mNo edit summary |
m (Moved cramped text in price section to description table. Tweaked couple descriptions upon recent changes. (Power sink, jug suit, etc)) |
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! [[File:Python.png|64px]] | ! [[File:Python.png|64px]] | ||
! style="text-align:center;" | '''Python''' | ! style="text-align:center;" | '''Python''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 7 | ||
|A brutally simple, effective, and loud Syndicate revolver. Comes loaded with armor-piercing rounds. Uses .45 magnum. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Energy Sword'''{{anchor|esword}} | ! style="text-align:center;" | '''Energy Sword'''{{anchor|esword}} | ||
| style="text-align:center;" | 8 | | style="text-align:center;" | 8 | ||
| A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. You have a decent chance of reflecting projectiles with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end. | | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. You have a decent chance of reflecting projectiles depending on velocity with it when turned on. For best results, combine it with a way to stun, slow, or otherwise disable your targets; remember that if it's knocked out of your hands, you can very easily be on the receiving end. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:BoxThrowingKnife.png|64px]] | ! [[File:BoxThrowingKnife.png|64px]] | ||
! style="text-align:center;" | '''Throwing Knives Kit''' | ! style="text-align:center;" | '''Throwing Knives Kit''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 4 | ||
|A set of 4 syndicate branded throwing knives, perfect for embedding into the body of your victims. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:EnergyShield.png|64px]] | ! [[File:EnergyShield.png|64px]] | ||
! style="text-align:center;" | '''Energy Shield''' | ! style="text-align:center;" | '''Energy Shield''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 10 | ||
|'''(Nuclear Operative only)'''<br>Exotic energy shield that reflects almost all laser beams, as well as a little protection from bullets and other physical attacks. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:Hristov.png|64px]] | ! [[File:Hristov.png|64px]] | ||
! style="text-align:center;" | '''Sniper Bundle''' | ! style="text-align:center;" | '''Sniper Bundle''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 10 | ||
|An inconspicuous briefcase that contains a Hristov, 10 spare bullets and a convenient disguise. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:Explosive Grenade.png|64px]] | ! [[File:Explosive Grenade.png|64px]] | ||
! style="text-align:center;" | '''Explosive Grenade''' | ! style="text-align:center;" | '''Explosive Grenade''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
|A simplistic grenade with a three-and-a-half-second long fuse that is geared towards injuring personnel. Causes minimal hull damage. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Minibomb''' | ! style="text-align:center;" | '''Minibomb''' | ||
| style="text-align:center;" | 6 | | style="text-align:center;" | 6 | ||
| A low-yield, high-impact precision sabotage explosive with a five-second long fuse. Perfect for quickly destroying a machine, dead body, or whatever else needs to go. | | A low-yield, high-impact precision sabotage explosive with a five-second long fuse. Perfect for quickly destroying a machine, dead body, or whatever else needs to go. Has a fail-safe preventing chain-explosion (such as from C4 remote explosion) | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:Grenade Penguin.png|64px]] | ! [[File:Grenade Penguin.png|64px]] | ||
! style="text-align:center;" | '''Grenade Penguin''' | ! style="text-align:center;" | '''Grenade Penguin''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 6 | ||
|A small, highly-aggressive penguin with a grenade strapped around its neck. Harvested by the Syndicate from icy shit-hole planets. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:Pen.png|64px]] | ! [[File:Pen.png|64px]] | ||
! style="text-align:center;" | '''Exploding Pen''' | ! style="text-align:center;" | '''Exploding Pen''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
|A class IV explosive device contained within a standard pen. Click it with a 4 second fuse and throw at target. This is mostly meant to trick people trying to check if the pen is a, energy dagger. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:Syndicate Bomb.png|64px]] | ! [[File:Syndicate Bomb.png|64px]] | ||
