Вещи Синдиката: различия между версиями
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| Бармен | | Бармен | ||
| Оглушение и опьянение людей. | | Оглушение и опьянение людей. | ||
| Коробка, | | Коробка, содержащая 6 травматических патронов, которые дополнительно вызывают эффект жуткого опьянения у жертвы. Чем больше видов алкоголя в теле жертвы, тем сильнее будет эффект от попадания. | ||
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! Poison Bottle <br> [[File:Poisonbottle.png]] | ! Poison Bottle <br> [[File:Poisonbottle.png]] |
Версия от 19:42, 1 марта 2020
Агенты Синдиката получают доступ к таким вещам во время Traitor и Nuke Ops.
Для эксклюзивных вещей режима Nuclear Agent, пройдите сюда.
Возвращаемые Вещи
На данный момент единственными возвращаемыми вещами предателей являются: Martial Arts Scroll и Holoparasite Injector
Предметы
Job Specific Tools
Предмет | Стоимость | Профессия | Назначение | Описание |
Семена Ambrosia Cruciatus |
2 TC | Ботаник | Выращивает амброзию, вызывающую галлюцинации и урон по мозгу. | Пачка семян, которые выглядят на первый взгляд подобно обычной ambrosia vulgaris во время роста. Тем не менее, эти специальные семена содержат тетрагидроканнабинол и соли для ванн в отличие от стандартных химикатов в растениях вида vulgaris, вызывающие галлюцинации и повреждения мозга у всех, кто употребил или выкурил зрелое растение. |
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Чемодан, полный пчёл |
10 TC | Ботаник | Призывает огромный рой пчёл на рабочем месте . | Чемодан с 2-мя использованиями , каждое из который создаст чрезвычайно ядовитых синди-пчёл, нападающих на всех (даже на вас, если не подготовитесь), в количестве 4 штук с очень примечательным звуковым сопровождением из видео "DR. BEES". Пчёлы не будут атаковать вас, если перед использованием вы введёте образец своей крови в чемодан. Пчёл можно также восстанавливать ради бесконечных приколов, добавляя странный реагент. |
Безопасные Ножницы |
5 TC | Парикмахер | Убедите вашу цель подстричь себе волосы, а затем используйте их, чтобы получить преимущество перед боем. | Пара ножниц с невероятно опасным уровнем заточки. Использование на человеке создаёт иллюзию, будто вы подстригаете волосы, и через несколько моментов вскрывает цели горло, нанося обильное кровотечение, 30 oxygen урона, и 18 brute урона. Каждый дополнительный удар наносит 18 brute урона как и энергетический кинжал, но, в отличие от него, это оружие может обезглавить цель, если вам этого хочется. |
Алкогольные гильзы для дробовика |
3 TC | Бармен | Оглушение и опьянение людей. | Коробка, содержащая 6 травматических патронов, которые дополнительно вызывают эффект жуткого опьянения у жертвы. Чем больше видов алкоголя в теле жертвы, тем сильнее будет эффект от попадания. |
Poison Bottle |
2 TC | Bartender, Chef and Medical | Getting a random bottle of poison that can debilitate, knockout or kill targets. | A bottle that contains one of many different illegal chemicals, some of which can only be found inside this item. Possibilities include Cyanide, Sarin, Sulfanol, Initropidril, Coniine, Venom, Ketamine, Amanitin, Polonium, Curare, Pancuronium, Sodium Thiopental, Gibbis, Nanomachines, Prions, Spider Eggs, Concentrated Initropidril, Heartworms and Bacon Grease. |
Voodoo Doll Файл:VoodooDoll.png |
13 TC | Chaplain | Spying and Annoyance. | The voodoo doll can be used to mess with a target in various ways once it has been linked to them. Hold something on fire to the doll to raise the victim's temperature or poke it with something sharp to weaken them. See what your target sees by selecting the doll's eyes or make them say what you want by targeting the doll's mouth. Be warned that the victim may be alerted to the location of the voodoo doll when you are performing any of these actions. |
His Grace |
20 TC | Chaplain | Devouring the entire station crew. Only available if your objective is to hijack the station. |
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Missionary Starter Kit |
15 TC | Chaplain | Being a priest like in AoE! | Once you strap on your robe and activate your staff, you will be able to WOLOLO people into your slaves for 10 minutes(Mindshielded individuals are immune.) The convertees are basically standard mindslaves so you can order them around as you wish and report them to admins if they dont obey. After initiating, you must remain still and with sight of target for eight seconds. The target will receive an alert that the conversion is taking place as well. Once you convert someone you will scream WOLOLO with a audio cue, which makes it not too stealthy, but if you make it seem normal, nobody will bat a eye... probably. |
Chef Excellence's Special Sauce |
2 TC | Chef | Making food dangerously delicious. | A custom made sauce made from the highly poisonous amanita mushrooms. Amanitin will only cause toxin damage once it finishes processing inside a victim, but will deal more toxin damage the longer it was in them for. The bottle comes with 50 units of the sauce to 'flavour' your food. |
