Syndicate Items: различия между версиями
KOSTYARON (обсуждение | вклад) |
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Строка 597: | Строка 597: | ||
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|style="text-align:center; background-color:#FF4136;"|No | |style="text-align:center; background-color:#FF4136;"|No | ||
|id="Chameleon_Kit"| | |id="Chameleon_Kit"|Набор хамелеона | ||
|[[file:Syndibox.png]] | |[[file:Syndibox.png]] | ||
|style="text-align: center;"|2 | |style="text-align: center;"|2 | ||
| | |Набор Хамелеона содержит все виды Хамелеоновской одежды. Хорошо подходит, если вы уже устроили пиздец на станции и вас разыскивают СБшники. Маскировка Хамелеон может принимать даже педальные виды одежды. Если Хамелеоновская одежда попадёт под ЭМИ, то она начнёт случайно переключаться, если вы не заботитесь о том, что за это вас может кто-то отпиздить, то можно будет так поприкалываться. | ||
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|style="text-align:center; background-color:#FF4136;"|No | |style="text-align:center; background-color:#FF4136;"|No | ||
|id="Chameleon Skillchip"| | |id="Chameleon Skillchip"|Хамалеоновский Скиллчип | ||
|[[file:Syndicate_autoimplanter.png]] | |[[file:Syndicate_autoimplanter.png]] | ||
|style="text-align: center;"|4 | |style="text-align: center;"|4 | ||
| | |Высокотехнологичный скиллчип, который может переключаться между видами обычных скиллчипов. КД на переключение 5 минут. Если поддастся под ЭМИ, то случайно переключит скиллчип. | ||
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|style="text-align:center; background-color:#FF4136;"|No | |style="text-align:center; background-color:#FF4136;"|No | ||
|id="No-Slips" id="No-Slip_Chameleon_Shoes"| | |id="No-Slips" id="No-Slip_Chameleon_Shoes"|Не-поскользнись ботинки | ||
|[[file:Brshoe.png]] <!-- wut --> | |[[file:Brshoe.png]] <!-- wut --> | ||
|style="text-align: center;"|2 | |style="text-align: center;"|2 | ||
| | |Хамелеоновские ботинки, но в отличие от говнодавов из набора Хамелеона, эти защитят вас от скольжения. | ||
|20+ players only. Huh. | |20+ players only. Huh. | ||
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|style="text-align:center; background-color:#19A974;"|Yes | |style="text-align:center; background-color:#19A974;"|Yes | ||
|id="Agent_ID_Card" id="Agent_ID"| | |id="Agent_ID_Card" id="Agent_ID"|Айди карта Агента | ||
|[[file:Id_regular.png]] | |[[file:Id_regular.png]] | ||
|style="text-align: center;"|2 | |style="text-align: center;"|2 | ||
| | |Айди карта с огромным функционалом. Может изменять внешний вид, может копировать доступ с других айди карточек (требуется провести по карте с доступом, картой Агента). Так же изменяет номер аккаунта и возможность поменять фамилию и имя. Так же Бибски и другие щиткуритионы будут к вам более снисходительны. ИИ будет сложнее вас отследить. Вот пример пользователя такой карты: ЖОРИК ВЛАДИСЛАВ, номер аккаунта 2281448, должность CentCom Official. | ||
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Версия от 03:48, 29 апреля 2021
Предметы Синдиката
Полный список предметов, доступный для покупки предателями и оперативниками Синдиката через их аплинк, заплатив телекристаллами.
Первая таблица содержит все предметы, которые могут купить и предатели, и оперативники. Доступные для оперативников предметы отмечены зеленым "Да" слева.
Вторая таблица содержит предметы, доступные только оперативникам.
ВАШ АПЛИНК
Некоторые предметы очень дорогие, иногда настолько, что их просто невозможно приобрести с вашим начальным бюджетом. Вы можете получить еще телекристаллов, скооперировавшись с другими предателями и попросить у них. Или отдать свои. Как? В категории "Bundles and telecrystals" вы можете "купить" телекристаллы, чтобы извлечь их из вашего аплинка, а затем вставить их в другой. Так же, у всех предателей имеется набор кодовых фраз или слов, с помощью которых вы можете идентифицировать другого агента. Стоит помнить, что агенты Синдиката (оперативники в счёт не входят) могут убивать друг-друга (вдруг он работает на враждебную корпорацию?), а потому доверять кому попало не стоит вообще. Тем не менее, выполнять задачи с товарищем всегда веселее, чем одному, не так ли?
Еще стоить приметить скидки в вашем аплинке:
До трех штук, уникальные для каждого, предметы со скидкой могут быть приобретены только *один* раз. Более дешевые товары чаще получают скидку, но время от времени вы можете сорвать "джекпот" и получить какой-нибудь крутой ствол со скидкой 80%.
Наборы
Нюка? | Название | Иконка | Цена | Описание | Примечание |
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Нет | Bundle A:Syndi-kit Tactical | 20 | Случайно выбирает один из тактических наборов Синдиката. За счёт хаотичности выпадения наборов, общая стоимость предметов >20ТК. Это набор А.
Возможные наборы:
Шпиён
Стелс
ПУШКИ!
شهيد
Маньяк
Имплантер
Кулхацкер
Саботаж
Снайпер
Mета Оперативники
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Нет | Bundle B: Syndi-kit Special |
20 | Случайно выбирает один из специальных наборов Синдиката. За счёт хаотичности выпадения наборов, общая стоимость предметов >20ТК. Это набор B.