! style="text-align:center;" | '''Syndicate Bomb''' | ! style="text-align:center;" | '''Syndicate Bomb''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 14 | ||
|A big, anchored bomb that can create a huge explosion if not defused in time. Useful as a distraction. Has an adjustable timer with a minimum setting of 120 seconds. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:BoxClean.png|64px]] | ! [[File:BoxClean.png|64px]] | ||
! style="text-align:center;" | '''Electrical Disruptor Kit''' | ! style="text-align:center;" | '''Electrical Disruptor Kit''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 5 | ||
|The ultimate reversal on energy-based weaponry: Disables disablers, stuns stunbatons, discharges laser guns! Contains 3 EMP grenades and an EMP implanter. Note: Does not disrupt actual firearms. | |||
|} | |} | ||
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! [[File:Pen.png|64px]] | ! [[File:Pen.png|64px]] | ||
! style="text-align:center;" | '''Hypopen''' | ! style="text-align:center;" | '''Hypopen''' | ||
| style="text-align:center;" | 6 | | style="text-align:center;" | 6 | ||
|A chemical hypospray disguised as a pen, capable of instantly injecting up to 10u of reagents. Fits into your [[PDA]]. Starts empty. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:Hypodart.png|64px]] | ! [[File:Hypodart.png|64px]] | ||
! style="text-align:center;" | '''Hypodart''' | ! style="text-align:center;" | '''Hypodart''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 1 | ||
|A seemingly unremarkable dart with an enlarged reservoir for chemicals. It can store up to 7u reagents in itself, and instantly inject when it hits the target. Starts empty. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:Stimpen.png|64px]] | ! [[File:Stimpen.png|64px]] | ||
! style="text-align:center;" | '''Combat Medipen''' | ! style="text-align:center;" | '''Combat Medipen''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
|A single-use medipen containing chemicals that regenerate most types of damage. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:Stimpen.png|64px]] | ! [[File:Stimpen.png|64px]] | ||
! style="text-align:center;" | | ! style="text-align:center;" | Hyperzine Injector | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
| Injecting yourself with this will increase your run speed and let you recover from stuns faster for 2 minutes. | | Injecting yourself with this will increase your run speed and let you recover from stuns faster for 2 minutes. | ||
|- | |- | ||
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! [[File:Medkit.png|64px]] | ! [[File:Medkit.png|64px]] | ||
! style="text-align:center;" | '''Stimkit''' | ! style="text-align:center;" | '''Stimkit''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 10 | ||
| A medkit containing 6 | | A medkit containing 6 Hyperzine microinjectors, each of which has enough of the chemical to last for 15 seconds. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Agent ID Card''' | ! style="text-align:center;" | '''Agent ID Card''' | ||
| style="text-align:center;" | 3 | | style="text-align:center;" | 3 | ||
| A passenger ID card that can copy accesses from other cards and change its name and job title at-will. Using it will prompt you to set a name and job assignment. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards with it. You can also change how it looks like to match your newly acquired job. | | A passenger ID card that can copy accesses from other cards and change its name and job title at-will. Using it will prompt you to set a name and job assignment. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards with it. You can also change how it looks like to match your newly acquired job. Does not alter appearance manifest. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:StealthBox.png|64px]] | ! [[File:StealthBox.png|64px]] | ||
! style="text-align:center;" | '''Stealth Box''' | ! style="text-align:center;" | '''Stealth Box''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
| A box outfitted with stealth technology, sneak around with this and don't move too fast now! | | A box outfitted with stealth technology, sneak around with this and don't move too fast now! | ||
|- | |- | ||
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! [[File:Syndicate Bomb.png|64px]] | ! [[File:Syndicate Bomb.png|64px]] | ||
! style="text-align:center;" | '''Decoy Syndicate Bomb''' | ! style="text-align:center;" | '''Decoy Syndicate Bomb''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 3 | ||
