Difference between revisions of "Syndicate Items"

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(testing anchor)
(Lotsa fixes. Added syndicate gear not already there. Fixed some descriptions. Still needs a review and images.)
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== Syndicate Uplink ==
== Syndicate Uplink ==
Ever wonder how the traitor's and syndicate get all those fancy items magically delivered to them? Well its through this and telecrystals. It might be disguised as a [[PDA]] or a [[radio]] if the mode is [[nuclear emergency]]. If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. From there, you can click on it and pick whatever item you want/need/don't fucking care for. However you only receive a grand total of '''10 telecrystals''' to use. In nuclear emergency you will receive 28, but these are to be shared between all [[Nuclear Operative|operatives]]. The radio uplink can also be set to self-destruct.
Ever wonder how the traitor's and syndicate get all those fancy items magically delivered to them? Well its through this and telecrystals. It might be disguised as a [[PDA]] or a [[radio]] if the mode is [[Game_Modes#Nuclear_Emergency|nuclear emergency]]. If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. From there, you can click on it and pick whatever item you want/need/don't fucking care for. However you only receive a grand total of '''10 telecrystals''' to use. In nuclear emergency you will receive 28, but these are to be shared between all [[Nuclear Operative|operatives]]. The radio uplink can also be set to self-destruct.


* If you exit the uplink menu (On a PDA) without locking it, the uplink menu can be accessed at any time through the notes program.
* If you exit the uplink menu (On a PDA) without locking it, the uplink menu can be accessed at any time through the notes program.
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! style="width: 35%" class="unsortable" | Notes
! style="width: 35%" class="unsortable" | Notes
! style="width: 5%" class="unsortable" | Image
! style="width: 5%" class="unsortable" | Image
|-
|- id="Trick Cigarettes"


! Trick Cigarettes
! Trick Cigarettes
| 1
| 1
| Eight cigarettes that explode.
| Eight cigarettes that explode.
| Might be useful in pissing off/assassinating the detective. But how you would ever possibly get it in his possession is beyond the normal player. A good suggestion would be for you to just leave it sitting around somewhere obvious with a zippo lighter next to it and some player will stumble across it. Also you can just throw them at things once lit to use them as mini grenades. Does 55 burn and 45 brute if smoked, but being on a space tile will quickly finish them off.
| The traitor can throw them at things once lit to use them as mini grenades, creating a small hull breach. Does 55 burn and 45 brute if smoked, but being on a space tile will quickly finish them off.
| All.
| All
| Looks like a normal cigarette packet but is labelled "Syndicool Lights."
|
|
|-
|- id="Fake Mustache"


! Fake Mustache
! Fake Mustache
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| A mustache that hides your identity.
| A mustache 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.
| All
| Only really used by traitors with one telecrystal left to use or people who find an unlocked syndicate pda.
| Only really used by traitors with one telecrystal left to use or people who find an unlocked syndicate pda.
|-
|
|- id="Detomatrix Cartridge"


! Detomatrix Cartridge
! Detomatrix Cartridge
| 1
| 1
| 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. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct. Useful against gullible targets, or turning PDAs into hand grenades.  
| A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct. Don't use the bomb on your own PDA as the countdown is very short.
| All.
| All
| For syndicates, this cartridge has the door toggled function as well, allowing you to open the door when the person with the military PDA has died horribly. 
|  
|-
|- id="Chameleon Suit"


! Chameleon Suit
! Chameleon Suit
| 1
| 1
| Can disguise itself to any other jumpsuit.
| Can disguise itself to any other jumpsuit.
| This is a Fashion model's dream. You can change to any other jumpsuit and disguise yourself as a Engineer so you can experience the sound of people shouting at you to ignite the engine and getting beaten up for not loading the engine. If your job is to sabotage the station, then combining this with a voice changer means that you can assume any identity you please and order a Chef to kidnap someone and put them in the Gibber.
| This is a Fashion model's dream. You can change to any other single colored jumpsuit. Security uses red, Technical assistants use Yellow. The other colors are suits already publicly available at the [[Crew Quarters]].
| All.
| 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.
|-
|
|- id="Syndicate Donk Pocket"


! Syndicate Donk Pocket
! Syndicate Donk Pocket
| 1
| 1
| Heals syndicates to full.
| Heals syndicates to full.
| It heals syndicates to full but has unknown and mysterious properties on those who do not work under the syndicate.  Administers 15 units each of Tricordrazine, Leporazine, Synaptizine, Kelotane, Dexalin Plus, Hyperzine, and Bicardine.
| It heals syndicates to full but has unknown and mysterious properties on those who do not work under the syndicate.  Administers 15 units each of Tricordrazine, Leporazine, Synaptizine, Kelotane, Dexalin Plus, Hyperzine, and Bicardine. Must be heated in a microwave for best effect, and stays heated for about 7 minutes.
| Syndicate Chefs
| [[Chef]]
| During nuclear rounds, they are on the Syndicate shuttle.
| During [[Game Mode#Nuclear Emergency|nuclear rounds]], they are on the Syndicate shuttle.
|-
|
|- id="Stealth Container"


! Stealth Container
! Stealth Container
| 2
| 2
| Hides shit.
| Hides shit.
| Starts out appearing like an internals box. Use it on an item and it will shapeshift into the appearance of that item. Upon close examination, however, it will give away its identity.
| Starts out appearing like an internals box. Use an item on it and it will shapeshift into the appearance of that item. Upon close examination, however, it will give away its identity.
| All.
| All
|  
|  
|
|-
|-


