! style="width: 52.5%" class="unsortable" | Description
! class="unsortable" | Description
! style="width: 30%" class="unsortable" | Notes
! class="unsortable" | Notes


|- id="Police Baton"
|- id="Police Baton"
Line 848: Line 895:
| <center>[[File:PoliceBaton.png]]</center>
| <center>[[File:PoliceBaton.png]]</center>
| A special stun baton.
| A special stun baton.
| Works like a standard issue [[stun baton|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.
| Works like a standard issue [[stun baton|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.
|  
|  


Line 928: Line 975:
| You can also encounter these in deep space.
| You can also encounter these in deep space.


|- id="Polarized Cybereyes"
|- id="SecHUD Cybereyes"
! Polarized Cybereyes
! SecHUD Cybereyes
| <center>[[Image:MedicalBox.png]] [[Image:HumanEyeSunglasses.png]]</center>
| <center>[[Image:MedicalBox.png]] [[Image:SecurityHUDCybereye.png]]</center>
| A pair of ocular implants.
| A pair of ocular implants.
| Essentially a pair of [[sunglasses]] people can't easily remove from you. Comes with a [[Medical Objects#enucleation spoon|enucleation spoon]], but you still need access to an operating table and basic surgery tools (and, depending on your medical skills, a willing surgeon) to implant them. See [[Roboticist#Eyes|Roboticist]] and [[Doctoring#Eyeball|Doctoring]] for details.
| Essentially a pair of [[sunglasses]] people can't easily remove from you that also let you see [[Security Objects#Security Huds|SecHUD icons]], so you can know if you've been set to Arrest. Comes with a [[Medical Objects#enucleation spoon|enucleation spoon]], but you still need access to an operating table and a [[Medical Objects#Scalpel|scalpel]] or [[Doctoring#Improvised Surgery|equivalents]] (and, depending [[Doctoring#Self-Surgery|on your medical skills]], a willing surgeon) to implant them. See [[Roboticist#EyeSecHUD|Roboticist]] and [[Doctoring#Eyeball|Doctoring]] for details.
|  
|  
|}
|}
<br>


==Nuclear Operative Gear==
==Nuclear Operative Gear==
{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
{| style="font-size: 85%" class="wikitable sortable"
|-
|-
! style="width: 10%" | Item
! Item
! style="width: 5%" class="unsortable" | Image
! class="unsortable" | Image
! style="width: 15%" class="unsortable" | Usage
! class="unsortable" | Usage
! style="width: 45%" class="unsortable" | Description
! class="unsortable" | Description
! style="width: 25%" class="unsortable" | Notes
! class="unsortable" | Notes


|- id="Cyanide Pill"
|- id="Cyanide Pill"
Line 950: Line 996:
| <center>[[Image:ToxinsPill.png]]</center>
| <center>[[Image:ToxinsPill.png]]</center>
| A deadly pill.
| A deadly pill.
| Think cyanide capsule and you wouldn't be wrong. While these usually end up littering the floor of the Syndicate shuttle, they are quite decent if you don't want to waste ammo on somebody. Or to commit suicide, you wuss.
| 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.
| Cannot be ordered, but every operative is provided with one for free.


Line 957: Line 1,003:
| <center>[[Image:BreachingChargeNew.png]]</center>
| <center>[[Image:BreachingChargeNew.png]]</center>
| A charge designed to break through walls.
| A charge designed to break through walls.
| A mildly-lethal charge with a five second timer, which melts all walls (regular or reinforced), windows and grills within a small radius.
| 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 Station|Syndicate shuttle]], but aren't available for purchase.
| A few of these can be found on the [[Syndicate Battlecruiser]], but aren't available for purchase.


