Вещи Синдиката
Syndicate operatives get access to these items during Traitor and Nuke Ops.
For a list of items exclusive to the Nuclear Agent game-mode, click here.
Refundable Items
Currently the only refundable item for traitors is the Holoparasite Injector
Contraband
The items in the table below are colored to indicate their contraband status
Code | Explanation | Standard Charges For Possession |
NC | Non-Contraband items. | No charges Confiscation if used in a crime. |
---|---|---|
C | Standard Contraband items. | Confiscation, Possession of Contraband charges. Enemy of the Corporation charges if used in a Major Crime. |
S | Dangerous Contraband items. | Confiscation, Enemy of the Corporation charges. |
Items
Job Specific Tools
Item | Cost | Job | Purpose | Description |
---|---|---|---|---|
Ambrosia Cruciatus Seeds |
5 TC | Botanist | Growing hallucinogenic and brain damaging ambrosia plants. | A pack of seeds that look like standard ambrosia vulgaris seeds at an initial glance and while they are growing. However, these special seeds contain both THC and bath salts rather than the usual set of chemicals you find in vulgaris plants, giving anyone who ingests or smokes the grown plant hallucinations and brain damage. Note: As a botanist, possession of these seeds and plants is legal, but distribution or use is not. |
Briefcase Full of Bees |
50 TC | Botanist | Summoning an overabundance of bees in the work place. | A briefcase that can hold up to 15 bees, starting with 10 when purchased. Each time it is used the briefcase will summon up to 5 syndi-bees filled with Fluorosulfuric Acid that attack everyone, including you if preparations aren't made in advance, while also playing a very noticeable audio clip from DR. BEES himself. The syndi-bees also deal more brute damage with each sting compared to regular bees while also "swarming" on tiles. The bees can be pacified by injecting your blood into the briefcase, so they don't attack you. Bees can also be restored by injecting Lazarus Reagent into the briefcase for endless bee memes - with each unit of the reagent creating one additional bee in the case. Be careful however, if the briefcase has no more bees left inside then injecting Lazarus Reagent will not restore them! |
Safety Scissors |
15 TC | Barber | Somehow convince your target to get a haircut, then using these to gain in early edge against them in a fight. | A pair of scissors discretely sharpened to dangerous levels. Using these on a person will give the illusion you are cutting their hair for a few moments before you slice the victim's throat, causing lots of bleeding, 30 oxygen damage, and 18 brute damage. Each additional slash does 18 brute damage, similar to an energy dagger, but unlike an energy dagger, this weapon is sharp enough to behead, if you're into that kind of stuff. |
Boozey Shotgun Shells |
10 TC | Bartender | Stunning people and getting them very drunk. | A box containing 6 beanbag shotgun shells that additionally simulate the effects of extreme drunkenness on the target, more effective for each type of alcohol in the target's system. |
His Grace |
100 TC | Chaplain | Devouring the entire station crew. |
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Missionary Starter Kit |
75 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 |
10 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. |
Combat Bakery Kit |
25 TC | Chef & Mime | Eat your own evidence. | A kit of clandestine baked weapons. Contains a baguette which can be used as a sword, with the ability to parry and cause 20 brute damage, as well as a pair of throwing croissants, and a recipe book to make more on demand. You can make the croissants in the Crafting menu. |
Meat Cleaver |
40 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 |
10 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 |
30 TC | Assistant | 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 Acrobatic Shoes |
15 TC | Clown | Slipping out of sticky situations. | A high-tech pair of clown shoes with a built-in propulsion system. Activating the shoes allows you to slip 6 tiles forward, right under anyone in your way. Requires an 8 second cooldown between slips. Disabling the waddle-dampeners allows you to move at regular speed. |
Banana Grenade |
15 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 |
5 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! |
Jestographic Sequencer |
20 TC | Clown | Gaining access to off-limits areas, while denying access to the people who should actually be there. | Also called a "C-Mag", this is an ID card coated in a slurry of electromagnetically charged bananium. When used on a door, the door's access becomes inverted: crew who would normally be denied access are now allowed entry, and vice-versa. Great for weaseling your way into restricted areas at other people's expense! C-Magged doors can be restored to normal functionality by cleaning the door with soap or space cleaner, so don't rely on locking the Captain out of his office forever. The C-Mag has additional functionality when used on certain items, which can be viewed on its own page: Jestographic Sequencer |
Power Gloves |
50 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. Middle clicking with harm intent active 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 targets in a few shocks. These do function as insulated gloves. |
Proximity Mine |
10 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. |
