Syndicate Items: Difference between revisions
imported>Denton (deluxe codespeak manual is now the default for both tators and ops. cost down to 3 TC. added more infos on CQC) |
imported>Denton (added CQC combos plus some details to a bunch of items. added a lot of line breaks to try and make spaghetti text more readable.) |
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|usedfor = Ordering syndicate items by a traitor or syndicate operative | |usedfor = Ordering syndicate items by a traitor or syndicate operative | ||
|strategy = Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink. | |strategy = Keep it locked. In case someone searches you they might look at your pda to see if it's an uplink. | ||
|description = This is where the traitor gets all his fancy items. It's disguised as a PDA or a headset | |description = This is where the traitor gets all his fancy items. It's disguised as a PDA, the pen inside, or a headset. You will need to enter the code given into the ringtone selection in the messenger menu in your PDA, turn the pen or select a headset frequency.<br> From there, you can click on it and pick whatever item you want/need. However, you only have 20 telecrystals to use (In Nuke, the crystals are scaled to the population of the station. Every 10 people adds 10 crystals. Extra crystals for war ops), so choose wisely.<br> The nuke round radio and the headset can also self destruct, which can be used to destroy things like computers or gib people if dropped on top of them. | ||
}} | }} | ||
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|usedfor = Quick and concealable murder. | |usedfor = Quick and concealable murder. | ||
|strategy = Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise. | |strategy = Keep it hidden, it's possible to gain this gun by other means beyond being a traitor but the average Security Officer will assume it's Syndicate until proven otherwise. | ||
|description = A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor which makes it a very lethal and effective weapon of murder | |description = A small gun, fits into your pocket when not fitted with a suppressor. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Does 30 brute damage on an unarmoured target but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes.<br> Can be fitted with a suppressor, which makes it a very lethal and effective weapon of murder. However, this increases the size to normal and will no longer fit in your pocket. | ||
}} | }} | ||
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|usedfor = Very quick and loud murder. | |usedfor = Very quick and loud murder. | ||
|strategy = Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful. | |strategy = Keep the thing hidden, as people know it's only available to syndicates. Also, it makes a lot of noise, so be careful. | ||
|description = It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. | |description = It's a gun. Click on someone and you shoot at them. Does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. Keep in mind that it makes a very loud and distinct noise.<br> This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. | ||
}} | }} | ||
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|usedfor = Stunning people. | |usedfor = Stunning people. | ||
|strategy = No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown. | |strategy = No one sees any messages of who fired at who, but the target knows when they are shot. Use this weapon very carefully and covertly, but remember it is also very good when in a pitch because every hit is a knockdown. | ||
|description = This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket. Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. | |description = This weapon is not meant for killing, rather it is intended for stunning; it is the syndicate equivalent of a taser that does minor toxins damage. Though this weapon does make a sound when fired, it is still very quiet, and can be easily concealed in your pocket.<br> Additionally this weapon does not provide any message that it has been fired, use this to your advantage and to help conceal your identity. Extremely powerful when paired with an energy sword, as it cannot reliably kill anything by itself. It has no shot limit, but takes a while to charge each shot. | ||
}} | }} | ||
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|usedfor = Mass murder. | |usedfor = Mass murder. | ||
|strategy = This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles. Needs to be turned on before use, can fit in a pocket if shut off. | |strategy = This sword will usually crit someone in three to four hits (more if the target is armored). It leaves a bloody mess though. When it is on it has a chance to deflect projectiles. Needs to be turned on before use, can fit in a pocket if shut off. | ||
|description = This is a melee weapon that | |description = This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon.<br> Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. It also is a very good combo combined with the [[Mini Energy Crossbow|e-bow]]'s knockdown. You have a decent chance of reflecting projectiles with it when turned on. | ||
You can also hit it with a multitool to make a RAINBOW SWORD. | You can also hit it with a multitool to make a RAINBOW SWORD. | ||
}} | }} | ||
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|usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant. | |usedfor = SUPER mass murder, making security and all their stunning and lasers completely irrelevant. | ||
|strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser. | |strategy = Simply having this weapon active will completely ruin anyone who tries to shoot you with a taser. | ||
|description = '''25+ players only'''<br> The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the energy sword before it, it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. | |description = '''25+ players only'''<br> The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the energy sword before it, it must be turned on to be used properly, and can still be stored in your pocket when turned off.<br> The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed.<br> This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own taser shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable.<br> It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this. | ||
}} | }} | ||
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|bgcolor1 = #cccccc | |bgcolor1 = #cccccc | ||
|bgcolor2 = #cccccc | |bgcolor2 = #cccccc | ||
|name = | |name = Power Fist | ||
|image = powerfist.png | |image = powerfist.png | ||
|foundin = Ordered via syndicate uplink, costs 8 telecrystals | |foundin = Ordered via syndicate uplink, costs 8 telecrystals | ||
|usedfor = break some bones (if this were Baystation). | |usedfor = break some bones (if this were Baystation). | ||
|strategy = This weapon | |strategy = This weapon's main strength is throwing people away from you and/or into a fire, open airlock, electrified airlock, emagged gibber etc. | ||
|description = This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks. To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3.<br> | |description = This is a melee WEAPON (hold it in your hand) that can do moderate to really high brute damage. It is piston powered, and said piston is activated by gas coming from a gas tanks.<br> To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. To remove an empty tank, use a screwdriver on the powerfist. <br> | ||
Setting one has force 20 and launches people 1 tile away.<br> | Setting one has force 20 and launches people 1 tile away.<br> | ||
Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. <br> | Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown. <br> | ||