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| 1
| 1
| Grows into a Man Eater Plant.
| Grows into a Man Eater Plant.
| For those syndicate botanists who are too lazy to breed tomato or do their fucking job, this seed will grow into a man eater. But it has special dietary requirements. Besides water it must be fed meat, first dead pieces of meat; you will most likely want to make a synthmeat plant and use that. Then it will get fucking greedy and want living creatures. After eating enough it will pop out of it's pot and run around eating anyone who didn't take care of it (hopefully you did take care of it. Do note that welders are very strong against all plant based monsters, if you wish to learn more about plant based monsters and fucking fun shit go to [[Guide to Hydroponics]]
| This seed will grow into a sentient mobile man eater. But it has special dietary requirements. Besides water it must be fed meat, first dead pieces of meat; you will most likely want to make a synthmeat plant and use that. Then it will get fucking greedy and want living creatures. After eating enough it will pop out of it's pot and run around eating anyone who didn't take care of it (hopefully you did take care of it.) Welders, flamethrowers, and weedkiller are all very strong against these critters.
|Syndicate Botanists
| [[Botanist]]
| The Strange Seeds can also be found elsewhere.  
| The Strange Seeds can also be found elsewhere in space.
|-
|
|- id="Ammo .357"


! Ammo 357
! Ammo .357
| 3
| 4
| Reloads the revolver once.
| Reloads the revolver once.
| A revolver is that loud gun you carry around with you and when you get the ammo for it it will allow you to shoot a whopping seven more shots. It can be used by holding an empty revolver in one hand and holding the ammo in the other, clicking the revolver with the ammo hand will refill the revolver.  
| A revolver is that loud gun you carry around with you and when you get the ammo for it it will allow you to shoot a whopping seven more shots. It can be used by holding an empty revolver in one hand and holding the ammo in the other, clicking the revolver with the ammo hand will refill the revolver.  
| All.  
| All
| This can be made and recycled in a hacked autolathe for 50,000 (50K) Metal, Which is interestingly enough the same cost as an RCD).
| Fits into pocket slots.
|-
|
|- id="Ammo .357 AP"
 
! Ammo .357 AP
| 4
| Reloads the revolver once.
| Ammunition that is slightly more effective against armored targets (Security, the Captain), but less so against unarmored targets.
| All
|
|
|- id="Freedom Implant"


! Freedom Implant
! Freedom Implant
| 3
| 3
| Frees you from handcuffs a couple of times. And has other uses.
| Frees you from handcuffs a couple of times. And has other uses.
| Injecting yourself with this will get you out of handcuffs a limited number of times, usually one or two times; on occasion three. It also gives you access to security doors or weapons that require security or enforcer implants. This can be quite useful for the traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on first sight. It can be useful if you are too lazy to keep an EMAG in your pocket and EMAG the doors. 
| Injecting yourself with this will get you out of handcuffs a limited number of times, usually one or two times; on occasion three. This can be quite useful for the traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on first sight.
| All.
| All
|You must use a certain emote assigned to you in order to escape handcuffs
| You must use a certain emote assigned to you in order to escape handcuffs.
|-
|
|- id="Syndicate Card"


! Agent Card
! Syndicate Card
| 2
| 1
| Makes you untraceable by the AI.
| Makes you untraceable by the AI.
| This is a special ID card that makes you untraceable by the AI. So, go ahead and make up some bullshit name and assignment on it; You will fool no one. It is only good if you need a quick ditch from a area and you have a concealed face but someone is going to raise suspicion when the AI can't track a man named "Dick Eater Maximus". It only has maintenance tunnel access, so try to break into the identification computer. Only use it when you are in real deep shit or the AI is a idiot and likes to ruin your objective by watching you all the time (as opposed to doing it's real job by helping the crew or wait-.
| This is a special ID card that makes you untraceable by the AI. Until set, it appears simply as "Agent Card." Using it will give you a prompt to set the name and job assignment on it, but this can only be done once. It starts with maintenance access only but can be upgraded at an ID computer. While you are wearing it, the AI cannot use its tracking functions to follow you on camera.
| All.
| All
| Remember to wear it on your ID slot or it won't work.
| Remember to wear it on your ID slot or it won't work.
|-
|
|- id="EMAG"


! Electromagnetic Card (Cryptographic Sequencer) (E-MAG)  
! Electromagnetic Card (Cryptographic Sequencer) (E-MAG)  
| 5
| 5
| Opens, hacks, and unlocks everything imaginable.
| Opens, hacks, and unlocks everything imaginable.
| Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on robots, to make them generally malicious to the station (see [[Robotics#Non-Cyborg_Robots|Robotics]]), they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. It also works on the QM computer to order spec ops crates, and is just overall brilliant for quartermasters, since it allows them to unlock all crates.  
| Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on robots, to erase their law set (see [[Robotics#Non-Cyborg_Robots|Robotics]]), they can be used to turn [[Officer Beepsky]] haywire, and they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer.
| All.  
| All.  
| Experiment! Who knows what else it could work on.
| Experiment! Who knows what else it could work on.
|-
|
|- id="Grenade Kit"


! Chemistry Grenade Kit
! Chemistry Grenade Kit
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| A box that contains grenade components.
| A box that contains grenade components.
| Each Grenade kit contains enough components for three [[grenade|grenades]].
| Each Grenade kit contains enough components for three [[grenade|grenades]].
| Syndicate Chemists
| [[Scientist]]
| Used to be standard chemistry equipment, was removed because chemists are horrible people.
| Used to be standard chemistry equipment, was removed because chemists are horrible people.
|-
|
|- id="Prototype Cloaking Device"


! Prototype Cloaking Device
! Prototype Cloaking Device
| 3
| 3
| Variable range invisibility. Must be dragged.  
| Variable range invisibility. Must be dragged.  
| It makes a curtain of invisibility that can extend 1-5 tiles in every direction. Hides items and players.  
| It makes a curtain of invisibility that can extend 1-5 tiles in every direction. Hides items and players.
| All.
| All
|  
|  
|-
|
|- id="Sleepy Pen"