|A training bomb carefully made to look just like the real thing. In all ways similar to a syndicate bomb, but only creates a tiny explosion. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:Emag.png|64px]] | ! [[File:Emag.png|64px]] | ||
! style="text-align:center;" | | ! style="text-align:center;" | Cryptographic Sequencer- "Emag"{{anchor|emag}} | ||
| style="text-align:center;" | | | style="text-align:center;" | 4 | ||
|This sophisticated piece of equipment allows you to jailbreak machinery- including Cyborgs- and break open lockers. Be warned, however- such tampering is irreversible; your presence will surely be noticed if you are not careful. It has three charges, which recharge over time. | |||
|- | |||
|Yes | |||
! | |||
!Airlock Access Override | |||
|6 | |||
|This sophisticated piece of equipment will break open any airlock standing in your way. Be warned- the damage is not easily reversible, and can give away your movements if you are not careful. It has three charges, which recharge over time. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Radio Jammer''' | ! style="text-align:center;" | '''Radio Jammer''' | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
| | | Jams suit sensors and radio communication in certain range depending on setting. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! [[File:PowerSink.png|64px]] | ! [[File:PowerSink.png|64px]] | ||
! style="text-align:center;" | '''Power Sink''' | ! style="text-align:center;" | '''Power Sink''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 6 | ||
|Drains immense amounts of electricity from the grid. Use wrench to connect it to wires. Requires an HV wire to attach to. Explodes after a long while of sucking up power. NOTE: If connected, puts alarm upon power monitor. After certain precentage drained, announcement will be sent, alarming everyone, and progressively buzz around itself. | |||
|- | |- | ||
| style="background-color:#5a0000; text-align:center;" | No | | style="background-color:#5a0000; text-align:center;" | No | ||
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! [[File:Backpack.png|64px]] | ! [[File:Backpack.png|64px]] | ||
! style="text-align:center;" | '''Storage Implanter''' | ! style="text-align:center;" | '''Storage Implanter''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 10 | ||
|Hide goodies inside of yourself with new bluespace technology! | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:FreedomImplanter.png|64px]] | ! [[File:FreedomImplanter.png|64px]] | ||
! style="text-align:center;" | '''Freedom Implanter''' | ! style="text-align:center;" | '''Freedom Implanter''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 4 | ||
|Get away from those nasty sec officers with this three use implant! | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
! [[File:ScramImplanter.png|64px]] | ! [[File:ScramImplanter.png|64px]] | ||
! style="text-align:center;" | '''Scram Implanter''' | ! style="text-align:center;" | '''Scram Implanter''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 4 | ||
|A 2-use implant which teleports you within a large radius. Attempts to teleport you onto an unobstructed tile. May sometimes fail to do so. Life insurance not included. | |||
|- | |- | ||
| style="background-color:#5a0000; text-align:center;" | No | | style="background-color:#5a0000; text-align:center;" | No | ||
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! style="text-align:center;" | '''Reinforcement Teleporter''' | ! style="text-align:center;" | '''Reinforcement Teleporter''' | ||
| style="text-align:center;" | 16 | | style="text-align:center;" | 16 | ||
| An item that, upon activation, creates a ghost role of a budget syndicate agent; | | An item that, upon activation, creates a ghost role of a budget syndicate agent; Has 3 loadouts to select upon activation. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''SyndiCat''' | ! style="text-align:center;" | '''SyndiCat''' | ||
| style="text-align:center;" | 6 | | style="text-align:center;" | 6 | ||
| | | A hand cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Mouse Operative Reinforcement Teleporter''' | ! style="text-align:center;" | '''Mouse Operative Reinforcement Teleporter''' | ||
| style="text-align:center;" | 3 | | style="text-align:center;" | 3 | ||
| Calls in a specially trained mouse operative to assist you. | | Calls in a specially trained mouse operative to assist you. Very handy "pet" for sabotages | ||
|} | |} | ||