From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. <br> | From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. <br> | ||
}} | |||
===EMP Kit=== | ===EMP Kit=== | ||
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|foundin = Ordered via syndicate uplink, costs 2 telecrystals | |foundin = Ordered via syndicate uplink, costs 2 telecrystals | ||
|usedfor = The disabling of technology, such as cameras, radios, etc. | |usedfor = The disabling of technology, such as cameras, radios, etc. | ||
|strategy = Best used aggressively against technology. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] | |strategy = Best used aggressively against technology, such as destroying an AI. If you wish to opt for a more stealthy approach, the [[#Cryptographic Sequencer|Cryptographic Sequencer]] and [[EMP Flashlight]] are usually better. Note that EMP grenades are the pretty much the only reliable way to stop an approaching cyborg from afar as a traitor, unless you have access to an [[Ion rifle]]. | ||
|contents = [[file:Emp grenade.png]]x6[[file:injector.png]] | |contents = [[file:Emp grenade.png]]x6[[file:injector.png]] | ||
|description = These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades. The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range. If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time. | |description = These are weapons used for disabling electronics like the AI's cameras. They can also be used to silence those pesky pAIs for a few minutes. That or flat out kill them while you home in for the kill. Click on the Grenade to activate it and then throw it like normal grenades.<br> The implanter functions the same, but after implanting it into yourself, it can be activated three times using the action button. Other uses include draining the batteries of APCs, completely draining the batteries of sec equipment like stun batons and tasers, shocking/opening nearby doors and blinding those who wear thermals caught in the emp range.<br> If you EMP a group of sec officers before a fight, they'll be completely disarmed of stun weaponry (as of right now, emp will only drain about 20% of a stunbaton's total charge, though) aside from flashes and flashbangs. They also stun cyborgs for a good deal of time. | ||
}} | }} | ||
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|bgcolor1 = #cccccc | |bgcolor1 = #cccccc | ||
|bgcolor2 = #cccccc | |bgcolor2 = #cccccc | ||
|name = | |name = .357 Speedloader | ||
|image = 357_speedloader.png | |image = 357_speedloader.png | ||
|foundin = Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. | |foundin = Ordered via syndicate uplink, costs 4 telecrystals. Also made in hacked autolathes, costs 50,000 metal units. | ||
|usedfor = Ammo for the revolver. | |usedfor = Ammo for the revolver. | ||
|strategy = Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead. | |strategy = Order in conjunction with the revolver for extra killing potential. Or better yet completely ignore it and go for the hacked autolathe method instead. | ||
|description = This is ammo for the [[Syndicate Items#revolver|revolver]]. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand. This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option. | |description = This is ammo for the [[Syndicate Items#revolver|revolver]]. It gives the revolver 7 more shots. It can be used by clicking on an empty revolver while you hold the ammo in your active hand.<br> This can be made and recycled in a hacked autolathe for 50,000 metal units, and it is usually always a better idea to gain access to that over ordering these if it is an option. | ||
}} | }} | ||
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|bgcolor1 = #cccccc | |bgcolor1 = #cccccc | ||
|bgcolor2 = #cccccc | |bgcolor2 = #cccccc | ||
|name = | |name = 10mm Handgun Magazine | ||
|image = 10mmMag.png | |image = 10mmMag.png | ||
|foundin = Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. | |foundin = Ordered via syndicate uplink, costs 1 telecrystals. Loose ammo boxes can be made in a hacked autolathe, costs 50,000 metal units. | ||
|usedfor = Ammunition for the | |usedfor = Ammunition for the stechkin. | ||
|strategy = Order in conjunction with the stechkin for extra killing potential. Using on a | |strategy = Order in conjunction with the stechkin for extra killing potential. Using on a stechkin already loaded with a magazine will do a ''tacticool reload'', replacing the old magazine with it and dropping the old magazine under your feet. Can be handloaded from a loose ammo box. | ||
|description = This is ammo for the [[Syndicate Items#Stechkin|stechkin]]. It gives the stechkin a full clip. It can be used by either using a | |description = This is ammo for the [[Syndicate Items#Stechkin|stechkin]]. It gives the stechkin a full clip. It can be used by either using a stechkin in hand to remove the old magazine and loading it in, or using directly for a tactical reload.<br> Loose ammo boxes can be made in a hacked autolathe for 50,000 metal units, it is ill-advised to order any more handgun magazines as it's more economical to simply handload empty magazines. | ||
}} | }} | ||
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|usedfor = Fighting ranged attackers, killing people with your fists. | |usedfor = Fighting ranged attackers, killing people with your fists. | ||
|strategy = This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. | |strategy = This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks but also unable to use guns, while making your hits stronger. | ||
|description = The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status. You will also not be able to use any ranged weapon, as it would be dishonorable. | |description = The Sleeping Carp style lets you ignore all ranged attacks, whether energy or physical (but not thrown items). Dodging an attack this way will make a noticeable sound and message, which will alert everyone close of this skill, and thus of your traitor status.<br> You will also not be able to use any ranged weapon, as it would be dishonorable. | ||
Your punches do 10 to 15 brute, and your grabs will start as aggressive. | Your punches do 10 to 15 brute, and your grabs will start as aggressive. | ||
You can also combo attacks by switching intents while hitting. Possible Combos: | You can also combo attacks by switching intents while hitting. Possible Combos: | ||
* Wrist Wrench: Disarm Disarm. Forces the opponent to drop the item in his hand. | * '''Wrist Wrench''': Disarm Disarm. Forces the opponent to drop the item in his hand. | ||
* Back Kick: Harm Grab. The opponent must be facing away from you. Knocks him down. | * '''Back Kick''': Harm Grab. The opponent must be facing away from you. Knocks him down. | ||
* Stomach Knee: Grab Harm. Knocks the wind out of the opponent and stuns. | * '''Stomach Knee''': Grab Harm. Knocks the wind out of the opponent and stuns. | ||
* Head Kick: Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. | * '''Head Kick''': Disarm Harm Harm. Decent damage, forces the opponent to drop the item in his hand. | ||
* Elbow Drop: Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. | * '''Elbow Drop''': Harm Disarm Harm Disarm Harm. The opponent must be on the ground. Deals huge damage, and instantly kills anyone in critical condition. | ||
}} | }} | ||
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|strategy = Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging. | |strategy = Use the throwing stars to cause heavy damage and bleeding due to embedding, and the bolas to prevent the target from running off or dodging. | ||
|contents = 5x[[File:Tstar.png]], 2x[[File:Rbola.png]] | |contents = 5x[[File:Tstar.png]], 2x[[File:Rbola.png]] | ||