|- id="Night Vision Goggles"
|- id="Night Vision Goggles"
Line 965: Line 1,011:
| See in the dark.
| See in the dark.
| Lets you see dark areas much more clearly, albeit with a mild green tint. However, [[Security Objects#Flash|flashes]] and [[Security Objects#Flasher|flashers]] will stun you longer.  
| Lets you see dark areas much more clearly, albeit with a mild green tint. However, [[Security Objects#Flash|flashes]] and [[Security Objects#Flasher|flashers]] will stun you longer.  
| Likewise, a few pairs of these can be found on the [[Syndicate Station|Syndicate shuttle]] and [[Armory]], but aren't available for purchase.
| Likewise, a few pairs of these can be found on the [[Syndicate Battlecruiser]] and [[Armory]], but aren't available for purchase.


|- id="Syndicate Teleporter Remote"
|- id="Syndicate Teleporter Remote"
! Syndicate Teleporter Remote
! Syndicate Teleporter Remote
| <center>[[Image:Portabrigremote.png]]</center>
| <center>[[Image:Portabrigremote.png]]</center>
| Teleport you and the bomb between the [[Syndicate Shuttle]] and [[Listening Post]].
| Teleport you and the bomb between the [[Syndicate Battlecruiser]] and [[Listening Post]].
| To teleport yourself, stand on the telepad on the [[Syndicate Shuttle]] 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 Shuttle]]. <br> <br> To teleport the bomb, place it over the [[Syndicate Shuttle]] 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 Shuttle]].  
| 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 Pod|space pods]] or you want to sneak into the station by [[Engineering Objects#Jetpack|jetpacking]] from the [[Listening Post]] to some forgotten airlock into [[maintenance]].
| Handy if there isn't room for you in the [[Space Pod|space pods]] or you want to sneak into the station by [[Engineering Objects#Jetpack|jetpacking]] from the [[Listening Post]] to some forgotten airlock into [[maintenance]].
|}
|}


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[[Nuclear Operative]]s can also buy special 12-currency-unit class crates with unique weapons. Each crate comes with a [[Clothing#Specialist Combat Helmet|specialist combat helmet]] and some form of [[Clothing#Specialist Operative Combat Dress|specialist combat dress]], unless otherwise noted, in addition various other things listed below.
[[Nuclear Operative]]s can also buy special 12-currency-unit class crates with unique weapons. Each crate comes with a [[Clothing#Specialist Combat Helmet|specialist combat helmet]] and some form of [[Clothing#Specialist Operative Combat Dress|specialist combat dress]], unless otherwise noted, in addition various other things listed below.


{| style="font-size: 85%; text-align:center" class="wikitable sortable"
{| style="font-size: 85%" class="wikitable sortable"
|-
|-
! style="width: 10%" | Item
! Item
! style="width: 5%" class="unsortable" | Image
! class="unsortable" | Image
! style="width: 5%" class="unsortable" | Usage
! class="unsortable" | Usage
! style="width: 25%" class="unsortable" | Contents
! style="width: 25%" class="unsortable" | Contents
! style="width: 30%" class="unsortable" | Description
! class="unsortable" | Description
! style="width: 20%" class="unsortable" | Notes
! class="unsortable" | Notes