! Sleepy Pen  
! Sleepy Pen  
| 4
| 4
| Puts your target to sleep.
| Puts your target to sleep.
| This is a very devious little item. It's a pen that puts someone to sleep in about 30 seconds when you use it on them. It's extremely inconspicuous and can be effective when used with a cyanide pill. I doesn't give an indication to your target, but if they are in a crowded room people will know what's up because they start yawning. It has two uses
| This is a very devious little item. It's a pen that puts someone to sleep in about 30 seconds when you use it on them. It's extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players can recognize that they have been penned when their vision gets blurry and they begin yawning. It starts with two uses.
| All.
| All
| It can be refilled with any substance you like.  The perfect tool for a creative chemist.
| It can be refilled with any substance you like.  The perfect tool for a creative chemist.
|-
|
|- id="Voice Changer"


! Voice Changer
! Voice Changer
| 4
| 3
| A gasmask that transforms your voice to match your ID.
| A gasmask that transforms your voice to match your ID.
| This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms!  
| This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms!  
| All.
| All
| Use in conjunction with an Agent Card and you can appear to be anything you like.
| Use in conjunction with an Agent Card and you can appear to be anything you like.
|-
|
|- id="Cloaking Device"


! Cloaking Device
! Cloaking Device
| 4
| 4
| Makes you invisible.
| Makes you invisible.
| When this item is activated, it makes you invisible to all but two things: AIs and people wearing thermal goggles. If you've eliminated all those things, congrats! You are now nigh unstoppable. Just keep in mind that people can still know you're about even if they can't see you. It's best not to take items or open doors when people are standing about; they might notice. Also, flashes and flashbangs will turn your cloak off if you're nearby when they're used. An active t-ray scanner will cause your cloak to "flicker", but people rarely turn it on and it's easy to avoid people with it on because you can see the wiring around them.  
| When this item is activated, it makes you invisible to all but two things: AIs and people wearing thermal goggles. If you've eliminated all those things, congrats! You are now nigh unstoppable. Just keep in mind that people can still know you're about even if they can't see you. It's best not to take items or open doors when people are standing about; they might notice. Also, flashes and flashbangs will turn your cloak off if you're nearby when they're used. An active t-ray scanner will cause your cloak to "flicker." The cloak has to be held in your active hand to work as it is too big to fit in your pocket.
| All.
| All
| It isn't obtainable from the syndicate radio in nuke.
| It isn't obtainable from the syndicate radio in nuke.
|-
|
|- id="Syndicate Pipe Bomb"




! Syndicate Pipe Bomb
! Syndicate Pipe Bomb
| 6
| 5
| A devasting pipe bomb.
| A devasting pipe bomb.
| Dents the hull of the station quite well. It has a three seconds timer so make sure to throw it before it explodes in your face.   
| Dents the hull of the station quite well. It has a three seconds timer so make sure to throw it before it explodes in your face.   
| All.
| All
|  
|  
|-
|
|- id="EMP Grenade"


! EMP Grenade
! EMP Grenade
| 1
| 1
| Disables electronics.
| A box of grenades that disable electronics.
| This is a weapon used for disabling electronics like the AI's cameras. No-one really uses these. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades.  
| This is a weapon used for disabling electronics like the AI's cameras. They can also cause Securitrons and Guardbuddies to go haywire as if emagged. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades.  
| All.
| All
| The Research Director always has one EMP grenade.  Has more uses than you would expect:  Seems to act like an emag in certain cases!
|  
|-
|
|- id="Chameleon Projector"


! Chameleon Projector  
! Chameleon Projector  
| 4
| 3
| Lets you disguise as any inanimate object.
| Lets you disguise as any inanimate object.
| Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and if someone tries to interact with you the disguise fails and you change back to normal. Not incredibly useful, but a lot of fun.  
| Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and if someone tries to interact with you the disguise fails and you change back to normal.
| All.
| All
| More useful than you think, if you get creative.
| More useful than you think, if you get creative.
|-
|
|- id="Moonshine"


! Jug of Moonshine
! Jug of Moonshine
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| Gets people fucked up. Heals the barman.
| Gets people fucked up. Heals the barman.
| White lightning, hooch, mountain dew, whatever you call it, it gets people fucked up. Unless you're the barman, who was raised on brew twice as strong, it gives him a good heal (and makes him a little tipsy).  
| White lightning, hooch, mountain dew, whatever you call it, it gets people fucked up. Unless you're the barman, who was raised on brew twice as strong, it gives him a good heal (and makes him a little tipsy).  
| Syndicate Barkeepers
| [[Barman|Barkeeper]]
|
|
|
|- id="Stimulants"
|- id="Stimulants"
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| 4
| 4
| 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, they make you immune to stun and being knocked down for about 5 minutes after injected. Also heals to some degree during the 5 minutes.
| Ah that's the stuff. Stimpacks, a tool of many great virtual heroes, they make you immune to stun and being knocked down for about 5 minutes after injected. Includes several healing chemicals to keep you going as well.
| Syndicate Geneticists
| [[Geneticist]]
|
|
|-
|
|- id="Mini-radiation Crossbow"


! Mini-radiation Crossbow
! Mini-radiation Crossbow
| 4
| 4
| Ranged mid-power weapon.
| Ranged mid-power weapon.
| Each bolt deals a significant amount of radiation damage. When this weapon is used on a person, the victim falls down constantly and takes a small amount of damage over time, eventually enough to kill. While it is a useful weapon, it is another one of those weapons that once the Security force find you with one on you, they'll beat you to death with their off stun batons. There is no "rev head shot captain" message, but the dart can be seen depending on shitty your BYOND client feels today, and there might be a slight sound. Also your target can notice the health damage.
| Each bolt deals a significant amount of radiation damage. When this weapon is used on a person, the victim falls down constantly and takes a small amount of damage over time, eventually enough to kill. While it is a useful weapon, it is another one of those weapons that once the Security force find you with one on you, they'll beat you to death with their off stun batons. There is no "rev head shot captain" message, but the dart can be seen depending on shitty your BYOND client feels today, and there is a distinct 'twang' sound. Your target may quickly realize what is up by the sudden influx of radiation damage.
| All.
| All
| This weapon recharges.  
| This weapon recharges.  
|-
|
|- id="Power Sink"