|description = This kit contains a five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time. Reinforced bolas slow targets down on hit until they are removed; they take longer to remove than normal bolas. | |description = This kit contains a five throwing stars and two reinforced bolas. Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.<br> Reinforced bolas slow targets down on hit until they are removed; they take longer to remove than normal bolas. | ||
}} | }} | ||
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|usedfor = Hiding a stunning weapon in plain sight. | |usedfor = Hiding a stunning weapon in plain sight. | ||
|strategy = This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down. | |strategy = This gun is identical to the normal toy guns, but it shoots stamina-damaging darts that can knock down. | ||
|description = An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target. | |description = An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target. | ||
}} | }} | ||
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|usedfor = Disabling people, making people look dead. | |usedfor = Disabling people, making people look dead. | ||
|strategy = This item will paralyze people; they cannot talk and will collapse after a short time. It will quickly wear off. | |strategy = This item will paralyze people; they cannot talk and will collapse after a short time. It will quickly wear off. | ||
|description = This is a very devious little item. It is a one-use injector that looks like a pen. The pen injects [[Guide to chemistry#Mutetoxin|mutetoxin]], [[Guide to chemistry#Morphine|morphine]] and [[Guide to chemistry#Tirizene|tirizene]] into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine. The toxins inside are completely nonlethal, so if you want to kill with it you need somthing else. Not available in [[Syndicate guide| | |description = This is a very devious little item. It is a one-use injector that looks like a pen. The pen injects [[Guide to chemistry#Mutetoxin|mutetoxin]], [[Guide to chemistry#Morphine|morphine]] and [[Guide to chemistry#Tirizene|tirizene]] into people, preventing them from talking and causing them to fall over. They can still see and hear everything around them, until they actually fall asleep from the morphine.<br> The toxins inside are completely nonlethal, so if you want to kill with it you need [[Poison Kit|somthing else]]. Not available in [[Syndicate guide|Nuke Ops]]. | ||
}} | }} | ||
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|usedfor = Last resort combat. | |usedfor = Last resort combat. | ||
|strategy = Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades. | |strategy = Shove it in your PDA. Don't bring it out until you need it, because everyone knows only syndicates have energy blades. | ||
|description = It's a dagger that does 18 brute, but can be disguised and hidden like a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes. | |description = It's a dagger that does 18 brute, but can be disguised and hidden like a pen. Keep it out of sight and then bring it out once you've got somebody on the ropes.<br> It's better than most weapons and it's very cheap, so it's not a bad last resort, and unless people know you have it they're very unlikely to search your PDA pen. | ||
}} | }} | ||
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|usedfor = Making other's [[PDA]]s go KABOOM! | |usedfor = Making other's [[PDA]]s go KABOOM! | ||
|strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them! | |strategy = Use this to hurt your target from afar, or wait until you can see them, detonate their PDA, and quickly kill them! | ||
|description = A cartridge for your [[PDA]]. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's [[PDA]]s in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though). Your target [[PDA]] will need the messenger function turned on in order to attempt this, and you need to scan for other [[PDA]]s, then import the list. 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 run causes the [[PDA]] to self destruct. Useful against gullible targets, or turning [[PDA]]s into hand grenades. For syndicates, this cartridge has the blast door toggled function for the [[Syndicate guide|syndicate shuttle]] as well, allowing you to open the door when the person with the military [[PDA]] has died horribly. | |description = A cartridge for your [[PDA]]. When inserted, it will allow you to use the missile program to attempt to remotely detonate other people's [[PDA]]s in a kind of weak explosion (Still powerful enough to knock out people and destroy the victim's ID, though).<br> Your target [[PDA]] will need the messenger function turned on in order to attempt this, and you need to scan for other [[PDA]]s, then import the list. Despite this it is a decent way of sowing panic aboard the station, or softening up a target for an assassination attempt.<br> Comes with 4 charges. It also has a bomb program that when run causes the [[PDA]] to self destruct. Useful against gullible targets, or turning [[PDA]]s into hand grenades.<br> For syndicates, this cartridge has the blast door toggled function for the [[Syndicate guide|syndicate shuttle]] as well, allowing you to open the door when the person with the military [[PDA]] has died horribly. | ||
}} | }} | ||
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|usedfor = A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured. | |usedfor = A complete kit of clothing (Jumpsuit, exosuit, boots, gloves, mask, hat, PDA. stamp and headset) capable of changing colour and shape. Lightly armoured. | ||
|strategy = Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers. | |strategy = Very useful for traitors who want to try a stealthy approach by disguising as a bunch of crewmembers. | ||
|description = '''20+ players only'''<br> Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip | |description = '''20+ players only'''<br> Each part of the disguise kit gives a HUD button in the top-left corner to individually change each part. Each part is lightly armoured and the shoes are no-slip.<br> The mask has a built-in voice changer that can be toggled on/off by using it in hand, and will match your voice with your currently equipped ID (great in combination with the Agent ID!). Extremely useful for infiltration. | ||
}} | }} | ||
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|usedfor = Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity. | |usedfor = Upon use, you can set its job title to anything and the card's name to anything. It's used to hide your identity. | ||
|strategy = This card can be used by [[Game Mode#Nuclear|syndicate operatives]] and traitors to hide their identity - great in combination with the Chameleon Kit's voice changer.<br> It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access. | |strategy = This card can be used by [[Game Mode#Nuclear|syndicate operatives]] and traitors to hide their identity - great in combination with the Chameleon Kit's voice changer.<br> It comes pre-programmed with maintenance and syndicate access, but can steal more access by scanning other IDs. Wait in the HoP line and click people's IDs as they hand them over for ghetto all-access. | ||
|description = This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times. Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID. | |description = This is a special ID card that makes you untrackable by the AI. You can forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance and Syndicate access. You can click on other ID cards with it in your hand to copy the access of those cards, and you can do this multiple times.<br> Good for when you are in deep shit or the AI is an idiot that likes to ruin your objective by watching you all the time (as opposed to doing its job.) Remember to wear it on your ID slot or it will not work. Has minor chameleon properties and can be disguised into other forms of IDs, such as a silver Head of Staff or a CentCom ID. | ||