Возможные наборы: Джеймс Бонд
Ниндзя
Тёмный Лорд
Святой Карп, иншаллах
Фуфелмерц пакости карпорейтед
Пчола
Эскимос
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Нет | Surplus Crate | 20 | Содержит набор из случайных Синдикатовских предметов, общий стоимости 50ТК. В ящике может попасться всякий мусор, а может двойной энергетический меч. | При 25+ игроков | |
Нет | Super Surplus Crate | 40 | Содержит набор случайных Синдикатовских предметов, общий стоимости 125ТК. Для его покупки требуется 40ТК, так что потребуется скооперироваться с ещё одним агентом Синдиката. Остальным агентам можно же доверять, верно? | При 40+ игроков | |
Да | Raw Telecrystals | 1 к 1 | Вытаскивает из вашего аплинка телекристаллы. В основном используется для покупки предметов, ценой >20ТК, группой агентов Синдиката. | ||
Да | Random Item | ??? | ??? | Случайный предмет, чё тут ещё думать тут? Ах да, это не бесплатно. | Дисплей показывает 0ТК, но ты платишь полную цену попавшегося тебе предмета, сынок. |
Мощные и Метательные оружия
Заметка: категория боеприпасов была включена в таблицы оружия для удобства.
Тихое и Незаметное оружие
Нюка? | Название | Иконка | Цена | Описание | Примечание | ||||||||||||||||
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Да | Дротиковый пистолет | 2 | Миниатюрный шприцемёт, но этот может помещаться в карман. Дела такие же, как и с обычным шприцемётом. Если умеете в химию - победа ваша. | ||||||||||||||||||
Да | Обезвоженный космический карп | 1 | о если добавить немного воды, то появится самый обычный космический карп! | Классика ящиков Синдиката | |||||||||||||||||
Да | Энергетический кинжал | 2 | 2 Ручка, которая при вашем желание превращается в энергетический кинжал, который наносит 18 физического урона и если его метнуть в цель, нанесёт все 35. Очень портативное оружие, можно хранить у себя в ПДА, как обычную ручку и при необходимости вытаскивать и устраивать резню | ||||||||||||||||||
Нет | Свиток боевых искусств "Спящего Карпа" | 20 | Этот свиток научит вас боевым искусствам "Спящего Карпа", вы научитесь отражать все дистанционные атаки, начиная от лазеров, заканчивая огненными шарами, но вы откажитесь от использования оружия дальнего боя (метательное всё ещё можно будет использовать. Ваши удары станут сильнее. Так же свиток научит вас парочке хоть и древних, но очень актуальных приёмов ведения ближнего боя. ТГшники поковырялись в свитке, список изменений ниже: (Некоторое уже было в старом свитке)
Ты используешь приём, если правильно атакуешь врага, проведя правильную комбинацию через панель намерений. Пример: Что-бы исполнить Пинок Разрушающий Волны, тебе надо один раз ударить жертву в намеренье "Атака", после, поменять намерение на "Обезоружить". Тогда ты успешно проведёшь приём, и жертва получит смачный поджопник. После повторяй до тех пор, пока жертва не начнёт корчиться и отрыгивать кровь.
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Нет | Энергетический мини-арбалет | 10 | Это оружие не предназначено для убийства и резни, оно скорее для обезоруживания жертвы. Стреляет очень тихо, самозарядное. Легко поместится у вас в кармане, становится более грозным, когда в связке с сильным оружием ближнего боя, например энергетический меч. По целям без брони, защищающий от энергетического оружия, даёт 15 единиц урона токсинами и 60 единиц урона выносливости, на 1 секунду knockdown и замутняет зрение жертвы. Хватает двух выстрелов чтоб stamcrit, если жертва не в броне.. | Только от 25+ игроков | |||||||||||||||||
Нет | Набор оригами в коробке | 6 | Набор содержит книгу мастера оригами и 5 листков. После её изучения вы научитесь создавать смертельные метательные самолётики. Самолёты всегда будут прилетать в глаза и давать 20 единиц физического урона а так же вызывать кровотечения. Жертва не носящая глазную повязку будет парализована на четыре секунды и получит урон по органам глаз. | ||||||||||||||||||
Нет | Набор Ядов | 6 | Набор содержит бутылочки с: Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare и Amanitin, так же прилагается бесплатный шприц, чтоб кольнуться, по вене. Те, кто умеют в химию, могут сами себе сварить половину этого набора. | ||||||||||||||||||
Да | Ромерол | 25 | Romerol Содержит флакон с ромеролом, при введении хоть 1 единицы, человек становиться так сказать, потенциальным зомби, тикающей бомбой. Ибо в его голове появляется опухоль, которая после смерти превращает его в зомби, который будет рвать и жрать, как и все мы. Добавляет зомби. | ||||||||||||||||||
Неи | Усыпляющая ручка | 4 | Эта ручка содержит скрытый инжектор, который может ввести химические вещества в кровь, если незаметненько кольнуть её кого-нибудь СБшника. Она может содержать 45 единиц реагентов и стартует с: 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, заглушает жертву на некоторое время и после вырубает её на 20~~секунд. Она сможет слышать и видеть, пока не упадёт в сон. Можно сначала дождаться того, пока жертва не упадёт в сон, после оттащить тело в теха и зарезать, как донбассёнка. | ||||||||||||||||||
Да | Универсальный глушитель | 3 | Универсальный глушитель, который подходит и под 9мм калибр и под .50 калибр, вот до чего дошла наука! | ||||||||||||||||||
Да | Кобура Синдиката | 1 | Хамелеон-кобура синдиката. Можно замаскировать под поясную сумку или что-то подобное |
Гранаты и Взрывчатка
Все предметы доступны для ядерных оперативников.