! Power Sink
! Power Sink
| 5
| 5
| Draws power from all station APCs.
| Draws power from all station APCs.
| This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires, out in space, or on the station, it starts to drain the power at a RAPID rate. You must screw it into place on a wire with a screwdriver, then turn it on. But as easy as it was set down, any one can pick it right back up. Additionally, if you try to scan it for fingerprints, you're in for a nice surprise.  
| This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires, out in space, or on the station, it starts to drain the power from every APC at a RAPID rate. The AI may quickly realize what is up by the million power alarms going off simultaneously. You must screw it into place on a wire with a screwdriver, then turn it on, at which point it will emit a bright light. But as easy as it was set down, any one can pick it right back up. Additionally, if you try to scan it for fingerprints, you're in for a nice surprise.  
| All.  
| All.  
| Emits bright light when active.  
| Too large to fit into a backpack. Station-wide power failures will permit you to access many areas with only a crowbar.
|-
|
|- id="Butcher Knife"


! Butcher Knife
! Butcher Knife
| 5
| 5
| It's a knife, for stabbing people, lots of blood.
| It's a knife, for stabbing people, lots of blood.
| It's really only for the theatrical, and even then it needs to be paired with a cloaker to do much damage. It makes people bleed everywhere when you use it (may leave a blood trail behind you).  50 brute per hit, can also be thrown.
| A nasty melee weapon that does around 50 brute damage per hit, with the possibility of a stun, and causes the victim to continue bleeding damage if they get away. Can also be thrown. Hitting a dead body with the knife will gib it into uncloneable meat, which can be eaten to hide the evidence.
| Syndicate Chefs
| [[Chef]]
| You can hit a dead body with it to gib said body (and eat all the meat if you really want to destroy the evidence).  
| Meat (and many cooked dishes from that meat) will still bear the name of your victim.  
|-
|
|- id="Amplified Vuvuzela"


! Amplified Vuvuzela
! Amplified Vuvuzela
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| Vuvuzela with stun damage.
| Vuvuzela with stun damage.
| Sonic weaponry, the poor man's wavegun, stun and damages your target, and most importantly annoys the hell out of them.   
| Sonic weaponry, the poor man's wavegun, stun and damages your target, and most importantly annoys the hell out of them.   
| Syndicate Assistants
| [[Assistant]]
| Has about 5 shots before it needs to be recharged.  
| Has about 5 shots before it needs to be recharged.  
|-
|
|- id="Signal Jammer"


! Signal Jammer
! Signal Jammer
| 5
| 3
| Disables radios within it's range.
| Disables radios within it's range.
| When active, it will disable all radios within a 6 tile range.
| When active, it will disable 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 effected.
| All
| All
| Very rarely used, probably severely underrated!
| Do the general shittiness of radio headsets, many people may not realize a jammer is in range until it is too late.
|
|- id="Revolver"
|- id="Revolver"


! Revolver
! Revolver
| 5
| 5
| A gun with 7 bullets.
| A box containing a gun and 14 spare bullets.
| Click on someone and you shoot at them. Does 32.5 brute damage per shot.  If you set your intent to harm and use it from a neighboring tile, you will shoot them point-blank for extra style (but no extra damage).
| Click on someone and you shoot at them. Does 32.5 brute damage per shot.  If you set your intent to harm and use it from a neighboring tile, you will shoot them point-blank for extra style (but no extra damage). Holds 7 shots at a time.  
| All.  
| All
| The revolver is pretty loud. It only carries 7 shots. Syndicate Operatives spawn with one during Nuke.
| Depending on lag your targets may find it easy to dodge your bullets.
|-
|
|- id="Derringer"


! Derringer
! Derringer
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| A tiny gun with 2 bullets.
| A tiny gun with 2 bullets.
| Click on someone and you shoot at them. Does 20 damage if shot from far away 40 point blank and will stun someone with either type of shot. These are so small you can hide them in jumpsuits, gloves, exosuits, hats (yes, this includes worn butts), shoes, masks and eyepieces.
| Click on someone and you shoot at them. Does 20 damage if shot from far away 40 point blank and will stun someone with either type of shot. These are so small you can hide them in jumpsuits, gloves, exosuits, hats (yes, this includes worn butts), shoes, masks and eyepieces.
| All.
| All
| This is a pretty fun item.
| This is a pretty fun item.
|-
|
|- id="Cyalume Saber"


! Cyalume Saber
! Cyalume Saber
| 7
| 7
| A melee weapon that can do a lot of brute damage (60 per hit)
| A melee weapon that can do a lot of brute damage (60 per hit)
| It has two states, on and off. When it's off, you can fit it into your pocket, but it's not a very effective weapon. Click on it to switch between the two states. Sometimes referred to as an 'e-sword' due to its previous name.
| Also known as an 'e-sword.' It has two states, on and off. When it's off, you can fit it into your pocket. When it is on, it glows brightly in your hands and is very obvious. Can often stun on its first hit, making it a devastating weapon, though leaves a lot of blood and is not very useful for stealth.
| All.  
| All.  
| Also, it's totally not a lightsaber, ok? Costs 6 crystals during nuke rounds.  Formerly known as an Energy Sword.
| Also, it's totally not a lightsaber, ok?
|-
|
|- id="Red Chainsaw"


