|
|
Line 1,846: |
Line 1,846: |
| |image = Adhomianheavy.png | | |image = Adhomianheavy.png |
| |cost = 5 | | |cost = 5 |
| |usedfor = 7 shots. | | |usedfor = Combat. |
| |strategy = Reload with .50 Pistol Magazine | | |strategy = Reload with .50 Pistol Magazine |
| |description = A bulky handgun used by republican commissars and high-ranking members of the Hadiist Party. | | |description = A bulky handgun used by republican commissars and high-ranking members of the Hadiist Party. 7 shots. |
| }} | | }} |
|
| |
|
Line 1,887: |
Line 1,887: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Automatic .45 Pistol | | |name = Automatic .45 Pistol<br>''.45 machine pistol'' |
| |image = mini-uzi.png | | |image = mini-uzi.png |
| |cost = 5 | | |cost = 5 |
Line 1,920: |
Line 1,920: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Bolt-Action Rifle | | |name = Bolt-Action Rifle<br>''Bolt action rifle'' |
| |image = moistnugget.png | | |image = moistnugget.png |
| |cost = 3 | | |cost = 3 |
Line 1,964: |
Line 1,964: |
| |bgcolor1 = green | | |bgcolor1 = green |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Chainsaw | | |name = Chainsaw<br>''Steel chainsaw'' |
| |image = chainsaw.png | | |image = chainsaw.png |
| |cost = 6 | | |cost = 6 |
Line 2,030: |
Line 2,030: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = EMP Land Mine | | |name = EMP Land Mine<br>''Land mine'' |
| |image = phoronlandmine.png | | |image = phoronlandmine.png |
| |cost = 3 | | |cost = 3 |
Line 2,052: |
Line 2,052: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Energy Crossbow | | |name = Energy Crossbow<br>''Mini energy-crossbow'' |
| |image = crossbow.png | | |image = crossbow.png |
| |cost = 3 | | |cost = 3 |
Line 2,096: |
Line 2,096: |
| |bgcolor1 = yellow | | |bgcolor1 = yellow |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Force Gloves | | |name = Force Gloves<br>''Enhanced force gloves'' |
| |image = force_glove.png | | |image = force_glove.png |
| |cost = 3 | | |cost = 3 |
Line 2,118: |
Line 2,118: |
| |bgcolor1 = green | | |bgcolor1 = green |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Gatling Machine Gun | | |name = Gatling Machine Gun<br>''Backpack power source'' |
| |image = holstered.png | | |image = holstered.png |
| |cost = 40 | | |cost = 40 |
Line 2,162: |
Line 2,162: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Kinetic Laser Assembly | | |name = Kinetic Laser Assembly<br>''Custom kinetic accelerator'' |
| |image = KA_laser.png | | |image = KA_laser.png |
| |cost = 3 | | |cost = 3 |
Line 2,239: |
Line 2,239: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = N2O Land Mine | | |name = N2O Land Mine<br>''Land mine'' |
| |image = phoronlandmine.png | | |image = phoronlandmine.png |
| |cost = 3 | | |cost = 3 |
Line 2,305: |
Line 2,305: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Random Gun | | |name = Random Gun<br>''Box'' |
| |image = syndiebox.png | | |image = syndiebox.png |
| |cost = 6 | | |cost = 6 |
Line 2,338: |
Line 2,338: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Steel Throwing Star | | |name = Steel Throwing Star<br>''Steel shuriken'' |
| |image = star.png | | |image = star.png |
| |cost = 1 | | |cost = 1 |
Line 2,360: |
Line 2,360: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = Super Heavy Pistol | | |name = Super Heavy Pistol<br>''Super-heavy pistol'' |
| |image = k2557.png | | |image = k2557.png |
| |cost = 4 | | |cost = 4 |
Line 2,426: |
Line 2,426: |
| |bgcolor1 = #c62323 | | |bgcolor1 = #c62323 |
| |bgcolor2 = grey | | |bgcolor2 = grey |
| |name = X-Ray Laser Rifle | | |name = X-Ray Laser Rifle<br>''Xray laser rifle'' |
| |image = xrifle.png | | |image = xrifle.png |
| |cost = 12 | | |cost = 12 |
Revision as of 03:53, 20 July 2024
Template:Wip
Antagonistic Gear
All gear under this heading can be ordered by anyone with an uplink, provided they know how to unlock and use it and there are enough telecrystals. Items with a green background are safe to carry/wear, yellow are items that are illegal but don't look illegal at first glance (disguised, identical to a legal item, etc.), orange items are legal in some circumstances, but highly suspicious; and red backgrounds are outright contraband.
When the name of the item (in-game) is different from the name of the item in the Uplink interface, the in-game name is below the uplink name in each entry.
Ammunition
All items under this heading are ammo for weapons and firearms. Obviously these are all useless on their own and without a firearm.
In this section, if the gun name is in bold, it is obtainable via the Uplink as a separate item. Some of the ammunition in this section fits guns that come in the gear crates instead.
.357 Speedloader Speed loader (.357)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits the revolver.
|
Description
|
Speedloader contains 8 rounds of .357 ammo.
|
|
.38 Speedloader Speed loader (.38)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- antique revolver
- grapeshot revolver
- knife-revolver
- reclaimed revolver
|
Description
|
Magazine contains 6 rounds of .38 ammo.
|
|
.38 Speedloader (Haywire) Speed loader (.38 haywire))
|
Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- antique revolver
- grapeshot revolver
- knife-revolver
- reclaimed revolver
|
Description
|
Magazine contains 6 rounds of .38 haywire ammo. Haywire ammo does EMP damage.
|
|
.45 Autopistol Magazine Stick magazine (.45)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- automatic .45 Pistol (.45 machine pistol)
- improvised machine pistol
|
Description
|
Magazine contains 16 rounds of .45 ammo.
|
|
.45 Pistol Magazine Magazine (.45)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- suppressed .45 pistol (suppressed pistol)
- vintage .45 pistol (.45 combat pistol)
- .45 pistol
- automatic .45 pistol
- improvised handgun
- Konyang police submachine gun
|
Description
|
Magazine contains 9 rounds of .45 ammo.