|- id="Class Crate - Grenadier"
|- id="Class Crate - Grenadier"
Line 994: Line 1,041:
| <center>[[Image:SyndicateGrenadeLauncher.png]]</center>
| <center>[[Image:SyndicateGrenadeLauncher.png]]</center>
| <center>Lob grenades. Lots of them.</center>
| <center>Lob grenades. Lots of them.</center>
| <div align="left">1x [[Murder#Grenade Launcher|grenade launcher]]<br> 2x [[#Breaching Charge|breaching charges]]<br> 1x grenade pouch with 6x [[Murder#Frag grenade|frag grenades]] <br> 1x grenade pouch with 6x [[Security Objects#Stinger Grenades|stinger grenades]] <br> 1x high-explosive grenade pouch<br> 1x 8-pack of [[Murder#40Frag|40mm HE shells]] <br> 2x 8-packs of [[Murder#40mm HEDP|40mm HEDP shells]] <br> 1x [[Clothing#Grenade Bandolier|bandolier]]</div>
| 1x [[Murder#Grenade Launcher|grenade launcher]]<br> 2x [[#Breaching Charge|breaching charges]]<br> 1x grenade pouch with 6x [[Murder#Frag grenade|frag grenades]] <br> 1x grenade pouch with 6x [[Security Objects#Stinger Grenades|stinger grenades]] <br> 1x 8-pack of [[Murder#40Frag|40mm HE shells]] <br> 2x 8-packs of [[Murder#40mm HEDP|40mm HEDP shells]] <br> 1x [[Clothing#Grenade Bandolier|bandolier]]
| <center> All 'bout them bombs. Not only do you get a good amount of explosive shells and [[Murder#Frag grenade|frag]] and [[Security Objects#Stinger Grenades|stinger 'nades]], but you also get a [[Clothing#Grenade Bandolier|bandolier]] for storage and a six-capacity [[Murder#Grenade Launcher|launcher]] to deploy all this ordnance. </center>
|All 'bout them bombs. Not only do you get a good amount of explosive shells and [[Murder#Frag grenade|frag]] and [[Security Objects#Stinger Grenades|stinger 'nades]], but you also get a [[Clothing#Grenade Bandolier|bandolier]] for storage and a six-capacity [[Murder#Grenade Launcher|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.)
| 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.)


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| <center>[[Image:LightMachineGun.png]]</center>
| <center>[[Image:LightMachineGun.png]]</center>
| <center>Peace through suppressing firepower.</center>
| <center>Peace through suppressing firepower.</center>
| <div align="left">1x [[Murder#Light Machine Gun|light machine gun]]<br>2x [[Murder#LMG Belt|ammo belts]]<br>1x high-explosive grenade pouch<br>1x [[Clothing#Specialist Heavy Operative Combat Armor|specialist heavy operative combat armor]] </div>
| 1x [[Murder#M90 Machine Gun|M90 Machine Gun]]<br>2x [[Murder#LMG Belt|ammo belts]]<br>1x high-explosive grenade pouch with 6x [[Murder#HE grenade|HE grenades]]<br>1x [[Clothing#Specialist Heavy Operative Combat Armor|specialist heavy operative combat armor]]  
| <center> For operatives that aren't afraid of the frontline. You get a big bad two-handed [[Murder#Light Machine Gun|LMG]] that fires lots of weak, inaccurate, low-range bullets for shutting down corridors and chasing stragglers, and in place of the regular combat dress, you get [[Clothing#Specialist Heavy Operative Combat Armor|extra-protective armor]] for soaking up damage. </center>
| For operatives that aren't afraid of the frontline. You get a big bad two-handed [[Murder#M90 Machine Gun|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 [[Clothing#Specialist Heavy Operative Combat Armor|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 LMG's bullets veer off and hit your teammates.
| Stay towards the front, lest your gun's bullets veer off and hit your teammates.


|- id="Class Crate - Assault Trooper"
|- id="Class Crate - Assault Trooper"
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| [[Image:AssaultRifle.png]]
| [[Image:AssaultRifle.png]]
| Point and click.
| Point and click.
| <div align="left">1x [[Murder#M19A4 Assault Rifle|M19A4 assault rifle]]<br>1x rifle magazine pouch with 5x [[Murder#STENAG Magazine|STENAG magazines]]<br>1x [[Security Objects#Stinger Grenades|stinger grenade]]<br>1x [[Murder#Frag grenade|frag grenade]]<br>2x [[Security Objects#Flashbang|flashbangs]]<br> 2x [[#Breaching Charge|breaching charges]]</div>
| 1x [[Murder#M19A4 Assault Rifle|M19A4 assault rifle]]<br>1x rifle magazine pouch with 3x [[Murder#STENAG Magazine|STENAG mags]] and 2x [[Murder#AP STENAG|AP STENAG mags]]<br>1x [[Security Objects#Stinger Grenades|stinger grenade]]<br>1x [[Murder#Frag grenade|frag grenade]]<br>2x [[Security Objects#Flashbang|flashbangs]]<br> 2x [[#Breaching Charge|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 single-burst, two-handed [[Murder#Assault Rifle|assault rifle]] that kills with just three or four hits. Simple, yet effective, and good in just about every situation.
| 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 [[Murder#M19A4 Assault Rifle|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.
|  
|  