! Red Chainsaw
! Red Chainsaw
Line 260: Line 298:
| A gas-powered chainsaw.
| A gas-powered chainsaw.
| A stronger version of the green electric chainsaws found in Hydroponics equipment lockers, this chainsaw is strong enough to cut through human flesh and is roughly equal in damage to an energy sword - 50 brute to the e-sword's 60. Due to its size, you can't fit it in a backpack, but to compensate it has a less obvious sprite (the same as a normal chainsaw) and can gib corpses.
| A stronger version of the green electric chainsaws found in Hydroponics equipment lockers, this chainsaw is strong enough to cut through human flesh and is roughly equal in damage to an energy sword - 50 brute to the e-sword's 60. Due to its size, you can't fit it in a backpack, but to compensate it has a less obvious sprite (the same as a normal chainsaw) and can gib corpses.
| Syndicate Botanists
| [[Botanist]]
| Much like the butcher's knife, you can use the chainsaw to butcher corpses, which leaves behind 3 pieces of meat.
| Much like the butcher's knife, you can use the chainsaw to butcher corpses, which leaves behind 3 pieces of meat.
|-
|
|- id="Syndicate Robot"


! Syndicate Robot
! Syndicate Robot
Line 268: Line 307:
| A robot suit with hacked laws.
| A robot suit with hacked laws.
| This appears to be a normal robot suit, but when a brain is inserted the resulting cyborg will have it's 1st and 2nd laws refer to syndicate operatives. A fourth law is also added to keep secrecy (Overridden by all other laws). Syndicate cyborgs can see traitors!
| This appears to be a normal robot suit, but when a brain is inserted the resulting cyborg will have it's 1st and 2nd laws refer to syndicate operatives. A fourth law is also added to keep secrecy (Overridden by all other laws). Syndicate cyborgs can see traitors!
| Syndicate Roboticists
| [[Roboticist]]
|
|
|-
|
|- id="Singularity Bomb"


! Singularity Bomb
! Singularity Bomb
| 9
| 9
| Pretty self explanatory.
| Spawns a [[Gravitational Singularity]].
| It can't be picked up so spawn it where you want to detonate it, it also needs to be anchored before it can be armed (wrench, weld). Has a timer like any other bomb. It costs 90% of your crystals, but it can sure be worth it.   
| It can't be picked up, only pulled, so spawn it where you want to detonate it. It needs to be anchored before it can be armed (wrench, weld). Has a timer like any other bomb. It costs 90% of your crystals, but it can sure be worth it.   
| Syndicate Engineers
| [[Engineer]]
|
|
|-
|
|- id="Artistic Toolbox"


! Artistic Toolbox (His Grace)
! Artistic Toolbox (His Grace)
| 10
| 10
| A powerful and complicated weapon that will eventually kill you if you're not careful.
| A powerful and complicated weapon that will eventually kill you if you're not careful.
| The Artistic Toolbox is not what it appears to be. When held, it serves as an extremely deadly melee weapon. Then, by grabbing your victim and clicking the box, you'll feed them to the box! Keep in mind, take too long to feed His Grace, and you'll be the next snack. After a few victims, you'll gain ridiculous stun resistance, but the time to feed Him again gets shorter and shorter... Anyone examining you catches Memetic Kill Disorder, which kills them if they don't stay near you. Whether this makes them your servants is debatable.
| The Artistic Toolbox is not what it appears to be. When held, it serves as an extremely deadly melee weapon. Then, by grabbing your victim and clicking the box, you'll feed them to the box! Keep in mind, take too long to feed His Grace, and you'll be the next snack. The wielder gains ridiculous stun resistance, but the time to feed Him again gets shorter and shorter... Anyone examining you catches Memetic Kill Disorder, which kills them if they don't stay near you. Whether this makes them your servants is debatable.
| Syndicate Chaplains
| [[Chaplain]]
| Looks like a normal toolbox but bright green.
|
|
|-
|- id="Fogmachine"


! FogMachine-3000
! FogMachine-3000
| 10
| 5
| Makes fog from whatever reagent is poured into it.
| Makes fog from whatever reagent is poured into it.
| The FogMachine-3000 will emit smoke if it is turned on and there is reagent inside it. Fill it with polytrinic acid (or maybe initropidril) and leave it in a busy hallway for maximum effect!
| The FogMachine-3000 will emit smoke if it is turned on and there is reagent inside it. Fill it with polytrinic acid (or maybe initropidril) and leave it in a busy hallway for maximum effect!
| Syndicate Chemists
| [[Scientist]]
|
|
|
|-
|- id="Syndicate RIG Suit"


! RIG engineering suit
! RIG engineering suit
Line 300: Line 343:
| A suit like the one in mining.
| A suit like the one in mining.
| Gets you a RIG suit at any time. It boosts your running speed and has quite some protection.
| Gets you a RIG suit at any time. It boosts your running speed and has quite some protection.
| Syndicate Electricians
| [[Electrician]]
|
|
|-
|
|- id="Mindslave Implant"


! Mind-Slave
! Mind-Slave Implant
| 7
| 3
| Makes the implantee your slave.
| Makes the implantee your slave.
| Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-25 minutes (?), and requires the cooperation of the implantee, as you don't actually take control of them.
| Use this handy one-use [[Implants|implant]] to force someone to fulfill your every request! It lasts up to 20-25 minutes, and requires the cooperation of the implantee, as you don't actually take control of them.
| Syndicate Scientists
| All
| If they don't cooperate, simply adminhelp it.
| If they don't cooperate, simply adminhelp it.
|-
|
|- id="Syndicate Sauce"