|
|
.50 Pistol Magazine Magazine (.50)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- .50 Pistol (Adhomian heavy pistol)
- .50 magnum pistol
|
Description
|
Magazine contains 7 rounds of .50 ammo.
|
|
5.56 carbine magazine Magazine (5.56mm)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- ballistic carbine
- bullpup assault carbine
- bullpup carbine
- Dominian rifle
- pocket rifle
- scout rifle
|
Description
|
Magazine contains 15 rounds of 5.56mm ammo.
|
|
5.56 Rifle Magazine Carbine magazine (5.56mm)
|
Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- ballistic carbine
- bullpup assault carbine
- burst rifle
- bullpup carbine
|
Description
|
Magazine contains 30 rounds of 5.56mm ammo.
|
|
7.62 Assault Rifle magazine Magazine (7.62mm)
|
Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- assault rifle
- shortened assault rifle (short-barreled assault rifle)
- automatic rifle
|
Description
|
Magazine contains 20 rounds of 7.62mm ammo.
|
|
7.62 LMG drum Magazine box (7.62mm)
|
Cost: 5 TC Used for: Reloading. Strategy: Fits the light machine gun.
|
Description
|
Magazine contains 50 rounds of 7.62mm ammo.
|
|
7.62 Marksman Magazine Magazine (7.62mm)
|
Cost: 4 TC Used for: Reloading. Strategy: Fits the Adhomian marksman rifle.
|
Description
|
Magazine contains 10 rounds of 7.62mm ammo.
|
|
7.62mm clip Ammo clip (7.62mm)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- bolt-action rifle (bolt action rifle)
- Adhomian automatic rifle
- Dominian sniper rifle
- sniper bolt action rifle
|
Description
|
Magazine contains 5 rounds of 7.62mm ammo.
|
|
9mm Magazine Magazine (9mm)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- 9mm camera gun (camera)
- 9mm pistol
- 9mm signal pistol
- Adhomian service pistol
- compact 9mm pistol
- Solarian service pistol
|
Description
|
Magazine contains 12 rounds of 9mm ammo.
|
|
Anti-materiel Cannon Cartridge
|
Cost: 1 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
|
Description
|
One AP anti-materiel cannon cartridge.
|
|
Box of .45-70 Govt. ammo Box of .45-70 Govt. rounds
|
Cost: 2 TC Used for: Reloading. Strategy: Fits the lever action rifle.
|
Description
|
Ammo box contains 8 rounds of .45-70 Government ammo.
|
|
Box of Shells Box of shotgun shells
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns & magazines:
- ballistic gauntlet
- Buckshot Magazine (magazine (shells))
- combat shotgun
- sawn-off double-barrel shotgun (sawn-off shotgun)
- Slug Magazine (magazine (slug))
- double-barreled shotgun
- foldable shotgun
- grapeshot revolver
- improvised shotgun
- Konyang shotgun magazine.
- magazine (buckshot)
- magazine (for dNAC-12)
- magazine-fed shotgun
- pump shotgun
- sawn-off improvised shotgun
- signal shotgun
- Solarian combat shotgun
- zip gun
|
Description
|
Cardboard box contains 8 shotgun shells filled with buckshot.
|
|
Buckshot Magazine Magazine (shells)
|
Cost: 4 TC Used for: Reloading. Strategy: Fits the assault shotgun.
|
Description
|
Magazine contains 8 shotgun shells filled with buckshot.
|
|
Chemical Darts Dart cartridge
|
Cost: 1 TC Used for: Reloading. Strategy: Fits the dart gun.
|
Description
|
Magazine contains 5 chemical darts. These do not come with any chemicals; you must provide the chemicals, put them in a beaker or vial, and attach them to the dart gun.
|
|
Fragmentation Anti-materiel Cannon Cartridge
|
Cost: 1 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
|
Description
|
One fragmentation anti-materiel cannon cartridge.
|
|
HE Anti-materiel Cannon Cartridge
|
Cost: 2 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
|
Description
|
One HE anti-materiel cannon cartridge.
|
|
K2557 Magazine .599 magazine
|
Cost: 2 TC Used for: Reloading. Strategy: Fits the super-heavy pistol (super heavy pistol).
|
Description
|
Magazine contains 5 rounds of .599 kumar super.
|
|
Plasma Shotgun Magazine Heavy duty plasma cell
|
Cost: 2 TC Used for: Strategy: Fits the plasma shotgun.
|
Description
|
Magazine contains 10 heavy duty plasma shells.
|
|
Shotgun Slug
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns & magazines:
- ballistic gauntlet
- Buckshot Magazine (magazine (shells))
- combat shotgun
- sawn-off double-barrel shotgun (sawn-off shotgun)
- Slug Magazine (magazine (slug))
- double-barreled shotgun
- foldable shotgun
- grapeshot revolver
- improvised shotgun
- Konyang shotgun magazine.
- magazine (buckshot)
- magazine (for dNAC-12)
- magazine-fed shotgun
- pump shotgun
- sawn-off improvised shotgun
- signal shotgun
- Solarian combat shotgun
- zip gun
|
Description
|
Single round; one shotgun slug.
|
|
Slug Magazine Magazine (slug)
|
Cost: 8 TC Used for: Reloading. Strategy: Fits the assault shotgun.
|
Description
|
Magazine contains 8 shotgun slug cartridges.
|
|
Submachine Gun Drum Magazine (.45) Drum magazine (.45)
|
Cost: 2 TC Used for: Reloading. Strategy: Fits the submachine gun.
|
Description
|
Magazine contains 50 rounds of .45 ammo.
|
|
Submachine Gun Magazine (.45) Magazine (.45)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- submachine gun
- Dominian submachine gun
- Konyang police submachine gun
|
Description
|
Magazine contains 20 rounds of .45 ammo.
|
|
Submachine Gun Magazine (6mm) Magazine (6mm)
|
Cost: 1 TC Used for: Reloading. Strategy: Fits the Suppressed Machine Pistol (integrally suppressed machine pistol).
|
Description
|
Magazine contains 30 rounds of 6mm ammo.
|
|
Tungsten Ammo Box Tungsten slug box
|
Cost: 2 TC Used for: Reloading. Strategy: Fits the gauss thumper.
|
Description
|
Magazine contains 7 rounds of tungsten slug ammo.
|
|
Badassery
For people who want a challenge.