Название | Иконка | Цена | Описание | Примечание |
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Взрывчатка С4 | 1 | Пластиковая взрывчатка С4, возможно прилепить на окно, шлюз, ну или же Феленида, всё в меру вашей испорченности. В основном используется для шумного проникновения, но взрывчатка очень слаба, даже хвост и ушки Фелениду не оторвёт. Так что используется в целях подрыва стены/шлюза. | ||
Вещмешок с взрывчаткой С4 | 8 | Вещмешок типичного школьника в Сирии, содержит много С4, много. | ||
Вещмешок с взрывчаткой X4 | 4 | А вот это уже более грозная штука, если такую налепить на Феленида, то от него останутся вершки и корешки, особо не востребована, все довольствуются С4. | ||
ЭМИ набор | 2 | ЭМИ набор предназначен для вывода из строя всех силиконов, а так же камер и прочий электроники. Есть ЭМИ-гранаты, всё просто, активируешь, кидаешь, профит. Имплант работает так же, но после имплантирования ты можешь 3 раза создать ЭМИ импульс из своего тела, вот прикол. Интересно, а ЭМИ-волны точно не опасны для людей? Можно бахнуть СБшников ЭМИшкой, разряжая их шоковые дубинки и тазеры, и это реально полезно, ведь все знают, что СБшники без тазера и дубинок ничего не умеют, ибо работают по схеме: затазерить>>Отхармбатонить/арестовать | ||
Картридж дистанционного подрыва | 6 | Картридж, который вставляется в ваш PDA. После вставки, он предложит вам отправить вирус на другие ПДА космонавтиков. Вам нужно открыть лист сообщений, найти там потенциальную жертву (хохла) и отправить ему вирус. У 1 картриджа есть 4 заряда, может не сработать на защищённых ПДА (капитана), но на ПДА Костика отлично работает, а большего и не надо. | ||
Пицца-бомба | 6 | Коробка с пиццей, к которой прикрепили бомбу. Для поставки таймера надо открыть коробку с пиццей, держа в руках, вытащить от туда пиццу и закрыть коробку. После ещё одного открытия коробки, вы или ваша жертва получит бесплатную путёвку к Аллаху, а также пиццу четыре сыра! | ||
Кластерная граната "Слипокалипсис" | 3 | Кластерная граната, которая загадит всю территорию Синдикатовским мылом. | ||
Бомба синдиката | 11 | Синдикатовская бомба это большой, плотный девайс с таймером не меньше 90 секунд. При покупке бомбы, вам дадут маячок, который при активации вышлет вам целую бомбу. Бомба большая и её максимум можно таскать за собой. После активации, Пришвартуйте гаечным ключом бомбу к полу, чтоб какой-нибудь сапёр просто не космировал её. После начала отсчёта бомба начнёт издавать громкое пищание (дети Донбасса поймут).Если персонал найдёт бомбу, то они могут попытаться её отключить, используя обычные инструменты. Один случайно выбранный провод отключает бомбу, а другой сразу же детонирует! Можно украсть тренировочную бомбу у СБшиков, найти провод который сразу же детонирует бомбу, запомнить этот провод, активировать свою бомбу и побежать в медбей, таща за собой бомбу. | ||
ЭМИ бомба синдиката | 7 | Вариант Синдикатовской бомбы, но в этот раз ЭМИ. Создаёт ЭМИ-импульс большой дальности и силы. | ||
Минибомба синдиката | 6 | Граната с 5с/3с/шахидным таймером, которая создаст средний взрыв и конечно же разгерметизирует помещение. |
Stealth and Camouflage Items
Ops? | Item | Icon | Cost | description | info |
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No | Набор хамелеона | 2 | Набор Хамелеона содержит все виды Хамелеоновской одежды. Хорошо подходит, если вы уже устроили пиздец на станции и вас разыскивают СБшники. Маскировка Хамелеон может принимать даже педальные виды одежды. Если Хамелеоновская одежда попадёт под ЭМИ, то она начнёт случайно переключаться, если вы не заботитесь о том, что за это вас может кто-то отпиздить, то можно будет так поприкалываться. | ||
No | Хамалеоновский Скиллчип | 4 | Высокотехнологичный скиллчип, который может переключаться между видами обычных скиллчипов. КД на переключение 5 минут. Если поддастся под ЭМИ, то случайно переключит скиллчип. | ||
No | Не-поскользнись ботинки | 2 | Хамелеоновские ботинки, но в отличие от говнодавов из набора Хамелеона, эти защитят вас от скольжения. | 20+ players only. Huh. | |
Yes | Айди карта Агента | 2 | Айди карта с огромным функционалом. Может изменять внешний вид, может копировать доступ с других айди карточек (требуется провести по карте с доступом, картой Агента). Так же изменяет номер аккаунта и возможность поменять фамилию и имя. Так же Бибски и другие щиткуритионы будут к вам более снисходительны. ИИ будет сложнее вас отследить. Вот пример пользователя такой карты: ЖОРИК ВЛАДИСЛАВ, номер аккаунта 2281448, должность CentCom Official. | ||
Yes | Chameleon Projector | 7 | Using the Chameleon Projector on an item will disguise you 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. The AI also cannot track you while disguised. Incredibly useful, and a lot of fun if you use it correctly; hiding as something tiny like a cigarette butt or can make it very difficult for firearms to hit you, as you must be clicked on directly. You can also blend into common objects on the shuttle, or just fuck around by turning into a toilet or something. |
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Yes | Artificial Intelligence Detector | 1 | 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. Recently, this item has gained the ability to show an overlay that lets you see camera coverage and the real-time location of AI camera eyes. | ||
Yes | Smuggler's Satchel | 2 | This satchel is made to fit under floortiles, and comes with a crowbar and floortile to hide it with. It can also fit in a backpack, making it an exceptional item for storage since it can hold normal sized items. Additionally, satchels randomly spawn across the station each round, and come with random contraband like drugs or posters. Using a t-ray scanner allows them to be seen from under floortiles. |
Satchel contents used to persist between rounds, but people abused that feature hard. | |
Yes | Stimpack | 5 | This stimulant medipen comes loaded with 50u Stimulants, which will heavily increase your run speed, reduce stuns and give a small heal over time. | ||
No | Mulligan | 4 | This syringe comes loaded with a Mulligan Toxin that will randomize your appearance and identity, permanently. | ||
Yes | EMP Flashlight | 4 | 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. Has 4 slowly regenerating charges. 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 depower or electrify them. |
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Yes | Radio Jammer | 5 | This device will block any nearby outgoing radio communication when activated. Activate it before killing someone so they can't scream over radio, and put it in your pocket or backpack. | ||
Yes | Codespeak Manual | 3 | This manual teaches you, or anyone hit by it Codespeak, which sounds like random concepts and drinks to anyone listening. Unlimited uses. Use ,t before saying something to speak in Codespeak. |
Space Suits and Hardsuits
Ops? | Item | Icon | Cost | description | info |
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Yes | Syndicate Space Suit | 4 | A special syndicate space suit that fits in backpacks, slows you less, and has a weapon slot. The color will be suspicious to the crew, however. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30, fire = 80, acid = 85. | ||
No | Blood-red Hardsuit | 8 | The feared suit of a syndicate nuclear agent. It features an internal jetpack that draws from internals, a special combat mode that is not spaceworthy but won't slow down movement, and fairly resistant armor, all while fitting in backpacks. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90. |
Шаблон:H:title | |
No | Infiltrator set | 6 | This suit proves to be cheaper than your standard issue hardsuit, with none of the movement restrictions. Comes with an armor vest, helmet, sneaksuit, sneakboots, specialized combat gloves and a high-tech balaclava. The case can be reused to hide the outfit, or to simply store it more compactly in your backpack. Resistances: melee = 40, bullet = 40, laser = 30, energy = 40, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100 Mask has melee = 10, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 10, fire = 100, acid = 40. The mask will hide your identity when speaking, the helmet is flash proof, and the sneakboots make you walk silently. |
Actually a syndicate toolbox. Can only buy 1. |
Devices and Tools
All items available to nuclear operatives.