}} | }} | ||
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|usedfor = Hiding as an item on the station. | |usedfor = Hiding as an item on the station. | ||
|strategy = Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking. | |strategy = Scan an item nobody cares about (it defaults as a cigarette butt) and hide as that item when in a chase, just make sure people don't pick you up. Move only when nobody's looking. | ||
|description = 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 cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal. Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active. Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots. | |description = 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 cannot interact with anything you're not already holding, and if someone tries to pick you up the disguise fails and you change back to normal.<br> Incredibly useful, and a lot of fun, if you use it correctly. You cannot be detected by the AI when it is active.<br> Currently an extremely powerful item as in order to shoot and actually hit you, security must click on the item you disguised as, not the tile you're on or past that. This makes disguising as a cigarette butt very useful for making them waste all their shots. | ||
}} | }} | ||
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|usedfor = Disabling technology, such as cameras, radios, doors, cyborgs, etc. | |usedfor = Disabling technology, such as cameras, radios, doors, cyborgs, etc. | ||
|strategy = Best used stealthily against technology. For the traitor who prefers a more delicate touch. | |strategy = Best used stealthily against technology. For the traitor who prefers a more delicate touch. | ||
|description = Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP. Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. | |description = Behaves in almost an exactly similar way to the EMP kit's grenades/implant but is rechargeable, disguised, and localized. It functions exactly like a regular flashlight except when you hit something with the flashlight, the item will act as if it was hit with an EMP.<br> Hitting a person with it will disable their headset and any energy based weaponry they possess, while hitting a cyborg will damage and stun it. Using it on doors may either open or electrify them. The flashlight constantly recharges, but only has around 4 uses before it needs to recharge. | ||
}} | }} | ||
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|usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. | |usedfor = Gaining entrance to restricted areas or lockers, unlocking hidden features in machinery, bending borgs to your will. | ||
|strategy = Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment. | |strategy = Use this to open anything and everything. Causes sparks in the process and you will leave a trail of broken open doors, lockers, and other equipment. | ||
|description = Also called an Emag ('''e'''lectro'''mag'''netic card), it allows you to quite literally open anything (and break it in the process) and can hack many many things on the station. Also has several special function as it can hack cyborgs to serve you, cause multiple electronic items to malfunction and become deadly, and can really ruin an engineer's day. | |description = Also called an Emag ('''e'''lectro'''mag'''netic card), it allows you to quite literally open anything (and break it in the process) and can hack many many things on the station.<br> Also has several special function as it can hack cyborgs to serve you, cause multiple electronic items to malfunction and become deadly, and can really ruin an engineer's day. | ||
[[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]] | [[Emag|See here for further info about what things can be hacked/opened by swiping them with an Emag.]] | ||
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|usedfor = Communicating with the [[AI]] and [[Cyborg|Cyborgs]]. | |usedfor = Communicating with the [[AI]] and [[Cyborg|Cyborgs]]. | ||
|strategy = Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it. | |strategy = Eavesdropping on the AI's conversation with its cyborgs. Communicate with the AI after you've subverted it. | ||
|description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel. Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out). | |description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to access, and speak, on the robotic talk channels. Keep in mind, this will alert the AI, and all cyborgs that you are a syndicate agent if you speak on their channel.<br> Very handy for hearing if the AI is rogue, is out to arrest you, or even if there are any other traitors out there. Speak on the channel with a :b before your text. These are easy to disguise, but nearby humans will be able to hear you whispering so keep this in mind when you talk (as you will get found out). | ||
}} | }} | ||
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|usedfor = Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it. | |usedfor = Listening in on all of the station's radio chatter and communicating with other traitors that have purchased it. | ||
|strategy = Eavesdrop on security. Communicate with other traitors for cooperative goodness. | |strategy = Eavesdrop on security. Communicate with other traitors for cooperative goodness. | ||
|description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in. This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a .t before your text. | |description = Needs to be attached to your headset before it can be used. Use a screwdriver to remove the keys already in your headset, and place the ones you want back in.<br> This tool will allow you to listen in on all of the station department's radio channels and speak on a hidden Syndicate channel with other traitors that are using the key. Speak on the channel with a .t before your text. | ||
}} | }} | ||
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|usedfor = Knowing when the AI is watching you. | |usedfor = Knowing when the AI is watching you. | ||
|strategy = Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking. | |strategy = Keep this in a pocket or an open toolbelt and watch it when you intend to do something suspicious, to ensure the AI isn't looking. | ||
|description = A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. | |description = A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. While the AI is watching or tracking you, the green center light will appear as red. If it is close but not seeing you yet, it'll be yellow.<br> Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, such as before murdering someone or breaking in somewhere. | ||
}} | }} | ||
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|usedfor = Changing the [[AI]]'s laws to what you want. | |usedfor = Changing the [[AI]]'s laws to what you want. | ||
|strategy = Break into [[AI Upload]] to upload, or steal the AI Upload circuit from [[Tech Storage]]. The more competent the AI is, the more useful this will be. | |strategy = Break into [[AI Upload]] to upload, or steal the AI Upload circuit from [[Tech Storage]]. The more competent the AI is, the more useful this will be. | ||
|description = This is the more powerful version of the 'Freeform' AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI. The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most [[AI]]s would love to use any loophole it can find to kill you. | |description = This is the more powerful version of the 'Freeform' AI Module. It allows you to upload Hacked laws onto the AI from any AI Upload Console. Unlike Freeform, the name of the person who uploaded it is not revealed to the AI.<br> The hacked Laws act like Ion Storm Laws and will precede the numbered laws in priority, automatically overriding all other laws should they conflict. Make sure you pay attention to the wording of your new Law as most [[AI]]s would love to use any loophole it can find to kill you. | ||