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! [[File:BlackGloves.png|64px]] | ! [[File:BlackGloves.png|64px]] | ||
! style="text-align:center;" | '''Thieving Gloves''' | ! style="text-align:center;" | '''Thieving Gloves''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 7 | ||
|Discretely steal from pockets and increase your thieving technique with these fancy new gloves, all while looking like normal gloves! This prevents people from seeing the strip doafter and you can strip/steal from people quicker. | |||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Web Vest''' | ! style="text-align:center;" | '''Web Vest''' | ||
| style="text-align:center;" | 3 | | style="text-align:center;" | 3 | ||
| A synthetic armor vest. Looks almost like a kevlar vest but protects you more, and has | | A synthetic armor vest. Looks almost like a kevlar vest but protects you more, and has 3 by 2 storage integrated webbing. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Blood-Red Magboots''' | ! style="text-align:center;" | '''Blood-Red Magboots''' | ||
| style="text-align:center;" | 4 | | style="text-align:center;" | 4 | ||
| A pair of Syndicate brand magboots. Allows you to walk with gravity in places without gravity. | | A pair of Syndicate brand magboots. Allows you to walk with gravity in places without gravity AND fly around with sick boosters. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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! style="text-align:center;" | '''Cybersun Juggernaut Suit''' | ! style="text-align:center;" | '''Cybersun Juggernaut Suit''' | ||
| style="text-align:center;" | 12 | | style="text-align:center;" | 12 | ||
| Hyper resilient armor made of materials tested in the Tau chromosphere facility. The only thing that's going to be slowing you down is this suit... | | Hyper resilient armor made of materials tested in the Tau chromosphere facility. The only thing that's going to be slowing you down is this suit...Not even disablers or batons will stop you...Okay, they might, but don't act dum. | ||
|- | |- | ||
| style="background-color:#0d5a00; text-align:center;" | Yes | | style="background-color:#0d5a00; text-align:center;" | Yes | ||
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=== Job === | === Job === | ||
<span style="color: #FF4136;">''' | <span style="color: #FF4136;">'''None of these are available for nuclear operatives, they <s>do it for free</s> don't have jobs!'''</span> | ||
{| class="wikitable sortable" style="width: 100%;" | {| class="wikitable sortable" style="width: 100%;" | ||
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! [[File:GatfruitSeeds.png|64px]] | ! [[File:GatfruitSeeds.png|64px]] | ||
! style="text-align:center;" | '''Packet of Gatfruit Seeds''' | ! style="text-align:center;" | '''Packet of Gatfruit Seeds''' | ||
| style="text-align:center;" | | | style="text-align:center;" | 5 | ||
|A packet of seeds that grow into Gatfruit, said Gatfruit just so happens to have a .45 magnum "Predator" inside of it. | |||
|- | |- | ||
! style="text-align:center;" | [[File:Passenger.png]]<br>[[Passenger]] | ! style="text-align:center;" | [[File:Passenger.png]]<br>[[Passenger]] |
Latest revision as of 22:26, 16 December 2024
To help them achieve their objectives, some antagonists including traitors and nuclear operatives have access to an uplink from which they can purchase all sorts of illegal goodies from The Syndicate. Some items are only available when playing certain jobs. The shop interface is divided into categories.
This is a hopefully comprehensive list of all the items Traitors and Nuclear Operatives can obtain through their uplink by paying Telecrystals.
Syndicate Items
This section contains all the items a Traitor can buy, with items available to nuclear operatives marked by a green "Yes" in the "Ops?" column.
Uplink
Traitors have their PDA as uplink, which is unlockable using the code received at roundstart in the ringtone program.
For more in depth information about the weapons, refer to the weapons list.
Weaponry
Explosives
Ammo
Chemicals
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Hypopen | 6 | A chemical hypospray disguised as a pen, capable of instantly injecting up to 10u of reagents. Fits into your PDA. Starts empty. | |
Yes | Hypodart | 1 | A seemingly unremarkable dart with an enlarged reservoir for chemicals. It can store up to 7u reagents in itself, and instantly inject when it hits the target. Starts empty. | |