! Syndicate Sauce
! Syndicate Sauce
Line 316: Line 361:
| A sauce with unknown components.
| A sauce with unknown components.
| Whomever eats food coated with Syndicate Sauce takes 100 tox damage over time, with 5 units of cryptobiolin for flavor.
| Whomever eats food coated with Syndicate Sauce takes 100 tox damage over time, with 5 units of cryptobiolin for flavor.
| Syndicate Chefs
| [[Chef]]
|
|
|- id="Bowling Kit"
 
! Bowling Kit
| 7
| A somewhat silly stun weapon.
| Who's the kingpin now, baby? Kit includes a bowling shit and 3 bowling balls. If the ball hits someone they are immediately knocked unconscious. You have to wear the shirt to make it work!
| All
|
|
|- id="Syndicate Cleaner Grenades"
 
! Syndicate Cleaner Grenades
| 3
| Makes a nasty chemical mess.
| A box of 3 grenades that look just like the Janitor's regular cleaning grenades, but include polytrinic acid and space lube as well. The lube will slip up and do brute damage to anyone who attempts to move on that area, while the acid will do horrible burn acid to people and melt items.
| [[Janitor]]
|
|
|- id="Trash Compactor"
 
! Trash Compactor
| 5
| Horribly gibs your victims.
| It looks like the Janitor's regular trash cart, but 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 exploding into a shower of gibs. Devastating!
| [[Janitor]]
|
|
|- id="DNA Scrambler"
 
! DNA Scrambler
| 3
| Changes your appearance.
| One-use injector that gives you a random appearance and name. Does not change your clothes or ID.
| All
|
|
|- id="Target ID Tracker"
 
! Target ID Tracker
| 2
| Finds your targets.
| Looks like a pinpointer, but lets you track the ID of any of your assassination targets. Can be kept in your pocket while active and still showing you the right direction. The device tracks the target's ID, not the target themself-- if they have changed or destroyed their ID, it will not be useful.
| All
|
|
|- id="Floor Closet"
 
! Floor Closet
| 2
| Hides shit.
| This is a closet that is disguised as a regular floor tile, when closed. Can be used to conceal gear, bodies, etc. It looks like the standard light gray floor tile, so it will be noticeable on plating or colored floor tiles. Folks who walk into it will also bump it around.
| All
|
|
|
|-


|- class="sortbottom"
|- class="sortbottom"

Revision as of 16:59, 30 September 2012

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Syndicate people get access to these cool items during Revolution, Traitor, and Nuke!

Syndicate Uplink

Ever wonder how the traitor's and syndicate get all those fancy items magically delivered to them? Well its through this and telecrystals. It might be disguised as a PDA or a radio if the mode is nuclear emergency. If it's a PDA, you will need to enter the code given into the ringtone selection in the messenger menu. From there, you can click on it and pick whatever item you want/need/don't fucking care for. However you only receive a grand total of 10 telecrystals to use. In nuclear emergency you will receive 28, but these are to be shared between all operatives. The radio uplink can also be set to self-destruct.

  • If you exit the uplink menu (On a PDA) without locking it, the uplink menu can be accessed at any time through the notes program.
  • If you forget your access code, use the 'Notes' command to bring it up.