Item | Icon | Cost | description | info |
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Cryptographic Sequencer | 4 | Also called an Emag (electromagnetic card), it allows you to break open most electronic locks, and can alter many many things on the station. Also has several special functions, as it can hack cyborgs to serve you, cause multiple electronic devices to malfunction and become deadly, and can really ruin an engineer's day. Emagging something is different from Hacking something. | ||
Airlock Authentication Override Card | 3 | A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge. Has 3 charges and automatically recharge 1 every 3 minutes. Examine the card to see remaining time until next charge.
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Camera Bug | 1 | When activated in your hand, you will see a list of all active cameras on the station, for you to use to spy on people or areas as you please; you can also track people, like an AI. You do not need to use the Camera Bug on cameras to be able to remotely view them. The Camera Bug used to be upgradable, but now has network, tracking, and sabotage upgrades by default and can not be further upgraded. You can also use the Camera Bug on a camera to bug it. Bugging a camera will allow you to remotely disable that camera once through the 'tracking menu', for controlled AI/security camera blackouts. |
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Fully Loaded Toolbox | 1 | It's a suspicious looking toolbox, filled with useful tools. Contains:a , a, a , a , a, some , and a pair of combat gloves (which are insulated). It's also slightly more robust than a regular toolbox. | Can be found offstation sometimes. | |
Adaptive Cardboard Cutouts | 1 | This box contains three cardboard cutouts and a crayon to color them with. Unlike normal cardboard cutouts, they have no distinctive yellow tint, which makes them good for fooling gullible crew or an AI. | ||
Decoy Nuclear Authentication Disk | 1 | It's just a normal disk. Visually it's identical to the real deal, and only the Captain or nuclear operatives can identify it. Regular crew will find out by looking at the pinpointer or trying to put it in the nuke.
Don't try to give this to |
But sometimes the sprite is not animated? Investigate... | |
Hypnotic Flash | 7 | Hypnotises people into following absolute orders. To be considered vulnerable, a player must not be implanted with a Mindshield Implant and either be hallucinating, sleeping, at extremely low sanity or suffering from the Dumbness trauma. Being unconscious from being in crit or suffocating etc does not count as sleeping. Will trigger confusion, dizziness, drowzyness and pacify on both untargeted (use in hand) and targeted (click on sprite) flash, but needs targeted flash to hypnotize. If you successfully flash a vulnerable person you will see a message saying "Name stands still as his/her eyes seem to focus on a distant point.".
Unlike an ordinary flash, this item can not break from EMP or repeated use. This flash does not stun people. |
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Hypnotic Grenade | 12 | This flashbang is capable of inflicting the Hypnotic Stupor on vulnerable people. As soon as they've been flashed, they will be hypnotized by the first sentence they hear and gain an obsessive compulsion to obey it. Unlike the hypnotic flash, which requires a target be "prepared" for the trance, the sound portion of the flashbang causes hallucinations, and will allow the grenade's flash to instantly induce a hypnotic trance in viewers, making them hypnotized by the next sentence they hear. |
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Syndicate Surgery Duffelbag | 3 | Use it to perform any kind of surgical crime. Contains: an , a , a , a , a , a , some , a , a , and an empty which slaves the borg to you. | ||
Chest Rig | 1 | A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment. | ||
Syndicate Tome | 5 | Like the chaplain's bible, but for traitors. Won't bless any water or rooms, but will heal any traitor it hits like a bible would, EXCEPT the user, which needs to bind the tome to themselves by using it in their hand. (The tome bites them as confirmation). | If anyone actually used this, it would be cut from the game for being the ultimate validhunter's tool. | |
Thermal Imaging Glasses | 4 | When worn, this item allows you to see any human, alien, cyborg, and even AIs through walls. Can be disguised as any kind of glasses. Wearing this leaves you very vulnerable to flashes, flashbangs, and EMP. Using a welding tool with this on may cause you to go blind. | ||
Binary Translator Key | 5 | Insert into your headset to access the :binary channel borgs and AIs use. If your headset's full, use a screwdriver to remove the keys already in your headset, and place the ones you want back in. All keys can access the common channel, so if you have a "commons" key you can safely throw it away. While talking on the :binary channel is possible, it is not recommended as an AI can quickly realize you are not a borg slaved to them, and thus call valid salad on you. Also remember anyone can hear what you say into your radio if they are next to you. | ||
Syndicate Encryption Key | 2 | Attach it to your headset 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. If your headset's full, use a screwdriver to remove the keys already in your headset. Speak on the secret channel with a :t before your text. Remember that other traitors are not obliged to be friendly to you. | ||
Hacked AI Upload Module | 9 | This is a 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 AIs would love to use any loophole they can find to kill you. |
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Powersink | 10 | 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 has drained enough power, it explodes violently! |
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Omnious Beacon | 10 | Placed like a powersink, screwdriver to secure it on an exposed wire node (at least 15,000 watts) 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. |
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Briefcase Launchpad | 6 | A briefcase containing a miniature launchpad, able to teleport objects and mobs up to 8 tiles away and back in any direction. It's controlled via a remote disguised as a folder, allowing the user to use it in reverse when escaping.