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| [[Image:Syringegun.png]]
| [[Image:Syringegun.png]]
| Healing and hurting.
| Healing and hurting.
| <div align="left">1x box of [[#Syndicate Donk Pockets|Syndie donk pockets]]<br>1x [[Medical Objects#ProDoc Health Goggles|ProDoc Health Goggles]]<br>1x [[Medical Objects#Health Analyzer|upgraded health analyzer]] <br> 1x [[#Syringe Gun|syringe gun]]<br> 1x [[#Poison Bottle|poison bottle]]<BR> 1x medical shoulder bag with:  
| 1x box of [[#Syndicate Donk Pockets|Syndie donk pockets]]<br>1x [[Medical Objects#ProDoc Health Goggles|ProDoc Health Goggles]]<br>1x [[Medical Objects#Health Analyzer|upgraded health analyzer]] <br> 1x [[#Syringe Gun|syringe gun]]<br> 1x poison canister with 90u  of [[Chemistry#Neurotoxin|neurotoxin]]<br>1x [[Chemistry#Juggernaut Hint|Juggernaut]] injector, has enough for three applications <BR> 1x medical shoulder bag (goes on your back) with:  
*1x [[Medical Objects#Hypospray|hypospray]]
*1x [[Medical Objects#Hypospray|hypospray]]
*1x [[Medical Objects#Fire Medkit|burn kit]]
*1x [[Medical Objects#Auto-Mender|auto mender]] with [[Doctoring#Silver Sulfadiazine|silver sulfadiazine]]
*1x [[Medical Objects#Brute Medkit|brute kit]]
*1x [[Medical Objects#Auto-Mender|auto mender]] with [[Doctoring#Styptic Powder|styptic powder]]
*1x [[Medical Objects#Blood Bag|blood bag]]
*1x [[Medical Objects#Blood Bag|blood bag]]
*1x [[Medical Objects#Defibrillator|defib]]
*1x [[Medical Objects#Defibrillator|defib]]
*1x [[General Objects#Fire Extinguisher|extinguisher]]
*1x [[General Objects#Fire Extinguisher|extinguisher]]
1x trauma field kit with:
1x trauma field kit (fits in a pocket) with:
*1x box of [[Doctoring#Synthflesh|synthflesh]] [[Medical Objects#Medical Patch|mini-patches]]
*1x box of [[Doctoring#Synthflesh|synthflesh]] [[Medical Objects#Medical Patch|mini-patches]]
*1x box of [[Doctoring#Silver Sulfadiazine|burn]] [[Medical Objects#Medical Patch|mini-patches]]
*1x box of [[Doctoring#Silver Sulfadiazine|burn]] [[Medical Objects#Medical Patch|mini-patches]]
*2x [[Medical Objects#Bandage|bandage rolls]].
*2x [[Medical Objects#Bandage|bandage rolls]].
1x medical lifesaver bag
1x medical lifesaver bag (goes in your belt slot) with [[Medical Objects#Emergency Auto-Injector|autoinjectors]] of the following drugs:
*1x pill bottle ([[Doctoring#Epinephrine|epinephrine]]) (7 pills)
*[[Doctoring#Epinephrine|epinephrine]] (50 u, i.e. 10 uses)
*1x pill bottle ([[Doctoring#Salicylic Acid|analgesic]]) (7 pills)
*[[Doctoring#Salicylic Acid|salicylic acid]] (50 u)
*1x pill bottle ([[Doctoring#Salbutamol|salbutamol]]) (7 pills)
*[[Doctoring#Salbutamol|salbutamol]] (50 u)
*1x [[Doctoring#Atropine|atropine]] bottle
*[[Doctoring#Atropine|atropine]] (50 u)
*1x [[Doctoring#Pentetic Acid|pentetic acid]] bottle
*[[Doctoring#Saline|saline-glucose]] (50 u)
*1x [[Doctoring#Epinephrine|epinephrine]] bottle
*[[Doctoring#Epinephrine|epinephrine]] (50 u)
*1x [[Medical Objects#Emergency Auto-Injector|emergency autoinjector]] ([[Doctoring#Mannitol|mannitol]])</div>
*[[Doctoring#Mannitol|mannitol]]
| For a doctor from a very different Red Cross. The star of the loadout is the box of [[#Syndicate Donk Pockets|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:<div align="left">
| For a doctor from a very different Red Cross. The star of the loadout is the box of [[#Syndicate Donk Pockets|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:
*Teammates shooting each other: [[Medical Objects#Brute Medkit|Brute kit]], [[Doctoring#Synthflesh|synthflesh]] and [[Doctoring#Styptic Powder|stypic powder]] [[Medical Objects#Medical Patch|mini-patches]], [[Medical Objects#Blood Bag|blood bag]], and [[Medical Objects#Bandage|bandage rolls]]
*Teammates shooting each other: [[Medical Objects#Brute Medkit|Brute kit]], [[Doctoring#Synthflesh|synthflesh]] and [[Doctoring#Styptic Powder|stypic powder]] [[Medical Objects#Medical Patch|mini-patches]], [[Medical Objects#Blood Bag|blood bag]], and [[Medical Objects#Bandage|bandage rolls]]
*Teammates setting each other on fire: [[Medical Objects#Fire Medkit|Burn kit]] and [[General Objects#Fire Extinguisher|extinguisher]]  
*Teammates setting each other on fire: [[Medical Objects#Fire Medkit|Burn kit]] and [[General Objects#Fire Extinguisher|extinguisher]]  
*Teammates [[Murder#Sarin gas grenade|sarin-nadeing]] each other: [[Doctoring#Atropine|Atropine]]  
*Teammates [[Murder#Sarin gas grenade|sarin-nadeing]] each other: [[Doctoring#Atropine|Atropine]]  
*Teammates in [[Doctoring#Shock|shock]], [[Doctoring#Cardiac failure|cardiac failure]], and/or [[Doctoring#Cardiac arrest|cardiac arrest]] from the above and more: [[Medical Objects#Defibrillator|Defib]], [[Doctoring#Epinephrine|epinephrine]], [[Doctoring#Salicylic Acid|analgesic]], and [[Doctoring#Atropine|atropine]].</div>
*Teammates in [[Doctoring#Shock|shock]], [[Doctoring#Cardiac failure|cardiac failure]], and/or [[Doctoring#Cardiac arrest|cardiac arrest]] from the above and more: [[Medical Objects#Defibrillator|Defib]], [[Doctoring#Epinephrine|epinephrine]], [[Doctoring#Salicylic Acid|analgesic]], and [[Doctoring#Atropine|atropine]].
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 Pill|cyanide pills]] too.
| The syringe gun accepts your teammates' [[#Cyanide Pill|cyanide pills]] too.