Titanium Push Broom |
60 TC | Janitor | Blocking and sweeping away your enemies like a martial arts master. | When wielded, the broom has different effects depending on your intent, similar to a martial art. Help intent will sweep foes away from you, disarm intent sweeps their legs from under them, grab intent confuses and minorly fatigues them, and harm intent hits them normally. It can parry melee attacks and deflect projectiles. |
Viral Injector |
15 TC | Virologist | Making your co-workers start puking while being on 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 |
40 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. |
Magillitis Serum Bio-chip |
25 TC | Research Director & Genetics | Become the King of the Apes. | A single-use bio-chip which contains an experimental serum that turns you or your victim into a rampaging gorilla! This implant is no joke, and can cause fatal damage and send limbs flying. Be careful however, you can't turn back nor use your hands. |
Syndicate MMI |
10 TC | Roboticist | Mindslaves any brain installed into it, to be installed into a robotic servant. | An illegal MMI which mindslaves any brain placed inside it to the user. Any cyborg made with this will be permanently loyal to you until the brain is removed from the MMI, and will appear to be linked to the AI and function normally. Can also be installed into an empty mech or IRC for a loyal servant, but not an AI core. A more stealthy option compared to emagging cyborgs, who are easy to spot as compromised by an AI or competent RD. |
E20 |
15 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 |
60 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 |
30 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 |
40 TC | Life Support Specialist | Fighting people rather than fires. | A special fireaxe that can store an electrical charge. It deals 30 brute damage per strike when wielded with both hands and while it holds a charge will stun and knock back anyone hit by it. It also pierces light amounts of melee armor if you need to fight someone more well-armed. The axe can only hold a single electrical charge and will slowly recharge once used. Be warned that while the energized fireaxe can't be easily singled out while held or on your back, it will give off sparks when wielded with both hands and has an obvious description to anyone that closely examines it. |
Guide to Advanced Mimery |
50 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 up to three bullets from your hand that deal 40 damage each while also silencing the target for a short while. 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. Note that if a non-mime uses these books, they will additionally get a vow of silence so that they can use their new abilities. |
Shotgun Cane & Assassination Shells |
40 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 |
10 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 |
5 TC | Cargo, Librarian, Head of Personnel | Turning paperwork into a deadly weapon. | A devious pen filled with various poisons. When using this pen on any piece of paper, you will lace it with a special contact version of the poison that will apply 20 units of the substance to the next person to pick it up. Comes with unlimited uses. Here is the various poisons you can select: Black Ink: Nothing; Red Ink: Amanitin; Green Ink: Polonium;; Blue Ink: Teslium; Yellow Ink: Pancuronium. |
Kinetic Accelerator Pressure Mod |
25 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. |
Species Specific Gear
Highly Visible and Dangerous Weapons
Direct Weapons
Equipment
Item | Cost | Purpose | Description |
---|---|---|---|
Holoparasites |
60 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. |
Ammunition
Stealthy and Inconspicuous Weapons
Direct Weapons
Item | Cost | Damage Type | Damage | Description |
---|---|---|---|---|
Energy Dagger |
10 TC | Brute | 18 Brute/ +20 Armor Piercing | Essentially a more lightweight energy sword. When you hit someone's back with it, it deals additional damage and knocks them down. This device can be disguised as a pen to be stored within a PDA when off. It also functions as a pen when turned off. |
Dart Pistol Kit |
20 TC | Variable | Variable | A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. It also doesn't make a chat log when firing. The dart can be seen while in the air. Comes with 3 labelled syringes in a box, containing capulettium plus, sarin and pancuronium. |
Rapid Syringe Gun |
60 TC | Variable | Variable | A weapon capable of holding up to 14 syringes, as well as up to 300 units of chemicals. Comes pre-loaded with 7 syringes. Alt-click the weapon to select how many units of chemicals should be injected per syringe - 5u, 10u, or 15u. Chemicals can be loaded from a beaker, while syringes either manually one by one, or speedloaded by hitting the gun with a container holding a number of them. Can pierce any clothing. |
Toy gun (Stun darts) |
15 TC | Stamina | 25 | Fires riot foam darts which deal temporary stamina damage. A single clip contains 7 darts and it takes about 5 successful hits to knock the target out, but it won't last for long. The foam darts can be recollected easily by ejecting the magazine out of the pistol and then clicking on a dart with it. You will automatically collect all the darts on the ground, with which you can keep pounding the poor sucker into submission all over again! Even if you fail to knock your target out, enough hits and he'll be too slow to run away from you if you act fast enough. |