Meat Cleaver |
10 TC | Chef | Being a scary maniac with a penchant for cannibalism. | A mean looking meat cleaver that deals 25 brute damage with every hit and has the added benefit of chopping your victim into hunks of meat after they've died. Use your complementary whetstone if you really want someone dead sooner rather than later. |
Syndicate Donk Pockets |
2 TC | Chef | A tasty way to heal injuries, resist stuns and increase your movement speed. | A box of highly specialized Donk pockets with a number of regenerative and stimulating chemicals inside of them. Eating one of these will heal all damage types, regulate body temperature, prevent asphyxiation, increase movement speed and recover from stuns faster. It is not recommended to eat more than one of these in quick succession, as you will overdose on some of the chemicals inside. Unlike normal donk pockets, these are pre-heated inside the box and can be eaten as soon as they are acquired. |
Pickpocket's Gloves |
6 TC | Civilian | Stealing goodies from unsuspecting crew and putting donuts or active bombs in people's pockets. | A pair of sleek gloves to aid in pickpocketing, while wearing these you can see inside the pockets of any unsuspecting mark, loot the ID or pockets without them knowing, and pickpocketing puts the item directly into your hand. |
Clown Magboots |
3 TC | Clown | A pair of modified clown shoes fitted with an advanced magnetic traction system. | Look and sound just like clown shoes. You move the same speed regardless of their activation, great for those breach slips! |
Banana Grenade |
5 TC | Clown | Getting revenge on security that took your regular peel away. | A grenade that explodes into HONK! brand banana peels that are genetically modified to be extra slippery and extrude caustic acid when stepped on. The peels stack, so multiple bananas on one tile can prove as deadly as it is funny to watch. |
Trick Revolver |
1 TC | Clown | Pulling the greatest of pranks on those pesky validhunters. | A revolver with a hilarious twist - anyone who attempts to fire it will have the gun fire right back into their face, killing them instantly. Looks identical to the real deal, so be EXTREMELY careful if you're going to use the regular revolver alongside this one! |
Power Gloves |
10 TC | Engineering | Tapping into the station's power grid to shock or kill people. | They look like a pair of insulated gloves, so they are very inconspicuous. Clicking on someone in a visible tile whilst standing on a power line will launch a bolt of force-lightning from the hands of the user, stunning or killing the target. Short out the SMES units from the power grid and adding more collectors to Singularity will create a more powerful shock, making it possible for the weapon to kill or even gib targets. As a disclaimer, they do not actually protect from electric shock, they just look like insulated gloves. |
Proximity Mine |
4 TC | Janitor | An explosive reminder that they should be walking when the floor is wet. | An Anti-Personnel proximity mine cleverly disguised as a wet floor caution sign that is triggered by running past it, activate it to start the 15 second timer and activate again to disarm. |
Radiation Laser Файл:Healthanalyzer.png |
5 TC | Medical | Murder. Incapitation. Violating your Hippocratic Oath. | A radiation laser concealed inside of a Health Analyser, After a moderate delay, causes temporary collapse and radiation. Has adjustable controls, but will not function as a regular health analyzer, only appears like one. May not function correctly on radiation resistant humanoids! |
Viral Injector |
3 TC | Virologist | Making your co-workers start puking while on being fire | A hypospray capable of transmitting a virus hidden as a functional pipette. The Viral Injector works as a normal pipette but when used against crew it'll stealthily inject the contents into the victim transmitting any viruses inside of the content. |
Stimulants |
7 TC | Medical & Science | Quick self-healing. | A highly illegal compound contained within a compact auto-injector; when injected it makes the user immune to being stunned and greatly enhances the body's ability to repair itself. |
Syndicate MMI |
2 TC | Roboticist | Make a cyborg loyal to the Syndicate on activation. | An illegal MMI which forces syndicate cyborg laws on any brain placed inside it. This doesn't give away the name of person who used the MMI like an emag would, but the cyborg also isn't loyal to you alone, meaning it can help other agents and refuse to harm them based on its laws. |
E20 |
3 TC | Librarian | The ultimate last resort for blowing up that guy who forgot to order pizza at a D&D game. | Undistinguishable from regular dice, besides blowing up 3 seconds after being rolled. The explosion radius depends upon your roll, but generally it is quite powerful, a 15 being comparable to a syndicate bomb, 20 exploding larger than the bomb cap and rolling a 1 will instantly gib you. Unlike grenades, you don't automatically go into throw mode after rolling these. You have to be careful as well. If the die rolls anything higher than a 15, you will have an extremely hard time escaping the blast radius even if you throw it immediately after priming. |