To link the briefcase with the remote, simply hit it with the remote. To set it up, use the briefcase in hand. To pick it up once you're done, click and drag the briefcase and drop it to your character's sprite. |
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Radioactive Microlaser | 3 | 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 incapacitate 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. | ||
F.R.A.M.E. PDA Cartridge | 4 | A program catridge for a PDA. 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. | ||
Syndicate Soap | 1 | It's a bar of evil looking soap. It can clean up a blood off the ground or on your clothes by using it on them. Also slips people for a moment. Useful with an energy sword. In addition, it cleans things much faster than normal soap, making it handy for a quick cleanup. | ||
Protocol CRAB-17 Phone | 7 | This device lets you launch another device that drains the funds of all crewmembers to your bank account. When used, the phone will start draining the crew's funds and spawn a moving spacecoin market in a random location, that each crewmember have to use for a few seconds to stop the draining. Can be bought once, globally. | Can be bought once, globally. |
Implants
All items available to nuclear operatives.
Item | Icon | Cost | description | info |
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Adrenal Implant | 8 | An implant injected into the body, and later activated with a HUD button to inject a chemical which slightly helps with stuns while causing an array of bad effects. Using it will instantly remove any existing knockdown (but not paralyze or stamcrit), make you stand up if resting and inject you with 6 units of Experimental Stimulants. Each injection lasts about 30 seconds. Has 3 uses. | 25+ players only | |
Freedom Implant | 5 | 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. | ||
Storage Implant | 8 | An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items, that can't be detected without Surgery. | ||
Internal Syndicate Radio Implant | 4 | This implants you with a hidden radio that can access the common and secret syndicate channel (:t). Similar to a station-bounced radio, you can disable it to avoid suspicion. EMP-proof, but can't be modified with encryption keys. | ||
Stealth Implant | 8 | This implant allows you to deploy inside a box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it. | ||
Uplink Implant | 14 | 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. If case you get captured, this is a get out of jail free card. |
Role Restricted
No item available to nuclear operatives, they don't have jobs!
All items from a specific department are also available to the head of said department. The HoP has no department.
Item | Icon | Role | Cost | description | info |
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Reverse Bear Trap | clown |
5 | An ingenious execution device worn on (or forced onto) the head. Arming it starts a 1-minute kitchen timer mounted on the bear trap. When it goes off, the trap's jaws will violently open, instantly killing anyone wearing it by tearing their jaws in half. To arm, attack someone with it while they're not wearing headgear, and you will force it onto their head after three seconds uninterrupted. The victim can attempt to disarm it. Each disarm attempt makes them a little more likely to succeed. | ||
Banana Cream Pie Cannon | 10 | A special pie cannon for a special clown. This gadget can hold up to 20 pies and automatically fabricates one every two seconds. | |||
Reverse Revolver | 14 | 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 metagamers that see a clown with a gun and know what's up. Advanced pranking would involve other traitors' revolvers. |
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Clown Bomb | 15 | A bomb that releases fifty clowns. It even honks instead of beeping. | |||
Clown Car | 20 | The clown car lets you run people over and stuff them inside your trunk. They're unable to escape unless you crash into a wall, which will fling you and any passengers outside! Comes with a horn, a button to release all passengers and a lube-defense mechanism(tm) which has a 1/3 chance to drop some lube if someone decides to shoot at your sweet ride. If you can somehow get it emagged, you unlock even more fun! Only clowns can drive this, the key being their their bikehorn. Banana peels allegedly repair it. | |||
Guide to Advanced Mimery Series | Mime |
12 | The classical two part series on how to further hone your mime skills. Upon studying the series, the user should be able to make 3x1 invisible walls, and shoot bullets out of their fingers. The books don't disappear upon learning, so try to hide or destroy them once you are done. | ||
Ancient Toolbox | Assistant |
2 | A toolbox specially preserved and modified for your robusting needs, comes with normal tools and Insulated Gloves, but its special feature is having its damage increased the more telecrystals you have inside it! | ||
Ancient Jumpsuit | 20 | An old smelly grey jumpsuit, this item provides no benefit or disadvantage other than bragging rights. | |||
EZ clean bundle | Janitor |
6 | This bundle of 3 illegal cleaning grenades from Waffle Co. have a generous serving of trademark reagent "ez clean", guaranteed to strip away any organic stain. Highly effective in littered, dirty, crowded hallways. | ||
His Grace | Chaplain |
20 | 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.