Crayon MRE
|
Cost: 20 TC Used for: Contains a package of crayons, a rainbow crayon for dessert, and a packet of crayon powder. Strategy: Use them for graffiti, grind them into crayon dust, or just eat them.
|
Description
|
An exceptionally robust MRE.
|
|
For showing that You Are The BOSS (Useless Balloon) 'criminal' balloon
|
Cost: 20 TC Used for: Strategy: Carry this balloon in your hand. Maybe use it as part of a protest?
|
Description
|
Across the balloon is printed: "FUK CAPITALISM!11!" Makes you look like you have a "Syndicate" tag on your sprite, like you would if a ghost were looking at you with the antag HUD option. Carry this and watch people try not to metagame. (It can also be found as random trash, so they don't actually have proof you got it form your traitor uplink, in or out of character.)
|
|
For showing that you love NT SOO much (Useless Balloon) 'motivational' balloon
|
Cost: 20 TC Used for: Strategy: Give it out to your corporate minions and expect them not to be disappointed that you wouldn't spring for a pizza party.
|
Description
|
Across the balloon is printed: "Man, I love corporate soooo much. I use only brand name products. You have NO idea."
|
|
Random Item
|
Cost: 0 TC Used for: Randomizing. Strategy: Do you need inspiration? Order a random item.
|
Description
|
Buys you one random item.
|
|
Random Items
|
Cost: ALL TC Used for: A challenge. Strategy: Do you want a challenge? Spend all your TCs on random items and concoct a plan with them.
|
Description
|
Buys you as many random items you can afford. Convenient packaging NOT included.
|
|
Chemical, Biological & Radiological Weaponry
Everybody loves a good war crime. Remember to have a good story behind why you're using these items.
Chlorine Gas Tank Canister(Cl2)
|
Cost: 5 TC Used for: Contains 5 kPa of Chlorine. Strategy: Will poison any unprotected people in the area in which it is opened. Poisoning the air is generally not advisable unless you have a really good justification. Threatening to poison the air might be interesting, though. You could also sabotage air tanks by putting chlorine in them.
|
Description
|
A chlorine gas tank, a poisonous gas firstly mass produced on Earth for warfare uses, thanks to the research of Haber. At a premium, you can now wage your personal chemical warfare. Make sure the wind blows in the right direction, and wear the appropriate PPEs.
|
|
Dirty Bomb
|
Cost: 4 TC Used for: Irradiating people, or threatening to do so. Strategy: Threatening people with a dirty bomb is fun. So is using it as a distraction, or to keep Medical and/or Security busy.
|
Description
|
A small explosive laced with radium. The explosion is small, but the radioactive will affect a large area for a while (10 minutes approx). Click on it in hand to set the timer in seconds; click on terrain to plant the bomb and start the timer.
|
|
Greimorian Eggs egg cluster
|
Cost: 4 TC Used for: Strategy: Useful as a distraction that's not obviously an attack.
|
Description
|
A cluster of greimorian eggs. (They will be planted at your feet on purchase and CANNOT be moved, so make sure you're where you want them to be.) Hatches into about ten greimorian larvae, which grow into greimorians. Larvae will crawl through vents if they have the opportunity. Eggs and larvae can be easily squashed by just about anyone, but the adults are more of a problem.
|
|
Parasitic Worms Kit - Heart Fluke heart fluke kit
|
Cost: 5 TC Used for: Killing an enemy. Strategy: Poison food or drinks for a subtle assassination attempt, or inject.
|
Description
|
Contains the eggs of a Heart Fluke. Lethal if left untreated. Contents: Vial with 2u Heart Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Heart flukes grow in the chest and can be treated with anti-parasitics or surgery. Initial stages are asymptomatic; coughing and hypoxia in later stages. Death from heart flukes takes quite a long time.
|
|
Parasitic Worms Kit - Nerve Fluke nerve fluke kit
|
Cost: 3 TC Used for: Incapacitating an enemy. Strategy: Poison food or drinks to keep Medical busy, or frame the cook.
|
Description
|
Contains the eggs of a Nerve Fluke. Non-lethal but incapacitating. Contents: Vial with 2u Nerve Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Nerve flukes grow in a limb, eventually disabling it, and can be treated with anti-parasitics or surgery. Initial stages are asymptomatic; vomiting and seizures in later stages.
|
|
Radiation Suit Radiation suit kit
|
Cost: 1 BC, 1 TC Used for: Protecting oneself from radiation. Strategy: If you want to mess with the supermatter, dirty bombs, or nuclear generators, a radiation suit is a good idea.
|
Description
|
Contents: Radiation suit, radiation hood, safety goggles, geiger counter, 7u Hyronalin pill.
|
|
Random Toxins Kit Toxins kit
|
Cost: 1 TC Used for: Poisoning, intoxication, or profit. Strategy: Poison food or drinks; put in a syringe gun or dart gun; use as a distraction; sell for profit. Strategy depends on substance.
|
Description
|
Toxins may include: Joy, mercury, mindbreaker toxin, space drugs, carpotoxin, red nightshade, spectrocybin, impedrezene, dextrotoxin, and ammonia. A kit that contains 3 vials containing random toxins. Comes with a syringe!
|
|
Syringe Gun Kit
|
Cost: 3 BC, 3 TC Used for: Delivery of chemicals at a distance. Strategy: Strategy depends on the contents of your syringes and range from murder to incapacitation to intimidation.
|
Description
|
Contents: 1 syringe gun, 3 syringe, 3 syringe gun cartridge. A kit containing a syringe gun and 3 disassembled darts. Fill a syringe, add it to a dart, then load into the rifle. Syringe guns are normally only available to Medical personnel, who use them mostly to tranquilize highly aggressive intoxicated or mentally ill patients.
|
|
Corporate Equipment
Voidsuits associated with corporations. To use a voidsuit, attach magboots, helmet, and oxygen tank to the main suit; remove any hat or jacket you are wearing; then put the suit in your suit slot. Toggle the flow of oxygen by clicking on the oxygen tank on the right side of the screen. The top-left menu lets you turn on helmet lights and magboots and take the helmet off.