}} | }} | ||
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|usedfor = Blowing stuff up. | |usedfor = Blowing stuff up. | ||
|strategy = Stick it on things that need to blow up. | |strategy = Stick it on things that need to blow up. | ||
|description = This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted. You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run. | |description = This pack of explosives can detonate and destroy almost anything it is placed on, after any chosen amount of seconds (the shortest being 10). C4 takes 3 seconds to set up, and requires you to be un-interrupted.<br> You can also open the wiring with a screwdriver, allowing you to set a signaler to detonate instantly, among other things. Cannot be placed on mobs, so you can't just slap a brick on them and run. | ||
}} | }} | ||
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|usedfor = Sucks up all the station power, causing a black-out. | |usedfor = Sucks up all the station power, causing a black-out. | ||
|strategy = This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power. | |strategy = This will suck up all the station's power very quickly. Use it on the main station's power grid to suck it. Don't place it on solars, as it will only suck out the solar's power. | ||
|description = 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! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it's drained enough power, it explodes violently! | |description = 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.<br> 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! Make sure to put it somewhere secure, but also make sure that it is attached to the main station power. Once it's drained enough power, it explodes violently! | ||
}} | }} | ||
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|image = Beacon.gif | |image = Beacon.gif | ||
|foundin = Ordered via syndicate uplink, costs 14 telecrystals. | |foundin = Ordered via syndicate uplink, costs 14 telecrystals. | ||
|usedfor = Attracting a loose singularity/tesla towards the beacon at a brisk pace. | |usedfor = Attracting a loose singularity/tesla towards the beacon at a brisk pace. Barely seen anymore since the introduction of the Supermatter engine. | ||
|strategy = Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives. | |strategy = Set it up in a secluded location, then release the singularity. Excellent for forcing a shuttle call and succeeding in escape alone objectives. | ||
|description = Placed like a powersink, screwdriver to secure it and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose. Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself. A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. | |description = Placed like a powersink, screwdriver to secure it and use an open hand to turn it on; the singularity beacon will attract the singularity/tesla towards it, if it is loose. Note that for it to be useful at all the singularity/tesla does need to be released, as the beacon will not release it by itself.<br> A singularity beacon can not be picked up after it is spawned, and must be dragged around. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. | ||
}} | }} | ||
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|usedfor = Making really big fucking holes. | |usedfor = Making really big fucking holes. | ||
|strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang! | |strategy = Place somewhere safe, activate, and run. Make sure nobody defuses it. Protip: You can remove the payload (screwdriver, cut all wires, crowbar it out) and detonate it with C4 for a quick bang! | ||
|description = The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal. The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off. When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. | |description = The Syndicate Bomb has an adjustable timer with a minimum setting of 90 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. You can wrench the bomb down to prevent removal.<br> The crew may defuse the bomb by opening up the wiring and messing with it, however this has a chance of backfiring and causing the bomb to explode instantly. This can be used to your advantage by figuring out the detonation wire and adding a signaler so you can control when the bomb will go off.<br> When the bomb explodes, it creates a huge explosion, which punches holes in the station and destroys the surrounding area. Flames burst everywhere, but they extinguish almost immediately, most likely due to exposure to space. Despite their cost, an expertly made tank bomb can still outdo the explosion caused by these. | ||
}} | }} | ||
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|usedfor = Stealthily irradiating people. | |usedfor = Stealthily irradiating people. | ||
|strategy = Use it on someone, wait for the radiations to kick in and knock them out. | |strategy = Use it on someone, wait for the radiations to kick in and knock them out. | ||
|description = A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapitate all but the most protected of humanoids. It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is. | |description = A radioactive microlaser disguised as a standard Nanotrasen health analyzer. When used, it emits a powerful burst of radiation, which, after a short delay, can incapitate all but the most protected of humanoids.<br> It has two settings: intensity, which controls the power of the radiation, and wavelength, which controls how long the radiation delay is. | ||
}} | }} | ||
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|usedfor = Making someone elses PDA a fake Syndicate Uplink. | |usedfor = Making someone elses PDA a fake Syndicate Uplink. | ||
|strategy = Use it to frame someone as a traitor or to send them Telecrystals. | |strategy = Use it to frame someone as a traitor or to send them Telecrystals. | ||
|description = It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA. You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA. | |description = It has five charges, and upon using a charge, it will unlock the target's PDA to a Syndicate Uplink with zero TC. You will also receive the code needed to unlock the PDA.<br> You may also apply TC directly to the cartridge, and the next time it is used, it will not only unlock the PDA, but also give the crystals to the target PDA. | ||
}} | }} | ||
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|usedfor = Escaping an arrest. | |usedfor = Escaping an arrest. | ||
|strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer. | |strategy = Instantly uncuffing yourself so you can make your escape/kill the arresting officer. | ||
|description = If you inject yourself with the implanter inside, you can instantly get out of handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight. Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you. | |description = If you inject yourself with the implanter inside, you can instantly get out of handcuffs 4 times. This can be quite useful for a traitor, but it's nigh useless for the syndicate during nuke operations because most people just kill them on sight.<br> Be wary that if security figure out you can break out of handcuffs, they'll typically opt to execute you instead of arresting you. | ||
}} | }} | ||
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|usedfor = Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals. | |usedfor = Spawning syndicate items without using your hands or PDA. Contains 10 telecrystals. | ||