Box of Throwing Weapons |
15 TC | Brute/Stun | 20/Trips | Comes with 5 throwing stars and 2 reinforced bolas. The Throwing stars do a respectable 20 damage when thrown and are guaranteed to embed in the target, hindering them and causing pain until removed by surgery, though this makes retrieving them from your enemy somewhat challenging. The bolas leg-cuffs its target, but on top of that trips them up when they are first hit, rendering them prone for 2 seconds. |
Equipment
Item | Cost | Purpose | Description |
---|---|---|---|
Martial Arts Scroll |
65 TC | Turning your average brawler into Bruce Lee. | The single-use scroll teaches a person the sleeping carp martial art. After you use this scroll you will be unable to use any ranged weapons, however, a wielder of this knowledge will automatically block all projectiles when throw intent is active. Your standard melee damage with your fists increases to a smashing 10-15 brute damage per hit. It also makes all grabs start as aggressive and changes the attack verbs used, as well as making you shout silly stuff making it apparent you've become a master of Carp Fu. You also get a new set of moves that can be displayed by recalling your teachings in the new sleeping carp tab. |
CQC Manual |
50 TC | Remembering the basics of CQC. | A manual that teaches a single user tactical Close-Quarters Combat before self-destructing. Does not restrict weapon usage. Your disarms will inflict some stamina damage while shoving people, your grabs will immobilize for a second making it easier to reinforce them, your harm attacks will deal moderate stamina damage, and you will get a set of combos that allow you to efficiently knockdown, disarm or stun your opponent. You can find more information on CQC and its combos Here. |
Experimental Krav Maga Gloves |
50 TC | If you want cool melee moves without giving up firearms in exchange. | Gloves with specialized nanites in them that give the user the ability to use Krav Maga while equipped, similar to the warden's gloves. Includes all the main abilities and functions of Krav Maga, but the gloves are disguised as regular black gloves and wielding them does not restrict weapon usage like that of Carp Fu. |
Dehydrated Space Carp |
5 TC | Make people sleep with the fishes. | Just add water to make your very own hostile to everything space carp. It looks just like a plushie. Double click to bind the carp to you prior to hydrating it. |
Sleepy Pen |
40 TC | Making people fall asleep and drawing glasses on them afterwards. | This devious little pen is a hypospray in disguise. It comes pre-loaded with 100 units of Ketamine, a tranquilizing reagent which will put a target to sleep after about 20 seconds. When you use it on someone, they'll be injected with 50 units of the chemical inside the pen, unless they are wearing a hardsuit which will block it. This is a silent injection so the receiver will receive no notification, although most people will be incredibly suspicious when they start suffering ill effects after you bump into them. The pen can be drained or refilled with a syringe. |
Poison Bottle |
10 TC | 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. Note: Nonlethal poisons are only C class, not S class. |
Universal Suppressor |
5 TC | Covert ranged combat. | Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will suppress the shots of the weapon for increased stealth and superior ambushing capability. |
Syndicate Soap |
5 TC | Hiding murder and slipping vigilantes. | It's a bar of evil looking soap that cleans things at an accelerated rate to normal soap. |
Fiber Wire Garrote |
30 TC | Strangling and re-locating victims. | The fiber wire garrote will instantly start a chokehold, making your target helpless and allowing you to upgrade the grab immediately to begin strangling them, as well as making the person unable to scream over the radio as long as you don't holster the garrote. As a two-handed weapon, the garrote has to be "wielded" by using it in your hand with the other hand free. You must be behind the person to use the garrote. |
False-Bottomed Briefcase |
10 TC | Concealing a firearm and unloading it when least expected. | A briefcase with a hidden compartment that can store anything normal-sized or smaller. If you hide a gun inside you can fire it at will while holding the briefcase, making it an excellent tool for an ambush! To use the hidden compartment, use a screwdriver on the briefcase and then place the desired item inside before closing the compartment by using the screwdriver again. Be warned that anyone can use this briefcase's hidden function or open the compartment if they have the tools! |
Camera Flash |
5 TC | Blinding people and stunning cyborgs. | An advanced flash device that behaves much the same way as the one security uses. This devious version comes disguised as a camera and will not burn out like the normal variant - instead it uses a recharging battery allowing traitors to keep using it even after they burn through all 5 charges. |
Stealth and Camouflage Items
Grenades and Explosives
Devices and Tools
Item | Cost | Purpose | Description |
---|---|---|---|
Cryptographic Sequencer |
30 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: Cryptographic Sequencer |
Access Tuner |
30 TC | An all access door remote | An all-access door remote that takes 1.5 seconds to remotely connect with airlock circuits, allowing you to bolt, enable emergency access, or open them. Visible while in-hand. |