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Haunted Magic Eightball | Curator |
2 | Just like the toy version, this eightball has a pool of twenty answers. The toy version just picks them randomly, while this haunted version polls all the ghosts and then picks the most popular answer selected by them. To use, it must be shaken for 15 seconds after you've spoken your question aloud, and then has a 3 minute cooldown between uses. Haunted and toy eightballs are indistinguishable except in the quality of their answers. Ghosts are fickle things and it's uncertain wether they will help you or not. This item is currently bugged, and non-functional. The twenty possible answers are the following: "It is certain", "It is decidedly so", "Without a doubt", "Yes definitely", "You may rely on it", "As I see it, yes", "Most likely", "Outlook good", "Yes", "Signs point to yes", "Reply hazy try again", "Ask again later", "Better not tell you now", "Cannot predict now", "Concentrate and ask again", "Don't count on it", "My reply is no", "My sources say no", "Outlook not so good" and "Very doubtful". |
Can only be bought once. | |
Box of Gorilla Cubes | Geneticist |
6 | A box with 3 Waffle Co. brand gorilla cubes: similar to monkey cubes, but will release angry gorillas when rehydrated. Expose them to water and watch the mayhem from a safe distance. | Any monkey actually has a 0.1% chance every second to mutate into a gorilla if they are irradiated enough, but where would you get 3000 irradiated monkeys? | |
Modified Syringe Gun | 14 | A syringe gun that fires DNA injectors instead of normal syringes. | |||
Magillitis Serum Autoinjector | 15 | Contains a chemical that turns you into a fast, tough gorilla after a short while. | In theory, if a brain is harvested from the gorilla carcass and inserted into an empty body, the injected person can be brought back. | ||
Blast Cannon | Scientist |
14 | This unassuming piece of hardware can load TTVs and will launch a projectile in a straight line, until it gets stopped by a wall. Wall penetration power is determined by the bomb's theoretical explosion size. Projectiles fly across Z-levels, which is very fun with looping Z-levels, or even just for sniping AIs across space. |
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Concealed Weapon Bay | Roboticist |
3 | The concealed weapon bay is an item that attaches to non-combat mechs such as Ripleys or Odysseuses and allows them to equip one mech weapon. A mech can only have one attached. Examining the mech will not reveal the attached weapon (although the raising message still shows). | ||
Laser Arm Implant | 10 | An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a one use syndicate autosurgeon for immediate self-application. A screwdriver can be used to remove it from the autosurgeon, but implant can't be placed back in. | |||
Australicus Slime Mutator | Roboticist, Scientist |
10 | Requires knowledge in xenobiology to use properly. Buying this gives you a syringe containing 1u Spider Extract. When this substance is injected into an unused gold slime extract it spawns three non-hostile and non-sentient broodmother spiders. These won't cause any havoc unless you manage to make them sentient, which can be done with a sentience potion made from light pink extracts (not included). | ||
Reagent Dartgun | Chemist |
12 | This special dartgun produces 4 syringes every 25 seconds and draws from an internal 100u chemical tank. | ||
Brainwashing Surgery Program | Medical Doctor, CMO, Roboticist |
5 | A disk containing the procedure to perform a brainwashing surgery, allowing you to implant a primary objective onto a target which he/she must obey. Insert into an Operating Console to enable the procedure. | ||
Kinetic Accelerator Pressure Mod | Miner |
5 | A modification kit which allows Kinetic Accelerators to do greatly increased damage while indoors. Occupies 35% mod capacity. Use 2 for full damage. (You can only order two). | ||
Explosive Hot Potato | Botanist, Cook, clown, Mime |
4 | When used inhand, a special mechanism activates preventing it from being dropped, and a timer starts. The potato can only be transferred away from you by hitting another being with it, and when the timer expires it explodes! | ||
Butcher's Meat Hook | Cook |
11 | A meat hook on the end of a long chain. Clicking from range will fire the chain, which drags the target to you, deals 20 brute and stamina damage with 60 armor penetration and 0.5 second knockdown. Was originally shaft miner loot. | ||
Disposable Sentry Gun | Station Engineer |
11 | A disposable sentry gun deployment system cleverly disguised as a toolbox. Works and functions as a normal red toolbox, until you attack it on harm intent with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at anyone except you. The turret only has 100 health however, so it will not last long when attacked. | ||
Organic Resources Disturbance Inducer | HoP, QM |
2 | An Occupational Corruption Device. Using it triggers the bureaucratic error event which randomly opens and closes available job slots for latejoiners. Limited to 1 purchase. |
(Pointless) Badassery
All items available to nuclear operatives.
Item | Icon | Cost | description | info |
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Syndicate Playing Cards | 1 | A special deck of space-grade playing cards with a mono-molecular edge and metal reinforcement, making them slightly more robust than a normal deck of cards. | ||
Syndicate Briefcase Full of Cash | 1 | A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing. | Alternates between useful and useless depending on whoever is reworking the game economy system. | |
Syndicate Smokes | 2 | Strong flavor, dense smoke. Each cigarette is infused with 10u nicotine and 15u omnizine. Smoking one of these cigarettes takes about 2 minutes. | Do not confuse with trick cigarettes. | |
Syndicate Balloon | 20 | A red balloon with a white S on it. It floats. Security may arrest you for having one. You could buy multiple of these if part of a nuke team. |
Nuclear Operatives special equipment
Below are items available exclusively to Nuclear Operatives.
Your Uplink
Nuclear operatives have a radio as uplink which starts unlocked, and can be detonated as an impromptu bomb if money is tight. The shop interface is divided into categories. Operatives receive roughly 10 Crystals for each 10 crewmembers on the station, and receive extra if they declare war on Nanotrasen. |
Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other operatives, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any unlocked uplink.
Up to three items, unique for each operative, can be purchased *once* each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. There are also team discounts: discounted items that have unlimited supply (can always buy more as long as you have TC left) that are the same for every operative. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.