|strategy = Useful if you want to try completing your objective without any syndicate items. Use it in the case you get permabrigged. | |strategy = Useful if you want to try completing your objective without any syndicate items. Use it in the case you get permabrigged. | ||
|description = Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals. | |description = Injecting yourself with this will allow you to bring up a syndicate uplink menu by using a custom emote at any time. It comes with 10 telecrystals.<br> If case you get captured, this is a get out of jail free card. | ||
}} | }} | ||
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|usedfor = PRANKING (GONE WRONG) | |usedfor = PRANKING (GONE WRONG) | ||
|strategy = shoot at people with it, have people shoot at you with it! | |strategy = shoot at people with it, have people shoot at you with it! | ||
|description = This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face. People can prove hard to convince it's the real deal, especially those darn metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. | |description = This revolver with a special pin can only be shot straight by clumsy people. Everyone else who tries to fire it will instead shoot themselves in the face.<br> People can prove hard to convince it's the real deal, especially those darn metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. | ||
}} | }} | ||
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|usedfor = ''Caedite eos. Novit enim Dominus qui sunt eius.'' | |usedfor = ''Caedite eos. Novit enim Dominus qui sunt eius.'' | ||
|strategy = The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed. | |strategy = The counter resets with each body consumed, and with it the benefits. Try to build corpse stockpiles to minimize the risks of maximum buffs. The hunger also grows faster with each body consumed. | ||
|description = His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. <br>It starts peckish, giving just a moderate damage buff. <br>Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. <br> More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. GET-FOOD.<br> STARVING: NOW YOU DID IT. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- | |description = His Grace is a powerful entity that can grant enormous powers in exchange for sacrifices. Spawned dormant use it inhand to activate it. Once activated and soulbound to the player, the hunger starts. As His Grace grows hungrier, it grants its wielder various buffs. <br>It starts peckish, giving just a moderate damage buff. <br>Then he hungers, giving some damage and healing when held, and will devour any that come near him if he is resting on the ground. <br> More hunger leads to him being famished, at which point the damage and healing start to become considerable, but he will not let go of your hand anymore at this point. '''GET-FOOD'''.<br> '''STARVING: NOW YOU DID IT'''. You are basically a hulk with a ridiculous healing buff; I hope you read this guide in advance, because you have about ten seconds to live befor- | ||
DEATH: you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape. At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out. | '''DEATH''': you are dead. The hunger was too much, so His Grace has worked his way up your arm and popped your head in his jaws like a ripe grape.<br> At this point the counter resets, his grace rests on the ground one last time and if no assistants gets too close, becomes dormant again from the hunger. Bodies can be retrieved from his jaws, and changelings can revive and crawl out. | ||
}} | }} | ||
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|usedfor = Getting a rounded medical kit. | |usedfor = Getting a rounded medical kit. | ||
|strategy = Become a combat medic to keep your team up and running. | |strategy = Become a combat medic to keep your team up and running. | ||
|description = The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a combat hypospray loaded with nanites, a brute and burn patch and a chloral hydrate syringe. Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments. | |description = The support specialist: Aid your fellow operatives with this medical bundle. Contains a combat first-aid kit loaded with medical gauze, a compact defibrillator, a combat hypospray loaded with nanites, a brute and burn patch and a chloral hydrate syringe.<br> Also includes night vision health HUD glasses, a Donksoft machine gun, a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments. | ||
}} | }} | ||
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|usedfor = Killing/Stunning people. | |usedfor = Killing/Stunning people. | ||
|strategy = A robust shotgun. Holds a wide selection of ammo types. | |strategy = A robust shotgun. Holds a wide selection of ammo types. | ||
|description = The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it. | |description = The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons.<br> A Bulldog with stun shells and a Sketchin can make for a cheap alternative C20r SMG when strapped for telecrystals. Initially loaded with a stun shells drum, it must be loaded with other kinds of ammo to do damage. Starts with a syndicate firing pin, which prevents enemies from using it. | ||
}} | }} | ||
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|usedfor = Loading the Bulldog. | |usedfor = Loading the Bulldog. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit. A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Sketchin pistol, it can be extremely lethal. | |description = A 8 round drum magazine for use in the Bulldog Shotgun. Functions akin to a stun round from a energy gun or C20r, has unlimited range, deals 5 brute damage and stuns for the standard 10 second limit.<br> A reliable way to stun a target, but not effective in killing them. When used in conjunction with a more lethal weapons, such as the Energy Sword or Sketchin pistol, it can be extremely lethal. | ||
}} | }} | ||
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|usedfor = Loading the Bulldog. | |usedfor = Loading the Bulldog. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage. Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner. | |description = A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 75 brute damage if all pellets hit, but at mid to long range deals very variable if not very little damage.<br> Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner. | ||
}} | }} | ||
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|usedfor = Loading the Bulldog. | |usedfor = Loading the Bulldog. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back. | |description = A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire.<br> A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back. | ||
}} | }} | ||
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|usedfor = Mowing down people. | |usedfor = Mowing down people. | ||
|strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. | |strategy = An expensive investment, designed for consistent and powerful fire support for assault teams. | ||
|description = Holds the most ammo of any gun available: 50 5.56x25mm rounds dealing 45 brute damage each. Three good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it. | |description = Holds the most ammo of any gun available: 50 5.56x25mm rounds dealing 45 brute damage each. Three good shots on someone and they're down.<br> Shoots in three-round bursts and needs two free hands to use - if the other hand is holding something, the SAW will fall off your hands when shooting. Starts with a syndicate firing pin, which prevents enemies from using it. | ||
}} | }} | ||
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|usedfor = Killing people from far away. | |usedfor = Killing people from far away. | ||