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| [[Image:Cloaker.png]] [[Image:CombatKnife.png]]
| [[Image:Cloaker.png]] [[Image:CombatKnife.png]]
| Sneak about.
| Sneak about.
| <div align="left">1x [[Murder#Tranquilizer Pistol|tranquilizer pistol]] <br> 1x combat knife<br> 1x [[#Cloaking Device|cloaking device]] that be activated only 5 times.<br> 1x [[#EMAG|emag]]<br> 2x [[Murder#Smoke grenade|smoke grenades]]<br> 1x [[#Night Vision Goggles|night vision goggles]].</div>
| 1x [[Murder#Tranquilizer Pistol|tranquilizer pistol]] <br>1x tranq pistol ammo pouch with 5x [[Murder#.355 Tranquilizer Pistol Darts|tranq pistol darts]]<br> 1x combat knife<br> 1x [[#Cloaking Device|cloaking device]] that be activated only 5 times.<br> 1x [[#EMAG|emag]]<br> 2x [[Murder#Smoke grenade|smoke grenades]]<br> 1x [[#Night Vision Goggles|night vision goggles]]
| You get to sneak behind enemy lines, sometimes [[#Cloaking Device|while invisible]], and break into places you shouldn't be with an [[#EMAG|emag]]. If you want to subvert the [[AI]] or snatch the [[Nuclear Operative#The authentication disk|nuke disk]] or other useful items, this is the loadout for you. For weapons, you get a tranquilizer pistol that fires [[Chemistry#Sodium Thiopental|sodium thiopental]], a virtually-guaranteed knockout for anyone unfortunate enough to spot you and a combat knife that makes you move faster when held.
| You get to sneak behind enemy lines, sometimes [[#Cloaking Device|while invisible]], and break into places you shouldn't be with an [[#EMAG|emag]]. If you want to subvert the [[AI]] or snatch the [[Nuclear Operative#The authentication disk|nuke disk]] or other useful items, this is the loadout for you. For weapons, you get a tranquilizer pistol that fires [[Chemistry#Sodium Thiopental|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 [[#Cloaking Device|all the things]] that can disrupt your cloak.
| Beware of [[#Cloaking Device|all the things]] that can disrupt your cloak.
Line 1,056: Line 1,104:
| [[Image:Flamethrower.png]] [[Image:FireAxe.png]]
| [[Image:Flamethrower.png]] [[Image:FireAxe.png]]
| Set people on fire.  
| Set people on fire.  
| <div align="left">1x modified [[Murder#Flamethrower|flamethrower]] with [[Chemistry#Napalm|napalm]] <br> 3x [[General Objects#Fuel Tank|fuel tanks]] <br> 1x incendiary grenade pouch with 6x [[Murder#Incediary grenade|incendiary grenades]] <br> 1x fire axe <br> 1x [[Clothing#Specialist Operative Firesuit|fireproof specialist operative firesuit]] in lieu of the usual combat dress</div>
| 1x [[Murder#Flamethrower|flamethrower]] with [[Chemistry#Napalm Goo|napalm]]<br> 3x [[General Objects#Fuel Tank|fuel tanks]] with [[Chemistry#Napalm Goo|napalm]]<br> 1x incendiary grenade pouch with 6x [[Murder#Incediary grenade|incendiary grenades]] <br> 1x fire axe <br> 1x [[Clothing#Specialist Operative Firesuit|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 [[Murder#Incediary grenade|incendiary grenades]] for great balls of fire and a special [[Murder#Flamethrower|flamethrower]] that fires in 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 an angry firefighter, complete with fireproof suit. For fighting with fire, you get [[Murder#Incediary grenade|incendiary grenades]] for great balls of fire and a [[Murder#Flamethrower|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.
| Be mindful of other teammates, lest you commit friendly fire. Literally.