Item Telecrystal Cost Usage Description Job Specific Notes Image
Trick Cigarettes 1 Eight cigarettes that explode. The traitor can throw them at things once lit to use them as mini grenades, creating a small hull breach. Does 55 burn and 45 brute if smoked, but being on a space tile will quickly finish them off. All Looks like a normal cigarette packet but is labelled "Syndicool Lights."
Fake Mustache 1 A mustache that hides your identity. No one will ever know who you are, NO ONE. All Only really used by traitors with one telecrystal left to use or people who find an unlocked syndicate pda.
Detomatrix Cartridge 1 Load it in your PDA. Blow other PDAs. A cartridge for your PDA. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's PDAs in a moderately lethal explosion. Your target PDA will need the messenger function turned on in order to attempt this, and you need to scan for other PDAs, then import the list. In addition, there is a chance the cartridge will not work or will feedback and blow up your own PDA. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt. Comes with 4 charges. It also has a bomb program that when ran causes the PDA to self destruct. Don't use the bomb on your own PDA as the countdown is very short. All
Chameleon Suit 1 Can disguise itself to any other jumpsuit. This is a Fashion model's dream. You can change to any other single colored jumpsuit. Security uses red, Technical assistants use Yellow. The other colors are suits already publicly available at the Crew Quarters. All An EMP blast will make this temporarily turn into a psychedelic suit, which is good for parties, but completely awful for stealth.
Syndicate Donk Pocket 1 Heals syndicates to full. It heals syndicates to full but has unknown and mysterious properties on those who do not work under the syndicate. Administers 15 units each of Tricordrazine, Leporazine, Synaptizine, Kelotane, Dexalin Plus, Hyperzine, and Bicardine. Must be heated in a microwave for best effect, and stays heated for about 7 minutes. Chef During nuclear rounds, they are on the Syndicate shuttle.
Stealth Container 2 Hides shit. Starts out appearing like an internals box. Use an item on it and it will shapeshift into the appearance of that item. Upon close examination, however, it will give away its identity. All
Strange Seed 1 Grows into a Man Eater Plant. This seed will grow into a sentient mobile man eater. But it has special dietary requirements. Besides water it must be fed meat, first dead pieces of meat; you will most likely want to make a synthmeat plant and use that. Then it will get fucking greedy and want living creatures. After eating enough it will pop out of it's pot and run around eating anyone who didn't take care of it (hopefully you did take care of it.) Welders, flamethrowers, and weedkiller are all very strong against these critters. Botanist The Strange Seeds can also be found elsewhere in space.
Ammo .357 4 Reloads the revolver once. A revolver is that loud gun you carry around with you and when you get the ammo for it it will allow you to shoot a whopping seven more shots. It can be used by holding an empty revolver in one hand and holding the ammo in the other, clicking the revolver with the ammo hand will refill the revolver. All Fits into pocket slots.
Ammo .357 AP 4 Reloads the revolver once. Ammunition that is slightly more effective against armored targets (Security, the Captain), but less so against unarmored targets. All
Freedom Implant 3 Frees you from handcuffs a couple of times. And has other uses. Injecting yourself with this will get you out of handcuffs a limited number of times, usually one or two times; on occasion three. This can be quite useful for the traitor, but it's nigh useless for the syndicate during nuke because most people just kill them on first sight. All You must use a certain emote assigned to you in order to escape handcuffs.
Syndicate Card 1 Makes you untraceable by the AI. This is a special ID card that makes you untraceable by the AI. Until set, it appears simply as "Agent Card." Using it will give you a prompt to set the name and job assignment on it, but this can only be done once. It starts with maintenance access only but can be upgraded at an ID computer. While you are wearing it, the AI cannot use its tracking functions to follow you on camera. All Remember to wear it on your ID slot or it won't work.
Electromagnetic Card (Cryptographic Sequencer) (E-MAG) 5 Opens, hacks, and unlocks everything imaginable. Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. You can use it on robots, to erase their law set (see Robotics), they can be used to turn Officer Beepsky haywire, and they can be used on certain computers to gain unusual effects, the most useful of which being allowing you drop the emergency shuttle countdown to 10 seconds if you use it on the shuttle computer. All. Experiment! Who knows what else it could work on.
Chemistry Grenade Kit 3 A box that contains grenade components. Each Grenade kit contains enough components for three grenades. Scientist Used to be standard chemistry equipment, was removed because chemists are horrible people.
Prototype Cloaking Device 3 Variable range invisibility. Must be dragged. It makes a curtain of invisibility that can extend 1-5 tiles in every direction. Hides items and players. All
Sleepy Pen 4 Puts your target to sleep. This is a very devious little item. It's a pen that puts someone to sleep in about 30 seconds when you use it on them. It's extremely inconspicuous and gives no indication when it has been used. The target will be out for awhile, though many players can recognize that they have been penned when their vision gets blurry and they begin yawning. It starts with two uses. All It can be refilled with any substance you like. The perfect tool for a creative chemist.
Voice Changer 3 A gasmask that transforms your voice to match your ID. This is a fun item. It's a gasmask that makes you sound like other people. And it still works as a gasmask! All you have to do with it is wear it. It will make you sound like whoever's ID you're wearing. If you're wearing John's ID, you sound like him! You sound like that person when you talk normally and they also work over radio/intercoms! All Use in conjunction with an Agent Card and you can appear to be anything you like.
Cloaking Device 4 Makes you invisible. When this item is activated, it makes you invisible to all but two things: AIs and people wearing thermal goggles. If you've eliminated all those things, congrats! You are now nigh unstoppable. Just keep in mind that people can still know you're about even if they can't see you. It's best not to take items or open doors when people are standing about; they might notice. Also, flashes and flashbangs will turn your cloak off if you're nearby when they're used. An active t-ray scanner will cause your cloak to "flicker." The cloak has to be held in your active hand to work as it is too big to fit in your pocket. All It isn't obtainable from the syndicate radio in nuke.
Syndicate Pipe Bomb 5 A devasting pipe bomb. Dents the hull of the station quite well. It has a three seconds timer so make sure to throw it before it explodes in your face. All
EMP Grenade 1 A box of grenades that disable electronics. This is a weapon used for disabling electronics like the AI's cameras. They can also cause Securitrons and Guardbuddies to go haywire as if emagged. They come in packs of 5. Click on the Grenade to activate it and then throw it like normal grenades. All
Chameleon Projector 3 Lets you disguise as any inanimate object. Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and if someone tries to interact with you the disguise fails and you change back to normal. All More useful than you think, if you get creative.
Jug of Moonshine 4 Gets people fucked up. Heals the barman. White lightning, hooch, mountain dew, whatever you call it, it gets people fucked up. Unless you're the barman, who was raised on brew twice as strong, it gives him a good heal (and makes him a little tipsy). Barkeeper