Banshee Infiltration Suit
|
Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
|
Description
|
A full spaceworthy kit of an Einstein Engines Banshee-type infiltration suit. Only wearable by Humans and Humanoid IPCs. This voidsuit is just as armoured as a mercenary voidsuit, being a bit worse than heavy armour. Contents: Banshee infiltration suit, Banshee infiltration suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit.
|
|
Caiman Drop Suit
|
Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
|
Description
|
A full spaceworthy kit of a Hephaestus Industries Caiman-type terraforming suit. Only wearable by Humans, Unathi and Humanoid IPCs. This voidsuit is just as armoured as a mercenary voidsuit, being a bit worse than heavy armour. Contents: Caiman drop suit, Caiman drop suit helmet, magboots, oxygen tank, Unathi voidsuit modification kit.
|
|
Dragon Biohazard Control Suit
|
Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
|
Description
|
A full spaceworthy kit of a Zeng-Hu Pharmaceuticals Dragon-type biohazard containment suit. Only wearable by Humans, Skrell and Humanoid IPCs. This voidsuit is just as armoured as a mercenary voidsuit, being a bit worse than heavy armour. Contents: Dragon biohazard control suit, dragon biohazard suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit.
|
|
NanoTrasen Military-Grade Suit
|
Cost: 8 BC, 8 TC Used for: Protection. Breathing in space. Strategy: Typically worn by NT emergency response teams. Melee 50%, Bullet 55%, Laser 40%, Energy 10%, Bomb 60%, Bio 100%, Rad 40%.
|
Description
|
A full spaceworthy kit of a NanoTrasen Corporation military-grade hardsuit. Only wearable by Humans, Skrell, and Humanoid IPCs. This is a hardsuit, being mostly equivalent to heavy armor. Contents: NanoTrasen military-grade hardsuit control model and NanoTrasen hardsuit modkit. This is a hardsuit, and as such must be worn in the backpack slot, then activated from the top-right Hardsuit tab. Remove hats and outerwear, then use the "Deploy" option to wear it. Open the hardsuit interface, and toggle the suit status to Active to turn it on. The suit will take a few seconds to run checks and tighten components before becoming functional. The hardsuit comes without any modules installed, but has space for some.
|
|
Revenant Combat Suit
|
Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Fits into your backpack. Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
|
Description
|
A full spaceworthy kit of a Zavodskoi Interstellar Revenant-type combat suit. Only wearable by Humans and Humanoid IPCs. This voidsuit is just as armoured as a mercenary voidsuit, being a bit worse than heavy armour. Contents: Revenant combat suit, revenant suit helmet, magboots, oxygen tank.
|
|
Devices and tools
The right tools for the job.
25 Liquid-Bags Liquid bags
|
Cost: 2 BC, 2 TC Used for: Setting up barricades. Barbed wire not included. Strategy: If you're cornered and have to fight, barricades are nice.
|
Description
|
Click in hand to activate; barricade is set up on your tile, where you are facing. Each barricade section uses 5 bags.
|
|
Advanced pinpointer
|
Cost: 5 BC, 5 TC Used for: Finding things. Strategy: Turn it on and follow the arrow to find the authentication disk to the self-destruct.
|
Description
|
An advanced pinpointer that can find any target with DNA along with various other items. The arrow on the pinpointer will guide you to your target. To change what you're looking for, use "Toggle pinpointer mode" in the Object menu to set a DNA signature (obtainable via records or the forensics equipment) that you can use to find a person, a particular object (choose from a list of traitor targets), or the authentication disk. The pinpointer cannot tell you which z-level to look on.
|
|
Aviators, Night-Vision Aviators
|
Cost: 1 BC, 1 TC Used for: Lets you see in darkness. Strategy: It's dark. They can't see; you can. The advantage is obvious.
|
Description
|
A pair of night-vision glasses disguised as aviator shades. Wear and activate (upper-left toolbar).
|
|
Aviators, Thermal Aviators
|
Cost: 2 BC, 2 TC Used for: Lets you see living creatures through walls. Strategy: Spy on your target through walls.
|
Description
|
A pair of thermal-vision glasses disguised as aviator shades. Wear and activate (upper-left toolbar).
|
|
Binary Translator Key Standard encryption key
|
Cost: 1 BC, 1 TC Used for: Communications. Strategy: Is the AI onto you? Is your hacked AI law working? Do you need to talk to your hacked borgs? Listen in and find out.
|
Description
|
An encryption key for use in a headset, capable of intercepting stationbound binary communications. Attach it to your headset to gain access to channel :b, normally reserved for AI and borgs.
|
|
C-4 (Destroys walls) Plastic explosives
|
Cost: 1 BC, 1 TC Used for: Destroying walls, or as a small explosive charge. Strategy: Walls--even very tough walls--are no barrier to you. Use to break in, break out, or cause a breach and distract Engineers and Security.
|
Description
|
A single block of C4, enough to breach any wall. Click on the wall to attach it. A timer will automatically count down from 10. Breaks the wall it's on; damages adjacent tiles. Stand back to avoid injury.
|
|
Camera MIU
|
Cost: 6 TC Used for: Surveillance. Strategy: See through the eyes of security cameras, just like the AI.
|
Description
|
A mask which allows the wearer to view local camera feeds they have access to. Activate while wearing through top-left toolbar.
|
|
Combat Robot Teleporter
|
Cost: 20 TC Used for: Summoning a robot ally. Strategy: Need backup with a human brain behind it? Use this. Just make sure someone's in the lobby waiting to animate your new buddy.