Telegun |
12 TC | Research Director | Teleporting threats or targets. | An extremely high-tech energy gun that utilizes bluespace technology to teleport away living targets. Select the target beacon on the telegun itself; projectiles will send targets to the beacon locked onto. |
Contortionist Jumpsuit |
6 TC | Life Support Specialist | Squeezing through vents. | This highly flexible jumpsuit allows you to squeeze through the piping of the station to reach rooms quickly and almost silently. ALT click any vent to climb into it. You must not have any backpack or belt on however; only your pockets! |
Energized Fireaxe |
10 TC | Life Support Specialist | Fighting people rather than fires. | A special fireaxe that can store electrical charges. It deals a bonus 30 burn damage to anyone hit by it while it has a charge, as well as dealing 30 brute damage and an armor piercing value of 20. It starts off with a single charge, but you can add more charges to it by breaking windows and grilles around the station, with a 4% chance to add a new charge with each one destroyed. Be warned that it has a very obvious name when someone examines you and sparks when wielded, so this is not recommended for stealth! |
Guide to Advanced Mimery |
10 TC | Mime | Using your hands to shoot bullets and build walls | A box containing two books which each grant a new mime ability. The first ability is the Finger Gun, which lets you fire six bullets from your hand that stun and deal stamina damage. The second ability is the Improved Wall, which creates a temporary, invisible, impassible 3x1 wall in front of your character. Both abilities are on a 60 second cooldown, but can be used as many times as you want. |
Shotgun Cane & Assassination Shells |
10 TC | Mime | Sneakily and silently blasting your target with buckshot shells | A box containing a shotgun disguised as a cane, as well as 7 specialized assassination shells (one loaded in the cane plus six in the box). The cane can only hold a single shell, but is silenced and will not reveal itself as gun when examined. The shells included in the kit work similarly to buckshot and are only really useful at point-blank range but come with the added benefit of silencing your victims on impact, making them unable to scream for help. |
Feral Cat Delivery Grenade |
4 TC | Psychiatrist | Summoning cute kittens to kill everything in sight. | The feral cat delivery grenade contains 5 dehydrated feral cats in a similar manner to dehydrated monkeys, which, upon detonation, will be rehydrated by a small reservoir of water contained within the grenade. These cats will then attack anything in sight. |
Poison Pen |
2 TC | Cargo, Librarian, Head of Personnel | Turning paperwork into a deadly weapon. | A devious pen filled with amanitin poison. When using this pen on any piece of paper, you will lace it with a special contact version of the poison that will apply it to the next person to pick it up. Be warned however that it will not apply the poison to anyone wearing gloves that prevent transferring prints - such as insulated gloves. Comes with enough poison for 3 uses and applies 15 units per dose. |
Kinetic Accelerator Pressure Mod |
5 TC | Miner | Upgrading your kinetic accelerator to deal more damage indoors. | A special modkit for your kinetic accelerator that reduces or removes the damage reduction it normally receives in a pressurized environment. Using a single modkit will reduce the penalty to 20 damage and using two will allow the accelerator to deal the full 40 damage indoors. Each modkit uses 35 of the gun's mod capacity, so you will only have enough space for 2 of them ordinarily. |
Highly Visible and Dangerous Weapons
Direct Weapons
Equipment
Item | Cost | Purpose | Description |
Holoparasites |
12 TC | Summoning a holoparasite Guardian | When injected, causes a parasitic nanomachine entity known as a guardian to become attached to the user. These entities can have many different dangerous abilities, such as igniting targets or creating explosive traps. While personally immortal, damaged sustained by the holoparasite is redirected as brute damage onto the host, bypassing armor and making it clear to viewers who is the host. |
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Mind Batterer Файл:Batter.png |
5 TC | Stunning crew. | The mind batterer has 5 charges. It can be used by clicking on it while it's in your active hand. When used everyone within your screen has a 50% chance of being stunned. Everyone affected will receive a notification about something messing with their brain as well as a distinct sound effect, so there's no being sneaky with this item. |
Ammunition
Stealthy and Inconspicuous Weapons