Bundles
Item | Icon | Cost | description | info |
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Bioterror bundle | 30 | For the madman: Contains a Bioterror spray, Bioterror Grenade, a Poison Kit, a Dart Pistol, a box of syringes, a Donksoft assault rifle, and some extra darts. Remember: Seal suit and equip internals before use. | 12 TC saved | |
Bulldog bundle | 13 | Lean and mean: Optimised for people that want to get up close and personal. Contains the popular Bulldog Shotgun, a 12g stun slug drum, a 12g buckshot drum, and a pair of Thermal Imaging Goggles. | 3 TC saved | |
C-20r bundle | 14 | Old faithful: The classic C-20r Submachine Gun, bundled with two magazines, and a Suppressor. | ||
Cybernetic Implant Bundle | 40 | Contains 5 random cybernetic implants. Guaranteed to at least pay for its cost. | With the most expensive implant being macrobomb at 20 TC each, max saving would be 60% and the average will be much less. Check the other discounted categories first. | |
Medical bundle | 15 | 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 brute and burn patch, a Chloral Hydrate syringe, and a combat hypospray loaded with:
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. |
5 TC saved | |
Sniper bundle | 20 | Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two soporific magazine, a free surplus supressor, and a worn out suit and tie. | 6 TC saved. | |
Spetsnaz Pyro bundle | 30 | For systematic suppression of carbon lifeforms in close range: Contains an elite fireproof hardsuit, a pyro backpack fire sprayer, a Stechkin APS pistol, two incendiary magazines, a bottle of flammable vodka, a pipebomb, and a stimulant syringe. | 12 TC saved. The backpack sprayer is kinda trash not gonna lie. For the love of god don't set your teammates on fire!! |
Conspicuous and Dangerous Weapons
Note: the ammo category has been rolled into the weapon's tables for efficiency sake.
Item | Icon | Cost | description | info | ||||||||||||||||||||||||
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Bulldog Shotgun | 8 | 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. Starts with a syndicate firing pin, which prevents enemies from using it.
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C-20r Submachine Gun | 13 | Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a Silencer. Starts with a syndicate firing pin, which prevents enemies from using it.
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L6 Squad Automatic Weapon | 18 | Holds the most ammo of any gun available: 50 1.95x129mm rounds dealing high brute damage. A few good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use. Dust cover must be opened with an alt-click to be able to insert a new magazine. Starts with a syndicate firing pin, which prevents enemies from using it.
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Sniper Rifle | 16 | 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.
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Surplus SMG | 2 | An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much.
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Substituted the mosin, a less forgiving weapons for shoot-ers and shoot-ats. | |||||||||||||||||||||||||
Stechkin APS Machine Pistol | 10 | A ancient Soviet machine pistol, refurbished for the modern age. Uses 9mm auto rounds in 15-round magazines and is compatible with suppressors. The gun fires in three round bursts.
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Not to be confused with the Makarov Pistol, which used to be named "Stechkin Pistol". Has fire delay and adds 10 spread. | |||||||||||||||||||||||||
M-90gl Carbine | 18 | This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines hold 30 rounds of bullets, which is more than enough against unarmored targets.
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Flamethrower | 4 | Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in Toxins or Engineering. Remember only the black suits are fireproof. | Same as a craftable flamethrower. Why is this here, why does it cost so much, why are you burning plasma instead of stealing it? | |||||||||||||||||||||||||
Toy Submachine Gun | 5 | A toy SMG. Guaranteed to not be taken seriously until it's too late. Loaded with 20 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
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aka donksoft SMG | |||||||||||||||||||||||||
Toy Machine Gun | 10 | A toy SAW. Guaranteed to not be taken seriously until it's too late. Loaded with 50 darts. Starts with a syndicate firing pin, which prevents enemies from using it.
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aka donksoft LMG | |||||||||||||||||||||||||
84mm Rocket Propelled Grenade Launcher | 8 | A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round.
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Biohazardous Chemical Sprayer | 20 | A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing. |
Grenades and Explosives
Item | Icon | Cost | description | info |
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Bioterror Foam Grenade | 5 | A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use. | ||
Buzzkill Grenade Box | 15 | These grenades release ten bees that will indiscriminately attack anyone with random toxins. Keep in mind that bees can't attack people wearing thick clothing - like hardsuits and EVA/fire/bio/EOD suits as well as some costumes. | ||
Fungal Tuberculosis Grenade | 12 | A box that contains several ways to apply the Fungal Tuberculosis virus: an extremely virulent and hard to cure disease that stuns and suffocates its targets. The box contains a viral smoke grenade, 5 single-use instant Bio Virus Antidote Kits (BVAK autoinjectors) with 20u vaccine (inject 10u per use), a BVAK bottle (30u vaccine) and a normal syringe. | ||
Viscerator Delivery Grenade | 5 | 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 high amount of damage over time but can be outrun easily. The grenade is fantastic at 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 when attacking. | ||
Grenadier's Belt | 22 | A belt containing a large amount of assorted grenades. TO be specific, it contains:
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Syndicate Detonator | 3 | 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.
Operatives start with a working detonator in their base, buying this is usually redundant. |
Stealthy and Inconspicuous Weapons
Item | Icon | Cost | description | info |
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CQC Manual | 13 | Reading this single-use book will teach you the basics of CQC - a martial art. You learn devastating combos and when throw is active, have a chance to block and counter attacks. This is the same skill as Cooks can use in the kitchen, except anywhere. Your punches do bonus damage, and your grabs will start as aggressive. You can combo attacks by switching intents while hitting. Possible Combos:
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Combat Gloves Plus | 5 | A pair of gloves that are fireproof and electrically insulated, however unlike the regular Combat Gloves these use nanotechnology to teach the martial art of krav maga to the wearer. |
Space Suits and Hardsuits
Item | Icon | Cost | description | info |
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Elite Syndicate Hardsuit | 8 | Works like a Syndicate Hardsuit, but it's more armored and completely immune to fire and acid. Useful when using fire-based weapons. Resistances: melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100. |
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Shielded Hardsuit | 30 | Looks like a Syndicate Hardsuit, but it has a shield that completely negates attacks until it depletes. Stores up to 3 charges, which regenerate when not being hit for 20 seconds. If the shielding falls, it has the same armor as a normal Syndicate hardsuit, but with full Acid and Fire protection. Resistances: melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100. |
Stealth and Camouflage Items
Item | Icon | Cost | description | info |
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Stealthy No-Slip Chameleon Shoes | 4 | The nuke ops version of chameleon no-slips. |
Devices and Tools
Item | Icon | Cost | description | info |
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Syndicate Jaws of Life | 4 | Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration it can be used to force open airlocks. Useful for entering the station or its departments. | ||
Blood-Red Magboots | 2 | A pair of magnetic boots that will keep you on the ground if the gravity fails or is sabotaged, giving you a mobility advantage. If activated with gravity they will protect from slips, but they will slow you down. | ||
Assault Pod Targeting Device | 30 | This device allows you to aim and use the assault pod located to the east of the syndicate base. The doors are id-locked to operatives and it's defended by wall-mounted automatic guns, making it a safe location to retreat to if necessary.