|
Description
|
A single-use teleporter used to deploy a Combat Robot on the field. Due to budget restrictions, it is only possible to deploy a single robot. Allows another player to spawn in as a cyborg with the Syndicate lawset and tools including: Mounted smoke deployer, inflatables dispenser, fire extinguisher, flash, crowbar, roller bed rack, health analyzer, cyborg hypospray, plastic explosives dispenser, inductive charger, thermal vision, energy sword, mounted SMG, net gun, grenade launcher, cryptographic sequencer, and handcuffs.
|
|
Cryptographic Sequencer
|
Cost: 1 BC, 1 TC Used for: Breaks, alters, or removes safeties on machinery. Limited uses. Strategy: Its uses are legion, and need their own page.
|
Description
|
Also known as an "emag". It's a card with a magnetic strip attached to some circuitry.
|
|
Door Hacking Tool Multitool
|
Cost: 1 BC, 1 TC Used for: Hacking doors. Strategy: Breaking in and breaking out, subtly. Unlike an emag, it does not damage the door and has unlimited uses, and if the door is powered, you can raise the bolts.
|
Description
|
Modify with screwdriver, then click on an airlock. After 7-13 seconds, you should get access to a panel allowing you to modify the door's settings. This device will also be able to immediately access the last 6 to 8 hacked airlocks.
|
|
Earmuff Headset Earmuffs
|
Cost: 1 BC, 1 TC Used for: Communications. Strategy: Wear. Keeps people standing next to you from hearing what's coming through your radio.
|
Description
|
This set of earmuffs has a secret compartment housing radio gear, allowing it to function as a standard headset.
|
|
Electropack
|
Cost: 1 BC, 1 TC Used for: Torture. Strategy: Torture someone for information, or for fun, or to make their friends do what you want. Your victim can't take off the backpack, but their friends can, so make sure their friends aren't anywhere near you.
|
Description
|
A backpack wired with electrodes. Click on the electropack to set its frequency and code. Obtain a remote signaling device (the pack does NOT come with one) and match its frequency and code to the electropack (a frequency of 123.4 on the pack is equivalent to 12.34 kHz on the signaler). Send a pulse on the signaler to cause the electropack to send a painful but non-damaging shock to you your victim. The shock will cause them to fall over and be briefly stunned.
|
|
Encrypted Radio Channel Key Standard encryption key
|
Cost: 1 BC, 1 TC Used for: Communications and surveillance. Strategy: Keep in touch with enemies and allies. Listen in on Security, use your new private radio channel to talk to your buddies.
|
Description
|
An encryption key for use in a headset, intercepts all frequencies and grants access to a secure private frequency. Attach it to your headset to gain access to channel :t. Anyone else with the same type of key can use the channel.
|
|
Firing Pin Electronic firing pin
|
Cost: 1 BC TC Used for: Activating firearms. Strategy: Firearms are often stored with their firing pins removed. This solves that problem.
|
Description
|
An unmarked firing pin - It should be compatible with nearly every weapon onboard. Install in a firearm to activate it; screwdriver to remove.
|
|
Firing Pin Extractor
|
Cost: 1 BC, 1 TC Used for: Disabling firearms. Strategy: Useful to disable unattended weapons. You might want to steal spare firing pins, too.
|
Description
|
An extractor tool capable of extracting firing pins from most firearms. Click in hand to turn on; click on firearm to remove firing pin, disabling it.
|
|
Fully Loaded Tool-belt Tool belt
|
Cost: 1 BC, 1 TC Used for: Building, modifying, and deconstructing equipment and machinery. Strategy: Myriad uses; wearable. The multitool is generally harder to get than the rest of the tools, but you probably need insulated gloves too if you're going to be hacking things.
|
Description
|
A fully loaded tool-belt even NanoTrasen's top Chief Engineer would be proud to wear. Contents: Industrial welding tool, crowbar, wirecutters, power cable coil, impact wrench, multitool, shortwave radio.
|
|
Fully Loaded Toolbox Suspicious looking toolbox
|
Cost: 1 BC, 1 TC Used for: Building, modifying, and deconstructing equipment and machinery. Strategy: Myriad uses. Contains multitool and insulated gloves for hacking, but the toolbox is bulky.
|
Description
|
A suspiciously painted toolbox, filled with most of the odds and ends a good-for-nothing traitor would need. Contents: Insulated gloves, wrench, welder, crowbar, wirecutters, multitool.
|
|
Hacked AI Upload Module Hacked AI module
|
Cost: 2 BC, 2 TC Used for: Hacking the AI. Strategy: Reshuffle the AI's priorities. Some AIs will be more cooperative than others, but all will follow their laws to the letter.
|
Description
|
A hacked AI law module able to subvert a shipbound intelligence when appropriately configured. It must be installed through a special upload console -- a circuitboard for which can be found in the secure technical storage areas of most SCC facilities.
|
|
Hacked Supply Beacon (DANGER!) Inactive supply beacon
|
Cost: 4 BC, 4 TC Used for: Activate while holding; place on exposed wire. Secure with wrench. Strategy: Bugged! Will not recognize exposed cable.
|
Description
|
A hacked supply beacon that will call in a random supply pod when deployed and activated. Steer clear of the area afterwards.
|
|
Heavy Armor Kit Boxed heavy armor kit
|
Cost: 2 BC, 2 TC Used for: Protection. Strategy: Protect yourself from ballistic weapons and, to some extent, energy weapons.
|
Description
|
Contents: A heavy armor set consisting of a full kit. Not EVA capable. Combat helmet and plate carrier.
|
|
Holographic Ammo Display
|
Cost: 1 BC, 1 TC Used for: Gun mod. Strategy: Keep track of how many shots you have left. Now you don't have to feel lucky.
|
Description
|
A device that can be attached to most firearms, providing a holographic display of the remaining ammunition to the user. Attach to a gun to see the remaining ammo displayed next to the gun icon in your hand. Wrench to remove.