|strategy = A long-range sniper rifle, useful for shooting down hallways or from space. | |strategy = A long-range sniper rifle, useful for shooting down hallways or from space. | ||
|description = The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets. Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it. | |description = The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.<br> Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it. | ||
}} | }} | ||
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|usedfor = Crowd Control. | |usedfor = Crowd Control. | ||
|strategy = Shoot several killdrones that will try to hack off people's limbs. | |strategy = Shoot several killdrones that will try to hack off people's limbs. | ||
|description = This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly good amount of damage over time but can be outrun easily. The grenade is fantastic in helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs off when attacking. | |description = This grenade, when thrown, will disperse 10 manhack viscerators. They will proceed to chase and attack any nearby Non-Syndicate personnel. They deal a surprisingly good amount of damage over time but can be outrun easily.<br> The grenade is fantastic in helping clearing out a crowd of crewmen. However, it can be ineffective against Security personnel and the Captain as their armor and weapons allow them to ignore the viscerators long enough to (try to) gun you down. They are also extremely sharp and can outright sever limbs off when attacking. | ||
}} | }} | ||
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|usedfor = Remembering the basics of CQC. | |usedfor = Remembering the basics of CQC. | ||
|strategy = Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit. | |strategy = Read it and practice combos. Useful when combined with adrenals, noslips and added protection, like an energy shield or a shielded hardsuit. | ||
|description = Reading this teaches you the basics of CQC - a martial art that works almost like Krav Maga.<br> You learn devastating combos and when throw is active, have a chance to block and counter attacks. One-time use only. | |description = Reading this teaches you the basics of CQC - a martial art that works almost like Krav Maga.<br> You learn devastating combos and when throw is active, have a chance to block and counter attacks. One-time use only.<br> | ||
Your punches do bonus damage, and your grabs will start as aggressive. | |||
You can also combo attacks by switching intents while hitting. Possible Combos: | |||
* '''Slam''': Grab Harm. Slam opponent into the ground, knocking them down. | |||
* '''CQC Kick''': Harm Disarm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents. | |||
* '''Restrain''': Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a choke hold. | |||
* '''Pressure''': Disarm Grab. Decent stamina damage. | |||
* '''Consecutive CQC''': Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage. | |||
}} | |||
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|usedfor = Detonating all syndicate bombs at once. | |usedfor = Detonating all syndicate bombs at once. | ||
|strategy = Coordinating bomb blasts to destroy multiple objects simultaneously. | |strategy = Coordinating bomb blasts to destroy multiple objects simultaneously. | ||
|description = The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.<br> | |description = The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate.<br> Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator.<br> | ||
'''Operatives start with a working detonator in their base, buying this is usually redundant'''. | '''Operatives start with a working detonator in their base, buying this is usually redundant'''. | ||
}} | }} | ||
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|foundin = Ordered via syndicate uplink, costs 16 telecrystals. | |foundin = Ordered via syndicate uplink, costs 16 telecrystals. | ||
|usedfor = Protecting yourself from energy weapons | |usedfor = Protecting yourself from energy weapons | ||
|strategy = This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield. While expensive, having the people up front wield a energy shield makes for a good breaching strategy. | |strategy = This is a very powerful asset, it will deflect all energy based ranged attacks, laser or stun. This makes it significantly harder for station personnel to attack or subdue you at range as only the armoury's riot shotguns will be effective in bypassing the energy shield.<br> While expensive, having the people up front wield a energy shield makes for a good breaching strategy. | ||
|description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | |description = An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | ||
}} | }} | ||
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|usedfor = Heavy Fire Support. | |usedfor = Heavy Fire Support. | ||
|strategy = Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise! | |strategy = Mow down hallways of people and teleport onto the bridge to give the Captain a big surprise! | ||
|description = One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station. Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear. However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives. It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.<br> | |description = One of the two assault mechs available to the operatives. At a heavy investment this mech provides a very powerful and versatile assault platform to support the assault into the station.<br> Boasting a decent movement speed, an Ultra AC2 machinegun that shoots in bursts, a grenade launcher that fires flashbangs, a personal teleportation device, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear.<br> However, it is extremely vulnerable to ion guns, which will seriously damage the mech in a few hits. Consider not bringing your ship's ion gun along for the assault. Aside from the ion gun, the only easy way to bring it down is other EMPs, mass laser fire or a ton of explosives.<br> It also has a leg actuator function, which speeds up the mech and allows it to knock down walls and structures, at the cost of the mech's integrity.<br> | ||
Cannot maneuver in space: either use it on a drop pod or be very sure of where it's gonna land after you leave the ship. | Cannot maneuver in space: either use it on a drop pod or be very sure of where it's gonna land after you leave the ship. | ||
}} | }} | ||
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|usedfor = Heavy Assault Platform. | |usedfor = Heavy Assault Platform. | ||
|strategy = For when you need to absolutely annihilate anything in your way, accept no substitute. | |strategy = For when you need to absolutely annihilate anything in your way, accept no substitute. | ||
|description = The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries. Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. | |description = The single most expensive item available to the Operatives, the Dark Mauler is an unholy terror to behold to even the most elite of Security personnel. Carrying a mounted LMG, a Scattershot gun, a Missile Rack, a Power Relay for infinite power and special anti-ranged armor, this monster can destroy the station ten-fold with the equipment it carries.<br> Its armor makes it nearly impossible to destroy by all but the most concentrated, coordinated and well armed of counter attacks. Its main weakness is that is is very slow moving, making it easy to outrun. It can, however, walk through walls without any trouble, making most stationary fortifications pointless. | ||
}} | }} | ||
Revision as of 20:11, 19 December 2017
Syndicate Items
These items can be bought through an uplink by Traitors and (barring a few) Nuclear Operatives.