Direct Weapons
Equipment
Stealth and Camouflage Items
Item | Cost | Purpose | Description |
Agent ID Card Файл:Id card.png |
2 TC | Upon use, you can set it's job title to anything and the card's name to anything. It's used to hide your identity. | This is a special ID card that makes you untrackable by the AI. You can repeatedly forge any name and assignment on it and make it look more like a real ID, but the card will only have Maintenance Tunnel and External Airlock access initially, so try to use it in an Identification Computer. Remember to wear it on your ID slot or it will not work. Scan your Agent ID over a stolen ID card to gain that card's access. Previous access is not replaced when scanning a new card, allowing you to make a ghetto all access card with some effort. |
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Camera Bug |
1 TC | Spying through, bugging and remotely EMP'ing cameras on the station. | A portable camera monitor with a number of functions. Using it in your hand will let you spy through any camera on the station and using it on a station camera will bug it, which will then let you disable the camera temporarily through the camera bug's interface. |
Chameleon Kit |
4 TC (6TC for Nuclear Operatives) | Helps you hide your identity, infiltrate departments and impersonate other crew members. | A box of several chameleon clothing items, a chameleon stamp for falsifying paperwork and a voice changing gas mask to help you keep your true identity a secret. You can use the action buttons for each piece of clothing to select a specific design, or use the change outfit action to quickly set several items of clothing to match that of a specified job. The voice changer allows you to set it to any name you want and can be toggled off and on when needed. Be warned that an EMP blast with cause all chameleon items to go haywire and change their design rapidly, making you look ridiculous and instantly blowing your cover! The shoes included in this kit are not the no-slip shoes, just regular ones you can disguise. |
Chameleon Stamp |
1 TC | Falsifying Paperwork | Can be disguised to look and function like other department's stamps, even the Captain's or the NT Representative's. Most players in big positions are willing to go the extra mile for you if you provide paperwork and seem like a trustworthy person. You can also get this stamp inside the chameleon kit. |
Chameleon-Projector |
7 TC | Hiding as an item on the station. | Looks like a cloaker, but allows you to scan any item that can be picked up and then disguise yourself as that item. While disguised you move at walk speed and 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, or even people with x-ray vision. |
Chameleon Security HUD |
2 TC | Annoy Security, protect yourself from flashes | A Security HUD that uses chameleon technology, letting you disguise it as most kinds of eyewear. When worn, it can be used like a normal Security HUD (i.e. setting criminal status on others, or removing it from yourself). Also protects you from flashes. |
Chameleon Flag |
1 TC | Dealing with those pesky flag-burning civilians. | A flag that can be disguised as any other known flag. There is a hidden spot in the pole to boobytrap the flag with a grenade or minibomb, which will detonate some time after the flag is set on fire. |
DNA Scrambler |
4 TC | Getting a Fresh Start. | A syringe with one injection that randomizes appearance and name upon use, as well as clearing your character's flavor text. A cheaper but less versatile alternative to an agent card and chameleon kit. Be warned that your new identity will not be on the crew manifest and your ID card won't update with your new name, which will make you very suspicious if found out. |
F.R.A.M.E Cartridge |
4 TC | Pinning the blame on an innocent. | A PDA cartridge which allows you to upload a virus onto a PDA with it's messenger on. The virus will create an uplink and force it open, while you will receive the code for it. You can charge the F.R.A.M.E cartridge with raw telecrystals to give the virus uplink telecrystals. If the PDA targeted already has an uplink, it will not change their lock code. |
Chameleon No-Slip Shoes |
2 TC (4TC for Nuclear Operatives) | Non slip shoes, aka galoshes. | A pair of chameleon shoes that keep you from slipping on slippery floor tiles or objects as well as protecting you from falling over in an atmospheric breach. Unlike regular galoshes, these shoes do not have a movement penalty. |
Smuggler's Satchel |
2 TC | Hiding stuff. | A satchel that's thin enough to be hidden underneath station floor tiles, great for stashing your stolen goods. It has slightly less space than a standard backpack and cannot store boxes or additional smuggler's satchels. Comes with a crowbar and a floor tile inside. |
EMP Flashlight |
2 TC | Discretly EMPing things. | The flashlight functions like a normal one, but if you click at a tile or object next to you, it will EMP everything on that tile. Starts with 4 charges and slowly regenerates back up to 4 over time. |