|
|
HUDPatch, Night-Vision NITEpatch
|
Cost: 1 BC, 1 TC Used for: Surveillance and stealth. Strategy: It's dark. They can't see; you can. The advantage is obvious.
|
Description
|
A light-amplifying display that connects directly to the optic nerve of the user. Helps you avoid a battery charge from bumping an officer in the dark. Wear and activate (upper-left panel). Lets you see in darkness.
|
|
HUDPatch, Thermal HEATpatch
|
Cost: 2 BC, 2 TC Used for: Surveillance. Strategy: Spy on your target through the walls.
|
Description
|
A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes.Wear and activate (upper-left panel). Lets you see living creatures through walls.
|
|
IPC surge prevention module Modified nanopaste
|
Cost: 3 TC Used for: Protection. Strategy: EMPs are a real danger to your IPC character. Let's change that.
|
Description
|
An internal module that allows operative IPC frames to be protected from EMP pulses. The device has limited uses that vary between two to five pulses.
|
|
Jetpack Jetpack (oxygen)
|
Cost: 1 BC, 1 TC Used for: Working in space. Strategy: If you can maneuver in space and your enemy can't, you have an obvious advantage. Also useful for escapes and zero-g mobility.
|
Description
|
A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution. Wear in suit slot, activte on top-left bar. Use to navigate in zero gravity.
|
|
Keypad Mag-Lock Magnetic door lock
|
Cost: 1 BC, 1 TC Used for: Locking doors. Strategy: Slap it on a door to lock it until the battery runs out.
|
Description
|
A maglock that requires the user to enter a passcode to lock and then later unlock.
|
|
Mesons Scanners Optical meson scanner
|
Cost: 1 BC, 1 TC Used for: Navigation. Strategy: Helpful to find your way around unfamiliar environments.
|
Description
|
These glasses make use of meson-scanning technology to allow the wearer to see through solid walls and floors. Wear. Activate/deactivate in the top-left toolbar. Allows you to see structures, but not furniture, objects, or creatures, through walls and despite darkness.
|
|
Morphic Clerical Kit Clerical kit
|
Cost: 1 TC Used for: Forgery. Strategy: Forge paperwork, blackmail information, bills, pink slips, orders from SCC command…
|
Description
|
Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons. Contents: Rubber stamp, pen, destination tagger, package wrapper, hand labeler, folder of paper. The stamp can be disguised as any stamp; the pen can be used to forge signatures.
|
|
mounted suit cooling unit Mounted cooling unit
|
Cost: 1 TC Used for: Keeps IPCs from overheating in vacuum. Strategy: For IPCs who have to work in space.
|
Description
|
A mounted suit cooling unit for use with hardsuits.
|
|
Operations Funding Secure briefcase
|
Cost: 1 BC TC Used for: Trading for goods and services. Strategy: Bribe people. Buy people's cooperation, silence, or spiffy equipment. Throw your money around as an annoying rich tourist. The possibilities are endless.
|
Description
|
A briefcase with 10,000 untraceable credits for funding your sneaky activities. Activate the briefcase to set the code that will open it. Enter the code to unlock. Contains ten 1,000 credit chips.
|
|
Optical Material Scanner
|
Cost: 1 BC, 1 TC Used for: Seeing through walls. Strategy: What's in the vault? Look through these glasses to see.
|
Description
|
These glasses make use of scanning technology to allow the wearer to see objects through solid walls and floors. Wear. Activate/deactivate in the top-left toolbar. Allows you to see furniture and objects, but not structures or creatures, through walls and despite darkness.
|
|
Personal AI Personal AI device
|
Cost: 1 BC, 1 TC Used for: Shell to download a pAI into. Strategy: Request a personality to let another player spawn in as your little minion.
|
Description
|
An unmodified personal AI that can assist you in your ventures.
|
|
Personal Shield
|
Cost: 1 TC Used for: Protection. Strategy: Hold in hand and activate. Shows as a visible force field around your character.
|
Description
|
A personal shield that, when kept in your hand and activated, will protect its user from five projectile shots. This can only be bought once.
|
|
Portable suit cooling unit
|
Cost: 1 BC, 1 TC Used for: Cooling voidsuits. Strategy: Stops IPCs from overheating in space.
|
Description
|
A suit cooling unit with a high capacity power cell.
|
|
Powersink (DANGER!) Power sink
|
Cost: 6 BC, 6 TC Used for: Sabotage. Strategy: Cripple the ship by pulling power out of the system.
|
Description
|
A nulling power sink which drains energy from electrical systems. Drop the power sink onto an exposed cable, use a screwdriver to attach it, and click it to turn it on.
|
|
Radio Jammer
|
Cost: 2 BC, 2 TC Used for: Blocking communications. Strategy: Keep your victims from calling for help.
|
Description
|
A small jammer that can fit inside a pocket. Capable of disrupting nearby radios and hivenet transmitters. Click in hand to activate. Can block radio traffic within seven spaces of its location.
|
|
Space Suit Boxed space suit and helmet
|
Cost: 2 BC, 2 TC Used for: Survival in space. Strategy: Cheap, but it'll keep you alive in space. Just don't try to fight in it. It's easily torn.
|
Description
|
A sleek, sturdy box. Contents: Softsuit, softsuit helmet, breath mask, and double emergency oxygen tank.
|
|
Thermal Imaging Glasses Optical meson scanner
|
Cost: 2 BC, 2 TC Used for: Surveillance. Strategy: Where's your target? Where's that pesky security guard? Now you know.
|
Description
|
Used for seeing walls, floors, and stuff through anything. Wear and activate (upper-left panel). Lets you see living creatures through walls.
|
|
Thermal Safe Drill
|
Cost: 3 BC, 3 TC Used for: Breaking into safes. Strategy: A tungsten carbide thermal drill with magnetic clamps for the purpose of drilling hardened objects. Guaranteed 100% jam proof.
|
Description
|
Can be used to drill open the safe in the vault. Click on the safe with the drill; it takes about five minutes. Drilling can be heard for a short distance. Remove the drill and click on the safe to open it.
|
|
Weapon Recharger Backpack
|
Cost: 4 BC, 4 TC Used for: Charging energy weapons. Strategy: Works as a portable weapons charger.
|
Description
|
A backpack which can recharge a connected energy weapon. Runs off normal power cells.
|
|
Exosuits
Exosuit droppers look like they’re just binoculars; but the jig is up if you use them to paint a target and a combat mech comes crashing through the roof. Use with caution. Mechs must be summoned outdoors, unless the safeties are disengaged.