|- id="Class Crate - Combat Engineer"
|- id="Class Crate - Combat Engineer"
! Class Crate - Combat Engineer
! Class Crate - Combat Engineer
| [[Image:BattleWrench.png]] [[Image:NASTDeployer.png]]  
| [[Image:BattleWrench.png]] [[Image:NASTDeployerNew.png]]  
| A turret for automated threat neutralization.
| A turret for automated threat neutralization.
| <div align="left">1x battle wrench that does more damage than a regular [[wrench]] <br> 1x high-capacity [[Engineering Objects#Welder|weldingtool]] with 100 units of welding fuel inside<br> 1x NAS-T deployer <br> 1x paper-"[[Nuclear Agent Sentry Turret Manual]]" <br> 1x [[Murder#12gaSpacker|Spacker 12]]<br> 1x shotgun ammo pouch with 5x [[Murder#12gaBuckshot|buckshot boxes]]. <br> 1x [[Engineering Objects#Toolbelt|utility belt]] with:
| 1x battle wrench that does more damage than a regular [[wrench]] <br> 1x high-capacity [[Engineering Objects#Welder|weldingtool]] with 100 units of welding fuel inside<br> 1x NAS-T deployer <br> 1x paper-"[[Nuclear Agent Sentry Turret Manual]]" <br> 1x [[Murder#12gaSpacker|Spacker 12]]<br> 1x shotgun ammo pouch with 5x [[Murder#12gaBuckshot|buckshot boxes]]. <br> 1x [[Engineering Objects#Toolbelt|utility belt]] with:
*1x [[welder]], regular capacity.
*1x [[welder]], regular capacity.
*1x [[wrench]]
*1x [[wrench]]
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*1x [[crowbar]]
*1x [[crowbar]]
*1x [[wirecutters]]
*1x [[wirecutters]]
*1x [[wire]]</div>
*1x [[wire]]
| Makin' bacon! To build your sentry, 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. The turret shoots in a 30 degree arc, filling the nearest target within 7 tiles that isn't wearing an [[#Agent ID|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 [[Security Objects#Taser|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.
| Makin' bacon! The turret shoots in a 30 degree arc, filling the nearest target within 7 tiles that isn't wearing an [[#Agent ID|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 [[Security Objects#Taser|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 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.  
| 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.  