Yes | Chemical Synthesis Kit | 4 | A starter kit for the aspiring chemist, includes toxin and vestine for all your criminal needs! Contains 2 beakers, a dropper, chemical glasses, 2 vestine vial, 1 empty vial and a syringe with stimulants. | |
Yes | Syndicate Zombie Bundle | 40 | (Nuclear Operative only) An all-in-one kit for unleashing the undead upon a station. | |
Yes | Nocturine Bottle | 6 | A 30u bottle filled with Nocturine, a chemical that makes it very hard for your target to stand up. | |
Yes | Combat Medical Kit | 5 | A medkit made for fixing combat injuries. | |
Yes | Combat Medipen | 3 | A single-use medipen containing chemicals that regenerate most types of damage. | |
Yes | Hyperzine Injector | 3 | Injecting yourself with this will increase your run speed and let you recover from stuns faster for 2 minutes. | |
Yes | Stimkit | 10 | A medkit containing 6 Hyperzine microinjectors, each of which has enough of the chemical to last for 15 seconds. | |
Yes | Syndicate Smokes Packet | 2 | A pack of 6 cigarettes infused with omnizine, which will heal you upon smoking them. | |
Yes | Medical Bundle | 20 | (Nuclear Operative only) All you need to get your comrades back in the fight: mainly a combat medkit, a defibrillator and three combat medipens. |
Deception
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Agent ID Card | 3 | A passenger ID card that can copy accesses from other cards and change its name and job title at-will. Using it will prompt you to set a name and job assignment. It starts with maintenance access and can be upgraded at an ID computer or by simply swiping other cards with it. You can also change how it looks like to match your newly acquired job. Does not alter appearance manifest. | |
Yes | Stealth Box | 3 | A box outfitted with stealth technology, sneak around with this and don't move too fast now! | |
Yes | Syndicate Encryption Keys | 2 | Two encryption keys for access to the secret frequency of our special agents, on-station or off-station. Give the spare to a friend, but make sure it doesn't fall into enemy hands. | |
Yes | Binary Translator Key | 1 | Lets you tap into the silicons' binary channel. Don't talk on it though, at least not without a voice mask. | |
Yes | Cybersun Pen | 1 | A cybersun pen is an all-in-one pen, melee weapon, pickaxe, screwdriver and fountain pen competition. | |
Yes | Fake Nuclear Disk | 1 | A fake nuclear disk. It has the same look and description as the real nuclear disk. Can only be identified by the nuke, appraising it or the pinpointer not pointing at it. | |
Yes | Extra-Bright Lantern | 2 | It can be used to blind people like a flash. Has 15 uses. | |
Yes | Lobbying Bundle | 4 | A heartfelt gift that can help you sway someone's opinion. Contains 5000 spesos. Real or counterfeit? Yes. Finally have the money to pay for a good Lawyer. | |
Yes | Decoy Kit | 6 | State-of-the-art distraction technology straight from RND. Comes with five realistic balloons, four decoy grenades, and some snap poppers! | |
Yes | Decoy Syndicate Bomb | 3 | A training bomb carefully made to look just like the real thing. In all ways similar to a syndicate bomb, but only creates a tiny explosion. | |
Yes | Chameleon Projector | 7 | Holoparasite technology used to create a hard-light replica of any object around you. Disguise is destroyed when picked up or deactivated. |
Disruption
Implants
Allies
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Reinforcement Teleporter | 16 | An item that, upon activation, creates a ghost role of a budget syndicate agent; Has 3 loadouts to select upon activation. | |
Yes | Syndicate Assault Cyborg Teleporter | 65 | (Nuclear Operative only) A lean, mean killing machine with access to an Energy Sword, LMG, Cryptographic Sequencer, and a Pinpointer. | |
Yes | Genetic Ancestor Reinforcement Teleporter | 8 | Call in a trained monkey to assist you. Comes with a single syndicate cigarette. | |
No | Dehydrated Space Carp | 2 | Looks like a plush toy carp, just add water and it becomes a real-life space carp! | |
Yes | SyndiCat | 6 | A hand cat equipped with a microbomb implant. Explodes when seriously injured. Can bite painfully. | |
Yes | Syndicate Personal AI device | 1 | A Syndicate variant of the pAI with access to the Syndicate radio channel. We do not guarantee their usefulness. Limited to one. | |
Yes | Mouse Operative Reinforcement Teleporter | 3 | Calls in a specially trained mouse operative to assist you. Very handy "pet" for sabotages |
Wearables
Job
None of these are available for nuclear operatives, they do it for free don't have jobs!