Combat Exosuit Dropper Mecha dropper
|
Cost: 25 TC Used for: A device that can be used to drop in a combat exosuit. Strategy: For heavy resistance.
|
Description
|
Activate to look through the binoculars and paint a drop target for a mech. Combat exosuit includes: Combat arms, combat legs, combat sensors, sealed exosuit chassis, two mounted submachine guns, and floodlight. If you use a cryptographic sequencer to override the safeties, the suit will be dropped through the hull (causing a breach, and likely crashing through the floor where you painted the target).
|
|
Heavy Exosuit Dropper Mecha dropper
|
Cost: 20 TC Used for: A device that can be used to drop in a heavy exosuit. Strategy: Cheaper than a combat exosuit, but still reasonably robust.
|
Description
|
Activate to look through the binoculars and paint a drop target for a mech. Heavy exosuit contains: Heavy arms, heavy legs, heavy sensors, reinforced exosuit chassis, CH-PS "Immolator" laser, mounted ion rifle, floodlight, and exosuit shield droid. If you use a cryptographic sequencer to override the safeties, the suit will be dropped through the hull (causing a breach, and likely crashing through the floor where you painted the target).
|
|
Light Exosuit Dropper Mecha dropper
|
Cost: 15 TC Used for: A device that can be used to drop in a light exosuit. Strategy: Fast, relatively fragile exosuit.
|
Description
|
Activate to look through the binoculars and paint a drop target for a mech. Light exosuit includes: Light arms, light legs, light sensors, light chassis, gravitational catapult, floodlight, and exosuit sleeper. If you use a cryptographic sequencer to override the safeties, the suit will be dropped through the hull (causing a breach, and likely crashing through the floor where you painted the target).
|
|
Powerloader Exosuit Dropper Mecha dropper
|
Cost: 10 TC Used for: A device that can be used to drop in a powerloader exosuit. Strategy: Industrial exosuit. Can move heavy stuff.
|
Description
|
Activate to look through the binoculars and paint a drop target for a mech. Power loader includes: Exosuit arms, legs, sensors, exosuit chassis, drill, mounted clamp, and floodlight. If you use a cryptographic sequencer to override the safeties, the suit will be dropped through the hull (causing a breach, and likely crashing through the floor where you painted the target).
|
|
Exosuit Equipment
To customize your exosuit.
Mounted Clamp
|
Cost: 1 TC Used for: Hauling. Strategy: For hauling things along with you. Can also be used as a blunt weapon in combat.
|
Description
|
A large, heavy industrial cargo loading clamp. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
|
|
Mounted Crisis Dronebay Crisis dronebay
|
Cost: 1 TC Used for: Healing/Support. Strategy: For medical mechs. Essentially a small medibot; can buy you time while you fight.
|
Description
|
A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit. Exosuit Mounts: left shoulder. Exosuit Software Requirement: medical support systems.
|
|
Mounted Drill Drill
|
Cost: 1 TC Used for: Drilling. Strategy: Useful for breaking into things or drilling rock. Can be used in combat.
|
Description
|
A drill that can pierce solid rock... or walls. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
|
|
Mounted Electrolaser Carbine
|
Cost: 2 TC Used for: Combat. Strategy: Less-lethal weapon, but still plenty disabling.
|
Description
|
A dual fire mode electrolaser system connected to the exosuit's targeting system. Exosuit Mounts: left hand, right hand, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
|
|
Mounted Gravitational Catapult Gravitational catapult
|
Cost: 2 TC Used for: Combat and moving objects. Strategy: Throws people and objects around.
|
Description
|
An exosuit-mounted gravitational catapult. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
|
|
Mounted Ion Rifle
|
Cost: 7 TC Used for: Combat. Strategy: Useful against exosuits, IPCs, and people with mechanical organs.
|
Description
|
An exosuit-mounted ion rifle. Handle with care. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
|
|
Mounted Laser Rifle CH-PS "Immolator" laser
|
Cost: 3 TC Used for: Combat. Strategy: Useful against large groups of enemies.
|
Description
|
An exosuit-mounted laser rifle. Handle with care. CH-PS "Immolator" laser. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: exosuit weapon systems.
|
|
Mounted Machine Gun Mounted submachinegun
|
Cost: 3 TC Used for: Combat Strategy: Useful against large groups of enemies.
|
Description
|
An exosuit-mounted automatic weapon. Handle with care. Exosuit Mounts: left hand, right hand, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
|
|
Mounted Missile Rack Missile rack
|
Cost: 10 TC Used for: Combat, sabotage. Strategy: Useful against large groups of enemies, and will also break walls and cause breaches.
|
Description
|
An SRM-8 missile rack loaded with explosive missiles. Exosuit Mounts: back, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
|
|
Mounted Passenger Compartment
|
Cost: 1 TC Used for: Transportation. Strategy: Carry your partner with you.
|
Description
|
An exosuit-mounted passenger compartment. Exosuit Mounts: left hand, right hand.
|
|
Mounted RFD-C Mounted RFD
|
Cost: 5 TC Used for: Construction; sabotage; breaking in, breaking out. Strategy: Construct your own fortress or hideout; dismantle things the crew need.
|
Description
|
A RFD, modified to construct walls and floors. This one can be mounted on an exosuit. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: advanced engineering systems.
|
|
Mounted Sleeper Exosuit sleeper
|
Cost: 1 TC Used for: Patient transport. Strategy: Grab your buddy and get them stabilized. Useful for support or medical-oriented exosuits.
|
Description
|
An exosuit-mounted sleeper designed to maintain patients stabilized on their way to medical facilities. Exosuit Mounts: Back. Exosuit Software Requirement: medical support systems.
|
|
Gear Loadout
Crates that come with equipment related to the megacorporations and other entities. Great for equipping antagonists that have motivations related to their employers or governments.