It cannot return to the syndicate station, so at least one operative should send the ship onto the station to be able to come back. Also, don't forget the nuke behind! |
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Energy Shield | 16 | An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. | ||
Medbeam Gun | 15 | A very efficient healing tool, that doesn't require the constant attention of the healer, since he can keep it in his offhand while shooting with the other hand. It cannot self-heal, however.
Crossing the streams or trying to heal a target already being healed by another medbeam will cause a huge explosion. Be very wary when using two medbeam guns, or avoid buying two altogether. |
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Syndicate Medical Supply Kit | 4 | The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector (containing 30 units of Epinephrine, 30 units of Omnizine, 15 units of Leporazine and 15 units of Atropine), a night vision medical hud for quick identification of injured comrades, a brute and burn healing patch, and a combat defibrillator that fits in belts and works through exosuits (usually useless due to explosive implants). | ||
Syndicate Sentience Potion | 4 | This potion will grant intelligence (i.e. a player controller and speech) to any simple mob it is used on, also enslaving them to your commands. Additionally, the creature will receive a radio implant, as well as an implanted syndicate ID, allowing them to enter and exit the Syndicate Infiltrator. | ||
Guerrilla Gloves | 2 | Syndicate version of tackling gloves, insulated. |
Implants
All these items ship with an (auto) implanter; to use it, insert the implant in the implanter and use it inhand.
Item | Icon | Cost | description | info |
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CNS Rebooter Implant | 12 | This implant will shorten any stun longer than 4 seconds to 4 seconds. | ||
Microbomb Implant | 2 | Nuclear Operatives start with bomb implants already, but if you feel like increasing the strength of the explosion, you can add more explosive implants. | ||
Macrobomb Implant | 20 | A much more powerful version of the Microbomb Implant, this will cause a delayed but much more powerful explosion on death. Make sure to warn your comrades of this, as you might catch them in the blast if they're unaware. | ||
Reviver Implant | 8 | This implant will heal you once you fall into crit, then goes into cooldown. | ||
Thermal Vision Implant | 8 | Like optical thermal goggles, it lets you see all living beings through walls, and enhances your vision in the dark. | ||
X-Ray Vision Implant | 10 | Allows unrestricted vision through walls, though light level will still play a role. |
Support
Item | Icon | Cost | description | info |
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Dark Gygax | 80 | 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 LBX AC 10 "Scattershot" shotgun, both types of armor boosters, and an Energy Relay, this mech proves to be as powerful as anything the operatives can bring to bear in terms of close-quarters combat prowess. 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. The Dark Gygax also possesses a bluespace cell, which grants it a larger pool of energy to draw from than it's Mauler counterpart.
Has thrusters for space-maneuverability. |
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Dark Mauler | 140 | 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. Note that this does not, however, automatically make you unstoppable. To effectively use it you should already have some experience with mechs, it should also be noted that whoever is piloting this does not need as much gear as everyone else, so don't waste TC (although it is good to have a backup plan if the mech is destroyed). | ||
Syndicate Cyborg | 65 | A repurposed Nanotrasen Cyborg, outfitted with the latest in Syndicate technology. This powerful killing machine has many great utilities that make it almost a necessary asset for many Nuke Op teams. Can either be an Assault, Medical or Engineering module.
The Syndicate cyborg is occupied by a ghost with the operative preference enabled. If there are no candidates, you can refund the telecrystals by hitting the uplink with the teleporter you get from ordering the cyborg. |
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Reinforcements | 25 | Gives a Reinforcement Teleporter. When used, a random ghost will become a new member of the nuke operative squad! The reinforcement starts with the normal operative equipment minus the TC, therefore someone has to equip them to make them useful: in particular, make sure there are enough spacesuits to get to the station. |
(Pointless) Badassery
Item | Icon | Cost | description | info |
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Broken Chameleon Kit | 4 | A full chameleon kit, gun aside, that acts as if EMP'd. You will stick out like a sore thumb and be unable to wear "real" armor. | ||
Centcom Official Costume | 4 | Contains a full CentCom Official uniform set, headset and clipboard included. The headset comes without an encryption key. | ||
Clown Costume | 4 | Contains a complete Clown outfit. | ||
Sleepy Time Pajama Bundle | 4 | Even soldiers need to get a good nights rest. Comes with blood-red pajamas, a blankie, a hot mug of cocoa and a fuzzy friend. |
Clown Operative Equipment
STATION PRANKS GONE WRONG! You have been chosen by the clownpeople to lead a daring prank raid (praind??) on one of nanotrasen's space station. While this prank is sponsored by the syndicate coalition, your clown honor (and genes) dictates that you do not use certain BORING equipment standard nuclear operatives are known for, and instead opt for the more !FUN! equipment you are accostumed to as a clown.
Here are some of the biggest changes from the normal operative kit:
Absolutely no guns! | You can use: ... |
The pie cannon! Foam weapons! Origami! | |
No energy sword/shield! | Bananium weapons! |
They are slippery on the floor, and the sword is totally harmless, but slips people you hit! | |
No lame bombs! | Use funny bombs!! |
Summon a horde of clowns! Slap a funny moustache on people's faces! (Also teargas!!) Blow them up with the explosive peel! | |
Bioweapons are A-OK!! | |
Other funny equipment: Combat clown shoes that don't slip, bananium version that leaves peels behind also available! Funny firing pins that only let other clowns use a gun, or VERY funny pins that explode when pulled!! | |
A MECH!!! | |
NO CLOWN CAR!! |