|- id="Class Crate - Marksman"
|- id="Class Crate - Marksman"
Line 1,079: Line 1,131:
| [[Image:Syndicate sniper rifle.png]]
| [[Image:Syndicate sniper rifle.png]]
| Pop some heads from a safe distance.
| Pop some heads from a safe distance.
| <div align="left"> 1x [[Murder#S90A1 Marksman's Rifle|S90A1 Marksman's Rifle]] <br> 1x sniper ammo pouch with 5x [[Murder#7.62 NATO Magazine|spare 7.62 NATO mags]] <br> 1x smoke grenade pouch with 6x [[Murder#Smoke grenade|smoke grenades]]</div>
| 1x [[Murder#S90A1 Marksman's Rifle|S90A1 Marksman's Rifle]] <br> 1x sniper ammo pouch with 5x [[Murder#7.62 NATO Magazine|spare 7.62 NATO mags]] <br> 1x smoke grenade pouch with 6x [[Murder#Smoke grenade|smoke grenades]]
| Shoot people with a [[Murder#S90A1 Marksman's Rifle|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 those keys, use WASD/Arrow keys to look around. Screen yourself with smoke grenades.
| Snipe people coming into the bomb site and lockdown hallways with a [[Murder#S90A1 Marksman's Rifle|powerful rifle]] that slows you down when held, but stuns and two shots people into crit. Scope in by holding {{key|SHIFT}} (WASD mode)/{{key|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.
| You will stand still when zooming.
| 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==
==Supplementary Video==
<youtube>AacoxHFYvZw</youtube>
<youtube>AacoxHFYvZw</youtube>


{{objects}}
{{objects}}

Revision as of 21:34, 19 February 2020

GenericPDA.png SyndicateUplink.png Headset.png
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
Cigpacket.png
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
Falsemustache.png
1 All No A moustache that hides your identity. No one will ever know who you are, NO ONE. Only really used by traitors with one unit of current left to use or people who find an unlocked Syndicate PDA. Used by people that know true style.
Pickpocket Gun
PickpocketGun.png
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
Detomatrix.png
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
Chameleon.gif
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
DonkPocketsKit.png Fooddpocket.png
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
Box2.png
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
Seed.png ManEater.png
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
GunBox.png Revolver.png
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
Implanter2.png
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
File:Idcard.png
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)
Emag.png
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
GrenadeKitCasing.png GrenadeKitFuse.png
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
CloakGenerator.png RemoteNew.png
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
PenNew.png
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
VoiceChangerNew.png
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
Cloaker.png
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
Pipebomb.png
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
GrenadeBox2.png Emp.png
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
GrenadeBox2.png FragGrenadeNew.png
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
Cloaker.png
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
Moonshine.png
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
Dnainjector.png
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
Radbow.png
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
Powersink.png
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
Butchersknife.png
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
AmpVuvuzela.png
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
Mshield.png
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
Derringer.png
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
CSaberNew.png
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
KatanaSheathed.png
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
RedChainsaw32.png
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
CyborgFrame.png
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
Cyborgdockingstation.png
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
Portapuke.gif
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 life energy lunch before ejecting them out so they can spend their last seconds alive drenched on the station floor.