Role | Icon | Item | Cost | Description |
---|---|---|---|---|
Botanist |
Packet of Gatfruit Seeds | 5 | A packet of seeds that grow into Gatfruit, said Gatfruit just so happens to have a .45 magnum "Predator" inside of it. | |
Passenger |
Rigged Boxing Gloves | 6 | Float like a butterfly, sting like a bee. Pretend to have a friendly spar and then beat the hell out of someone. | |
Boxer |
Rigged Boxing Gloves | 4 | Float like a butterfly, sting like a bee. Pretend to have a friendly spar and then beat the hell out of someone. | |
Chaplain |
Necronomicon | 4 | An unholy book capable of summoning a demonic familiar. | |
Holy Hand Grenade | 20 | O Lord, bless this thy hand grenade, that with it thou mayst blow thine enemies to tiny bits, in thy mercy. | ||
Clown Mime |
Fake Cap Gun | 9 | Fool your enemy! It can use both cap and magnum bullets. Comes loaded with magnum bullets. | |
Clown |
Explosive Banana Peel | 2 | A normal looking banana peel that explode when someone slips on it. | |
Cluster Banana | 6 | Splits into 6 explosive banana peels after being thrown, the peels detonate automatically after 20 seconds if nobody slips on them. | ||
Holoclown Kit | 12 | A joint venture between Cybersun and Honk.co. Contains an injector that hosts a sentient metaphysical clown made of hard light which resides in the user's body when not active. The holoclown has pockets to store things, a hardlight hand it can manipulate the environment with and is immune to hazardous environments while being resistant to direct trauma, but shares any damage it takes with the user. | ||
Chef Botanist Clown Mime |
Hot Potato | 4 | Once activated, this time bomb can't be dropped - only passed to someone else! | |
Scientist |
C.H.I.M.P. Handcannon Upgrade Chip | 4 | Insert this chip into a standard C.H.I.M.P. handcannon to allow it to fire omega particles. Omega particles inflict severe burns and cause anomalies to go supercritical. | |
Janitor |
Proximity Mine | 5 | A mine disguised as a wet floor sign. | |
Zookeeper Scientist Chef |
Syndicate Sponge Box | 7 | A box containing 6 syndicate sponges disguised as monkey cubes, these cubes turn into a variety of angry wildlife after coming into contact with water. | |
Musician |
Rickenbacker 4001 | 10 | When it comes down to it, there are very few people who will swing the bat. | |
Librarian |
Cane Blade | 5 | A cane that has a hidden blade that can be unsheathed. |
Pointless
Ops? | Icon | Item | Cost | Description |
---|---|---|---|---|
Yes | Barber Scissors | 1 | A good tool to give your fellow agent a nice haircut, unless you want to give it to yourself. | |
Yes | Syndicate Snack Box | 1 | A box of delicious snacks and drinks to eat alone or with your team. Includes 1 toy you didn't want. | |
Yes | Cap Gun | 4 | Looks almost like the real thing! Ages 8 and up. | |
Yes | Syndicate Rubber Stamp | 2 | You ever wanted to show off the Syndicate logo? Well now you can! | |
Yes | Outlaw's Hat | 1 | A hat that makes you look like you carry a notched pistol, numbered one and nineteen more. | |
Yes | Outlaw's Glasses | 1 | A must for every self-respecting undercover agent. | |
Yes | Syndicate Pyjama Duffel Bag | 4 | Contains 3 pairs of syndicate pyjamas and 3 plushies for the ultimate sleepover. | |
Yes | Clown Costume Duffel Bag | 2 | Contains a complete Clown outfit. Includes PDA and service radio. | |
Yes | Operative Jumpsuit | 1 | A suit given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool. | |
Yes | Operative Jumpskirt | 1 | A skirt given to our nuclear operatives with fine fabric to make sure you stand out, no other benefits aside from looking cool. | |
Yes | Syndie Balloon | 20 | Handed out to the bravest souls who survived the "atomic twister" ride at Syndieland. | |
Yes | Striped Syndicate Red Scarf | 1 | A stylish striped syndicate red scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something. | |
Yes | Striped Syndicate Green Scarf | 1 | A stylish striped syndicate green scarf. The perfect winter accessory for those with a keen fashion sense, and those who are in the mood to steal something. |
Guides Library | |
---|---|
The Basics | Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps |
Command | Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items |
Security | Security Officer · Alert Procedure · Space Law · Company Policy · Forensics |
Engineering | Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber |
Epistemics | Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics |
Medical | Medical · Chemistry · Cryogenic Pods |
Service | Cooking · Drinks · Hydroponics · Supply Crates |
Antagonists | Guide to Traitor · Syndicate Items · High-Risk Items |
Miscellaneous | Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators |
Contribution | Development · Mapping · Spriting · Wiki Contribution · Wikicode |