Safe-cracking Kit |
1 TC | Picking that pesky safe, quietly. | When the drill is too loud and those codes are missing, this is your quiet bet on opening up that infernal box. Comes with a stethoscope, a balaclava, some nitrile gloves and a guide to hacking those safe tumblers. |
Chameleon Thermal Glasses |
6 TC | Seeing people through walls. | A special set of glasses which can see warm bodies through walls, including cyborgs, xenos, humans, monkeys, and the AI due to their similar warm organic body parts. You also can change the appearance of the glasses just like with other chameleon clothing items. Be mindful that you are much more vulnerable to flashes while wearing these, so take them off when doing tasks such as welding. |
Adaptive Cardboard Cutouts |
1 TC | Pranking the crew with realistic looking cardboard cutouts. | A set of 3 blank cardboard cutouts and a marker to paint them with. Unlike regular cutouts these Syndicate ones have less discoloration, making them seem more legitimate to anyone that finds it. Often used to trick crew into thinking a different kind of threat is on the station, but can divert security in the process! |
Grenades and Explosives
Devices and Tools
Item | Cost | Purpose | Description |
Cryptographic Sequencer |
6 TC | Gaining entrance to restricted areas or lockers and hacking things. | Also called an E-Mag (electromagnetic card), it allows you to quite literally open anything. It will open any door, locker, crate, and can short out weapon locks. The issue is that once used on something, that something breaks permanently, doors stay stuck open, locker don't lock, weapons can be used by anyone. While this can have the desired effect, it also leaves a trail for people to follow (mostly doors), it also has a fairly noticeable visual when you use it (generally sparks shooting out of whatever it was used on). But besides gaining access through mundane locks, there are a number of other uses that E-mags have. A Full list of E-Maggable Objects can be found here: E-maggable objects |
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Access Tuner |
6 TC | An all access door remote | An all-access door remote that takes three seconds to remotely connect with airlock circuits. Visible while in-hand. |
Radio Jammer |
5 TC | Disrupting nearby radio signals. | A radio jammer is used in order to confuse and obfuscate nearby radio signals in a short range (12 tiles). Radio messages appear scrambled and muddled which can prevent others from being able to easily interpret the communications of those nearby. This device will not nullify radio completely, but will scramble it greatly. |
Artificial Intelligence Detector |
1 TC | Useful to work around the AI. | A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover. |
Binary Translator Key Файл:BinaryKey.png |
5 TC | Monitoring AI chatter. | The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. This tool will allow you to access to the AI and cyborg's personal channel to hear their dirty synthetic secrets. Very handy for hearing if the AI is rogue, or is out to arrest you. You can speak in the binary channel with ':+'. |
Syndicate Encryption Key |
2 TC | Communicating with other Syndicate agents. Intercepting other channels. | The key must be attached to a headset. Each headset can contain up to two encryption keys, and department headsets start with one. It will intercept almost every radio message. The syndicate channel is accessed with ':t'. |
Hacked AI Upload Module |
12 TC | Subverting the AI. | It's like an AI freefom module, except your laws take priority over all others. You'll need to get at an upload console for it to work though. Be careful though, and don't give the AI wiggle room to backstab you. |
Traitor Belt |
2 TC | Storing any small items you want on your belt. | A robust seven-slot toolbelt made for carrying a broad variety of weapons, ammunition and explosives as well as normal tools. The description gives its naughty secondary usage away, keep it away from security's prying eyes. |
Thermal Safe Drill |
3 TC | Opening that pesky safe, loudly. | A large, battery powered drill that can be attached to both floor and box safes, drilling through them in five minutes flat. It will make drilling sounds and spark however, prepare for a fight. This can also be crafted on the crafting menu, as can the diamond version. |
Prototype Bone Repair Kit |
4 TC | An autoinjector with nanocalcium within, for healing those pesky bones. | The autoinjector comes with a guide on how to use it. Do not use with any stimulants, it will damage you and prevent your bones from healing. The autoinjector will make a sound when used, and will take some time to become active in your system. It can weaken, cause confusion and will cause you to collapse when the actual bone healing commences, but after some time, will start to fix any broken bones in your body. A useful alternative to seeking medical help when security is after you. |