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
Contract.png
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
Deviceanalyzer.png
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
Implanter2.png
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
Implanter2.png
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
Syndisauce.png
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
BowlingBag.png Bowling ball.png
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
GrenadeBox2.png CleanerGrenade.png
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
TrashCart.png
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
PinpointerID.gif
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
OpenClosetNew.png
1 All No Hides shit. A closet with camouflage, which dynamically assumes the appearance of the floor tile underneath. Surprisingly useful.
Sonic Grenades
GrenadeBox2.png EarPlugs.png
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
Syringegun.png
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
GeologicalScanner.png
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
CrateNew.png
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
GunBox.png Spacker12.png
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
Cargotransporter.png
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
Glovesy.png
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
MoustacheGrenade.png
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
Implanter2.png
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
Implanter2.png
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
Bott2.png
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
Dnainjector.png
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
HolographicDisguiser.png
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
GunBox.png 22Pistol.png
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
WrestlingBelt.png
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
SafariKit2.png Boomerang.png
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
GunBox.png File:357APSpeedloader.png
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
TeleportGun.png
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
ClownCar.png
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
RussianSurplusMunitionsBox.png Revolver.png
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
ChameleonBomb.png
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
MiniBible.png
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
ChemiCompilerPortable.png
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
Mailmansuit.png
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
Screwdriver.png
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
Box2.png
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
Box2.png AmericanFootball.png
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
Box2.png LawnDart.png
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
BarrelOfMonkeys.png MonkeyBarrelSignaller.png
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
Seed.png
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
MindhackClonerModule.png
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
Box2.png MindhackClonerModule.png
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
FibreWire.png
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
SyndicateHat.png
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
File:BioWeaponsSpongeCapsules.png
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
GrenadeBox2.png BananaGrenade.png
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
HotdogBomb.png
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
Police Baton
PoliceBaton.png
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
Dagger.png
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
Ducttape.png
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
GrenadeBox2.png BananaGrenadeNew.png
A box of banana grenades. Each grenade explodes into slippery banana peels.
Flare Gun
GunBox.png FlareGun.png
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
HuntingRifleV2.png
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
BreachingChargeNew.png
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
FlashCellAssembly.png
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
SpecialistHeavyOperativeCombatArmor.png
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
LaserRifle.png
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
EgunPowerCellSelfCharging.png
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
Landmine.gif
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
MedicalBox.png SecurityHUDCybereye.png
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
Cyanide Pill
ToxinsPill.png
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
BreachingChargeNew.png
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
NightVisionGoggles.png
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
Portabrigremote.png
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

ClassCrate.png

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
SyndicateGrenadeLauncher.png
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
LightMachineGun.png
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 AssaultRifle.png 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 Syringegun.png 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 Cloaker.png CombatKnife.png 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 Flamethrower.png FireAxe.png 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 BattleWrench.png NASTDeployerNew.png 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:
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 Syndicate sniper rifle.png 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
Equipment
by Department
Box2.png General · MopV2-32x32.png Janitor · Glovesy.png Engineering · PowerPickV2.png Mining · DefibrillatorV2-32x32.png Medical · PortASci.png Science · Handcuffs.png Security
Machinery MiniPutt.png Pods · ClownCar.png Vehicles · ThinkDOSPCV2-32x32.gif Computers · Fabricator.png Fabricators & Manufacturers · GenericPDAV3-32x32.png PDAs · Implanter2.png Implants
Clothing Chameleon.gif Clothing
Catering WateringCanV2-32x32.png Plants & Hydro Equipment · THE MONSTER V2.png Foods & Drinks
Weapons CyalumeSaberV4.gif Syndicate Items · RevolverV2.png Guns · ChemGrenadeCompleteV2.png Grenades · TransferTankValveBomb.png Bombs