How to Get These Items
Discounts
Three items are randomly discounted. These items can be found at the bottom of the page. The lower initial cost, the higher chance it will be discounted. You can not buy the item at discount price more than once! Hope for a 75% off e-sword!
Conspicuous and Dangerous Weapons
Stechkin
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Revolver
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Mini Energy Crossbow
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Energy Sword
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Double-bladed Energy Sword
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Powerfist
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EMP Kit
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Syndicate Minibomb
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Holoparasites
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Ammunition
.357 Speedloader
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10mm Handgun Magazine
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10mm Armour Piercing Magazine
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10mm Incendiary Magazine
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10mm Hollow Point Magazine
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Box of Riot Darts
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Stealthy and Inconspicuous Weapons
Martial Arts Scroll
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Box of Throwing Weapons
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Toy Gun with Riot Darts
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Sleepy Pen
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Poison Kit
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Romerol
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Dart Pistol
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Energy Dagger
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Syndicate Soap
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Detomatix PDA Cartridge
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Pizza Bomb
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Universal Suppressor
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Dehydrated Space Carp
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Slipocalypse Clusterbang
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Stealth and Camouflage Items
Chameleon Kit
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No-Slip Chameleon Shoes
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Agent ID Card
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Chameleon Projector
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Camera Bug
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Smuggler's Satchel
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Stimpack
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Mulligan
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EMP Flashlight
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Adaptive Cardboard Cutouts
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Decoy Nuclear Authentication Disk
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Space Suits and Hardsuits
Syndicate Space Suit
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Syndicate Hardsuit
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Devices and Tools
Cryptographic Sequencer
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Fully Loaded Toolbox
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Syndicate Surgery Duffelbag
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Chest Rig
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Syndicate Tome
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Thermal Imaging Glasses
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Binary Translator Key
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Syndicate Encryption Key
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Artificial Intelligence Detector
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Hacked AI Upload Module
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Plastic Explosive charge (C4)
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Bag of C-4 Explosives
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Bag of X-4 Explosives
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Power Sink
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Power Beacon
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Syndicate Bomb
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Briefcase Launchpad
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Radioactive Microlaser
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Radio Jammer
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Codespeak Manual
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F.R.A.M.E. PDA Cartridge
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Implants
Freedom Implant
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Storage Implant
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Uplink Implant
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Adrenal Implant
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Role Restricted
Reverse Revolver
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EZ clean bundle
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His Grace
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Haunted Magic Eightball
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Ancient Jumpsuit
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Modified Syringe Gun
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Banana Cream Pie Cannon
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Magillitis Serum Autoinjector
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Kinetic Accelerator Pressure Mod
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Guide to Advanced Mimery Series
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(Pointless) Badassery
Syndicate Bundle
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Syndicate Playing Cards
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Syndicate Briefcase Full of Cash
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Syndicate Smokes
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For showing that you are The Boss
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Syndicate Surplus Crate
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Nuclear Strike Team
Items only available to syndicate operatives during Nuke.
Bundles
Nuclear operatives can purchase bundles, which cost a bit less than the sum of their parts.
C-20r bundle
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Bulldog bundle
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Medical bundle
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Sniper bundle
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Bioterror bundle
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Spetsnaz Pyro bundle
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Weapons
Bulldog Shotgun
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[Show/hide] Bulldog Ammo
Ammo-12g Stun Slug
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Ammo-12g Buckshot
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Ammo-12g Slugs
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Ammo-12g Dragon's Breath
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Ammo-12g Breaching
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Ammo-12g Bundle
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C-20r Submachine Gun
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[Show/hide] C-20r Ammo
.45 Ammo
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.45 Ammo Bundle
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L6 Squad Automatic Weapon
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[Show/hide] SAW Ammo
5.56x45mm Box Magazine
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5.56x45mm (Bleeding) Box Magazine
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5.56x45mm (Hollow-Point) Box Magazine
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5.56x45mm (Armor Penetrating) Box Magazine
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5.56x45mm (Incendiary) Box Magazine
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Sniper Rifle
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[Show/hide] Sniper Ammo
.50 Magazine
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.50 Soporific Magazine
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.50 Haemorrage Magazine
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.50 Penetrator Magazine
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Surplus Rifle
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[Show/hide] Surplus Rifle Ammo
Surplus Rifle Clip
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Flamethrower
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Toy Submachine Gun
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Toy Machine Gun
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Box of Riot Darts
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Viscerator Delivery Grenade
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Chemical Foam Grenade
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Grenadier's Belt
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Biohazardous Chemical Sprayer
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Fungal Tuberculosis Grenade
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Stealthy and Inconspicuous Weapons
CQC Manual
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Stealth and Camouflage Items
Stealthy No-Slip Chameleon Shoes
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Space Suits and Hardsuits
Elite Syndicate Hardsuit
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Shielded Hardsuit
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Devices and Tools
Syndicate Medical Supply Kit
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Blood-Red Magboots
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Syndicate Detonator
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Assault Pod Targeting Device
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Energy Shield
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Medbeam Gun
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Intelligence Potion
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Implants
Microbomb Implant
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Macrobomb Implant
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Cybernetic Implants
All these items ship with an autoimplanter; to use it, insert the implant in the implanter and use it inhand.
Thermal Vision Implant
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X-Ray Vision Implant
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CNS Rebooter Implant
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Reviver Implant
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Cybernetic Implant Bundle
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Support
Mechs, cyborgs and new troops, for when you feel you're understaffed.
Dark Gygax
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Dark Mauler
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Syndicate Cyborg
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Reinforcements
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