Surgery Duffelbag |
2 TC | Traitorous medical operations. | A handy duffelbag which contains a full set of surgery tools, a straitjacket and a muzzle. The duffelbag itself is also much lighter than the ones you'll find on the station and won't slow you down while it's on your back. |
Advanced Pinpointer |
4 TC | Finding items and crew. | A pinpointer that tracks high-value items and crew on the station. Specifically, the PDA has 3 modes: 1) You can set X;Y co-ordinates and have it point you out in that direction. 2) You can locate the nuclear disk or other common objectives for traitors ( like hypospray, medals of captaincy, etc. ) 3) You can input a crew member's DNA strand to find them. You'll probably need to either get a medical crew's PDA or access to a medical logs computer for this. |
Power Sink |
10 TC | Sucks up all the station power, causing a black-out. | 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! |
Power Beacon |
10 TC | Attracting a loose singularity towards the beacon at a brisk pace. | Placed like a powersink, screwdriver to secure and open hand to turn on, the power beacon will attract the singularity towards it, if it is loose. Note that for it to be useful at all the singularity needs to be released, as the beacon will not release it. A singularity beacon starts in your hand, but you cannot pick it up after deploying it. It also blocks movement over it, so be sure to spawn it where you want to set the beacon up. Unlike a powersink it does not need to be connected to an active powerline, allowing you to secure one in deep space above the station on a single floor tile.
Not available to nuke agents. Only available if your objective is to hijack the station. |
Suspicious Toolbox |
1 TC | Obtaining tools. | Filled with ordinary tools, except the welder, which is of industrial quality. It comes with a multitool and combat gloves instead of an analyser and it's also slightly more damaging than a regular toolbox, doing around 15 brute damage. |
Space Suits and Hardsuits
Implants
Bundles and Telecrystals
Item | Cost | Purpose | Description |
Syndicate Bundle |
20 TC | This spawns a syndicate box with one of nine random item sets. |
The bundles provide an emphasis on teamwork, as they are guaranteed to contain a Syndicate Encryption Key for communicating with fellow traitors. See Syndicate Bundle Equipment for bundle details. |
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Syndicate Surplus Crate |
20 TC | Being an Economic Traitor. | A crate containing 50 telecrystals worth of random syndicate items. This includes possible repeats(Be ready to get five boxed spacesuits) and job specific gear as well(Be a sithmaster with a double E-sword and lightning gloves.) |
Syndicate Super Surplus Crate |
40 TC | Being a HIGHLY Economic Traitor. | A crate containing 125 telecrystals worth of random syndicate items. Because of the much higher price compared to the regular surplus crate, you'll need to team up with at least 1 other traitor to afford it. |
Raw Telecrystals |
Variable | Giving telecrystals to other agents, charging additional uplinks. | Raw telecrystals extracted from the uplink. Handy when trading with other agents or charging a separate uplink such as the implanted version. Can be bought in 1, 5 or 20 telecrystal stacks. Operatives can additionally buy them in stacks of 50. |
(Pointless) Badassery
Syndicate Bundle Equipment
Bundle Name | Bundle Contents | Purpose | Description |
Spy |
Complete your objectives quietly with this compilation of stealthy items. | ||
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Thief |
Steal from friends, enemies, and interstellar megacorporations alike! | ||
Bond |
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Shake your Martini and stir up trouble with this bundle of lethal equipment mixed with a spritz of gadgetry to keep things interesting. | |
Sabotage |
Infuriate the entire crew with a barrage of breaches, power failures and Chief Engineer levels of irritation. | ||
Payday |
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Alright guys, today we're performing a heist on a space station owned by a greedy corporation. Drain the vault of all its worth so we can get that pay dirt! | |
Implant |
A few useful implants to give you some options for when you inevitably get captured by |
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Hacker |
Hack the AI with either a custom law, or an Ion law (or both!) then talk with the AI and borgs using your Binary translator key. HACK THE PLANET! | ||
Darklord |
Turn your anger into hate and your hate into suffering with a mix of energy swords and magical powers. DO IT. | ||
Professional |
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Suit up and handle yourself like a professional with a long-distance penetrator sniper rifle, additional soporific knockout rounds and a highly lethal edagger for when you need to get your hands dirty. |