Radio Jammer |
20 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. It also stops any AI from tracking people who's radios are scrambled. |
Artificial Intelligence Detector |
5 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 |
25 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 |
10 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 |
15 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 |
10 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 |
5 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 |
20 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. |
Experimental Syndicate Teleporter |
40 TC | An experimental syndicate teleporter, for breaking into or out of areas. | The device teleports the user 3-8 tiles forward, and has 4 charges that recharge over time. Great for getting into well secured rooms. Be carefull, if you teleport onto a wall, it will try to save you by teleporting you 3 tiles parallel to your destination, but if it fails, you will be gibbed. Teleporting onto someone will hurt and stun them, but not you. Do not let the teleporter get EMPD, and do not use it with a bag of holding. Both will have dangerous side effects on the teleporters operation. Comes with a free pair of Chameleon Meson goggles. |
Surgery Duffelbag |
10 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 |
20 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 |
50 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. Needs a powered cable underneath, and a floor tile.
Not available to nuke agents. Only available if your objective is to hijack the shuttle. |
Suspicious Toolbox |
5 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 MODsuits
NOTE: The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
Syndicate Modules
Module | Cost | Complexity | Passive Cell Drain | Active Cell Drain | On-Use Cell Drain | Description |
---|---|---|---|---|---|---|
Thermal Visor Module |
15 TC | 1 | 0 | 0.3 | 0 | Lets you see living beings through walls. Also provides night vision. |
Night Visor Module |
5 TC | 1 | 0 | 0.3 | 0 | Lets you see clearer in the dark. |
Plate Compression Module |
10 TC | 2 | 0 | 0 | 0 | A module that lets the suit compress into a smaller size. Not compatible with storage modules, you will have to take that module out first. |
Anti-Slip Module |
5 TC | 1 | 0.1 | 0 | 0 | A module preventing the user from slipping on water. Already installed in the uplink modsuits. |
Heavily Modified Springlock Module |
5 TC | 2 | 0 | 0 | 0 | A module that spans the entire size of the MOD unit, sitting under the outer shell. This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. It is hidden as a DNA lock module. It will block retraction for 10 seconds by default to allow you to follow up with smoke, but you can multitool the module to disable that. |
Hidden Holster Module |
5 TC | 1 | 0 | 0 | 0 | A holster module disguised to look like a tether module. Gun not included. |
Implants
Bundles and Telecrystals
Item | Cost | Purpose | Description |
---|---|---|---|
Syndicate Bundle |
100 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. |
Syndicate Surplus Crate |
100 TC | Being an Economic Traitor. | A crate containing 250 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.) Does not contain species specific tools. |
Syndicate Super Surplus Crate |
200 TC | Being a HIGHLY Economic Traitor. | A crate containing 625 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 5, 25 or 100 telecrystal stacks. Operatives can additionally buy them in stacks of 50. |
(Pointless) Badassery
Syndicate Bundle Equipment
Bundle Name | Bundle Contents | Purpose |
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 |
Shake your Martini and stir up trouble with this bundle of lethal equipment mixed with a spritz of gadgetry to keep things interesting. | |
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Agent 13 |
Find and eliminate your targets quietly and effectively with this kit. | |
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Payday |
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! | |
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Implant |
A few useful implants to give you some options for when you inevitably get captured by | |
Hacker |
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A kit with everything you need to hack into and disrupt the Station, AI, its cyborgs and the Security team. HACK THE PLANET! |
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Darklord |
Turn your anger into hate and your hate into suffering with a mix of energy swords and magical powers. DO IT. | |
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Professional |
Suit up and handle yourself like a professional with a long-distance sniper rifle, additional .50 standard and penetrator rounds and thermal glasses to easily scope out your target. | |
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Infiltrator |
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Use your teleporter, krav maga and other support tools to jump right into your desired location, quickly leaving as though you were never there. |
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Grenadier |
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A variety of grenades and pyrotechnics to ensure you can blast your way through any situation. |
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