Stimulants 4 Immunity from stun, heals a little over time. Ah that's the stuff. Stimpacks, a tool of many great virtual heroes, they make you immune to stun and being knocked down for about 5 minutes after injected. Includes several healing chemicals to keep you going as well. Geneticist
Mini-radiation Crossbow 4 Ranged mid-power weapon. Each bolt deals a significant amount of radiation damage. When this weapon is used on a person, the victim falls down constantly and takes a small amount of damage over time, eventually enough to kill. While it is a useful weapon, it is another one of those weapons that once the Security force find you with one on you, they'll beat you to death with their off stun batons. There is no "rev head shot captain" message, but the dart can be seen depending on shitty your BYOND client feels today, and there is a distinct 'twang' sound. Your target may quickly realize what is up by the sudden influx of radiation damage. All This weapon recharges.
Power Sink 5 Draws power from all station APCs. This bad boy is a station engineers and AI's worst enemy. When bought, this thing is useless, but when the power sink comes in contact with exposed wires, out in space, or on the station, it starts to drain the power from every APC at a RAPID rate. The AI may quickly realize what is up by the million power alarms going off simultaneously. You must screw it into place on a wire with a screwdriver, then turn it on, at which point it will emit a bright light. But as easy as it was set down, any one can pick it right back up. Additionally, if you try to scan it for fingerprints, you're in for a nice surprise. All. Too large to fit into a backpack. Station-wide power failures will permit you to access many areas with only a crowbar.
Butcher Knife 5 It's a knife, for stabbing people, lots of blood. A nasty melee weapon that does around 50 brute damage per hit, with the possibility of a stun, and causes the victim to continue bleeding damage if they get away. Can also be thrown. Hitting a dead body with the knife will gib it into uncloneable meat, which can be eaten to hide the evidence. Chef Meat (and many cooked dishes from that meat) will still bear the name of your victim.
Amplified Vuvuzela 5 Vuvuzela with stun damage. Sonic weaponry, the poor man's wavegun, stun and damages your target, and most importantly annoys the hell out of them. Assistant Has about 5 shots before it needs to be recharged.
Signal Jammer 3 Disables radios within it's range. When active, it will disable 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 effected. All Do the general shittiness of radio headsets, many people may not realize a jammer is in range until it is too late.
Revolver 5 A box containing a gun and 14 spare bullets. Click on someone and you shoot at them. Does 32.5 brute damage per shot. If you set your intent to harm and use it from a neighboring tile, you will shoot them point-blank for extra style (but no extra damage). Holds 7 shots at a time. All Depending on lag your targets may find it easy to dodge your bullets.
Derringer 2 A tiny gun with 2 bullets. Click on someone and you shoot at them. Does 20 damage if shot from far away 40 point blank and will stun someone with either type of shot. These are so small you can hide them in jumpsuits, gloves, exosuits, hats (yes, this includes worn butts), shoes, masks and eyepieces. All This is a pretty fun item.
Cyalume Saber 7 A melee weapon that can do a lot of brute damage (60 per hit) Also known as an 'e-sword.' It has two states, on and off. When it's off, you can fit it into your pocket. When it is on, it glows brightly in your hands and is very obvious. Can often stun on its first hit, making it a devastating weapon, though leaves a lot of blood and is not very useful for stealth. All. Also, it's totally not a lightsaber, ok?
Red Chainsaw 7 A gas-powered chainsaw. A stronger version of the green electric chainsaws found in Hydroponics equipment lockers, this chainsaw is strong enough to cut through human flesh and is roughly equal in damage to an energy sword - 50 brute to the e-sword's 60. Due to its size, you can't fit it in a backpack, but to compensate it has a less obvious sprite (the same as a normal chainsaw) and can gib corpses. Botanist Much like the butcher's knife, you can use the chainsaw to butcher corpses, which leaves behind 3 pieces of meat.
Syndicate Robot 9 A robot suit with hacked laws. This appears to be a normal robot suit, but when a brain is inserted the resulting cyborg will have it's 1st and 2nd laws refer to syndicate operatives. A fourth law is also added to keep secrecy (Overridden by all other laws). Syndicate cyborgs can see traitors! Roboticist
Singularity Bomb 9 Spawns a Gravitational Singularity. It can't be picked up, only pulled, so spawn it where you want to detonate it. It needs to be anchored before it can be armed (wrench, weld). Has a timer like any other bomb. It costs 90% of your crystals, but it can sure be worth it. Engineer
Artistic Toolbox (His Grace) 10 A powerful and complicated weapon that will eventually kill you if you're not careful. The Artistic Toolbox is not what it appears to be. When held, it serves as an extremely deadly melee weapon. Then, by grabbing your victim and clicking the box, you'll feed them to the box! Keep in mind, take too long to feed His Grace, and you'll be the next snack. The wielder gains ridiculous stun resistance, but the time to feed Him again gets shorter and shorter... Anyone examining you catches Memetic Kill Disorder, which kills them if they don't stay near you. Whether this makes them your servants is debatable. Chaplain Looks like a normal toolbox but bright green.
FogMachine-3000 5 Makes fog from whatever reagent is poured into it. The FogMachine-3000 will emit smoke if it is turned on and there is reagent inside it. Fill it with polytrinic acid (or maybe initropidril) and leave it in a busy hallway for maximum effect! Scientist
RIG engineering suit 4 A suit like the one in mining. Gets you a RIG suit at any time. It boosts your running speed and has quite some protection. Electrician
Mind-Slave Implant 3 Makes the implantee your slave. Use this handy one-use implant to force someone to fulfill your every request! It lasts up to 20-25 minutes, and requires the cooperation of the implantee, as you don't actually take control of them. All If they don't cooperate, simply adminhelp it.
Syndicate Sauce 2 A sauce with unknown components. Whomever eats food coated with Syndicate Sauce takes 100 tox damage over time, with 5 units of cryptobiolin for flavor. Chef
Bowling Kit 7 A somewhat silly stun weapon. Who's the kingpin now, baby? Kit includes a bowling shit and 3 bowling balls. If the ball hits someone they are immediately knocked unconscious. You have to wear the shirt to make it work! All
Syndicate Cleaner Grenades 3 Makes a nasty chemical mess. A box of 3 grenades that look just like the Janitor's regular cleaning grenades, but include polytrinic acid and space lube as well. The lube will slip up and do brute damage to anyone who attempts to move on that area, while the acid will do horrible burn acid to people and melt items. Janitor
Trash Compactor 5 Horribly gibs your victims. It looks like the Janitor's regular trash cart, but 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 exploding into a shower of gibs. Devastating! Janitor
DNA Scrambler 3 Changes your appearance. One-use injector that gives you a random appearance and name. Does not change your clothes or ID. All
Target ID Tracker 2 Finds your targets. Looks like a pinpointer, but lets you track the ID of any of your assassination targets. Can be kept in your pocket while active and still showing you the right direction. The device tracks the target's ID, not the target themself-- if they have changed or destroyed their ID, it will not be useful. All
Floor Closet 2 Hides shit. This is a closet that is disguised as a regular floor tile, when closed. Can be used to conceal gear, bodies, etc. It looks like the standard light gray floor tile, so it will be noticeable on plating or colored floor tiles. Folks who walk into it will also bump it around. All
Item Telecrystal Cost Usage Description Job Specific Notes


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