Coalition of Colonies Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by humans, skrell, tajara, and IPCs. Strategy: For groups from the CoC.
|
Description
|
Contents: 1 gunslinger hardsuit control module, 5 coalition vulture voidsuit helmet, 5 coalition vulture voidsuit, 1 automatic revolver, 2 speed loader (.454), 2 retro laser, 2 gauss thumper, 2 steel bayonet, 6 tungsten slug box, 2 ion slug box, 1 multi-species modkit box, 1 coalition of colonies modkit box.
|
|
Coalition of Colonies Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans, skrell, tajara, and IPCs. Strategy: For single individuals from the CoC.
|
Description
|
Contents: 1 coalition vulture voidsuit helmet, 1 coalition vulture voidsuit, 1 gauss thumper, 1 steel bayonet, 3 tungsten slug box, 1 ion slug box, 1 multi-species voidsuit modification kit, 1 coalition of colonies voidsuit modkit.
|
|
Einstein Engines Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and hardsuit are only usable by humans. Strategy: Einstein Engines groups.
|
Description
|
Contents: 1 paragon suit control module, 5 banshee infiltration suit helmet, 5 banshee infiltration suit, 5 Einstein Engines uniform, 1 laser shotgun, 2 energy rifle, 4 9mm pistol, 4 suppressor, 8 magazine (9mm), 1 multi-species modkit box.
|
|
Einstein Engines Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Einstein Engines individuals.
|
Description
|
Contents: 1 banshee infiltration suit helmet, 1 banshee infiltration suit, 1 Einstein Engines uniform, 1 energy rifle, 1 9mm pistol, 1 suppressor, 2 magazine (9mm), 1 multi-species voidsuit modification kit.
|
|
Empire of Dominia Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by humans and Unathi. Strategy: Dominian groups.
|
Description
|
Contents: 3 fleet voidsman uniform, 2 fleet armsman uniform, 1 fleet officer uniform, 3 fleet voidsman duty cover, 2 fleet armsman duty cover, 1 fleet officer peaked cap, 1 fleet officer overcoat, 5 imperial army flak vest, 5 imperial army steel body armor, 4 imperial army helmet, 1 imperial army NCO helmet, 1 jinxiang-pattern combat suit control module, 5 dominian prejoroub combat helmet, 5 dominian prejoroub combat suit, 2 dominian rifle, 4 magazine (5.56mm), 3 dominian submachine gun, 6 magazine (.45), 5 energy cutlass, 5 dominian energy barrier, 1 dominian voidsman's modkit box, 1 multi-species modkit box.
|
|
Empire of Dominia Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans and Unathi. Strategy: Dominian individuals.
|
Description
|
Contents: 1 fleet voidsman uniform, 1 fleet armsman uniform, 1 dominian prejoroub combat helmet, 1 dominian prejoroub combat suit, 1 dominian rifle, 2 magazine (5.56mm), 1 imperial army flak vest, 1 imperial army steel body armor, 1 imperial army helmet, 1 energy cutlass, 1 dominian energy barrier, 1 dominian voidsman's voidsuit kit, 1 unathi voidsuit modification kit.
|
|
Eridani Corporate Federation Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by humans. Strategy: EPMC groups.
|
Description
|
Contents: 6 EPMC security uniform, 1 paramedic jumpsuit, 3 epmc beret, 3 epmc cap, 1 strike hardsuit control module, 5 cruiser voidsuit helmet, 5 cruiser voidsuit, 2 advanced energy gun, 2 magnum disruptor pistol, 1 net gun, 2 automatic .45 pistol, 4 extended magazine (.45).
|
|
Eridani Corporate Federation Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: EPMC individuals.
|
Description
|
Contents: 1 EPMC security uniform, 1 epmc beret, 1 cruiser voidsuit helmet, 1 cruiser voidsuit, 1 advanced energy gun, 1 magnum disruptor pistol.
|
|
Exclusionist Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. Strategy: Exclusionists, with chainswords.
|
Description
|
Contents: 5 gear harness, 5 armored exclusionist robe, 5 exclusionist mask, 5 trinary perfection antenna, 4 chainsword.
|
|
Exclusionist Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. Strategy: An exclusionist with a chainsword.
|
Description
|
Contents: 1 gear harness, 1 armored exclusionist robe, 1 exclusionist mask, 1 trinary perfection antenna, 1 chainsword.
|
|
Frontier Cowboy (Single)
|
Cost: 5 TC Used for: A crate containing gear for a single individual. Yeehaw. Strategy: Space cowboy.
|
Description
|
Contents: 1 khaki shorts, 1 cowboy hat, 1 cowboy boots, 1 fingerless gloves, 1 black thigh holster, 1 whip, 1 antique revolver, 1 lever action rifle.
|
|
Frontier Cowboys (Group)
|
Cost: 15 TC Used for: A crate containing gear for a group. Yeehaw. Strategy: Space cowboys.
|
Description
|
Contents: 6 khaki shorts, 6 cowboy hat, 6 cowboy boots, 6 fingerless gloves, 6 black thigh holster, 6 whip, 6 antique revolver, 6 lever action rifle.
|
|
Hammertail Smiths Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are are only usable by Unathi. Strategy: The classic blood-red Unathi voidsuit mercenary look.
|
Description
|
Contents: 6 crimson jumpsuit, 4 blood-red voidsuit helmet, 4 blood-red voidsuit, 4 energy sword, 4 super-heavy pistol, 4 .599 magazine, 4 gauss thumper, 4 tungsten slug box, 2 assault rifle, 2 magazine (7.62mm), 1 multi-species modkit box.
|
|
Hammertail Smiths Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: The classic blood-red Unathi voidsuit mercenary look.
|
Description
|
Contents: 1 crimson jumpsuit, 1 blood-red voidsuit helmet, 1 blood-red voidsuit, 1 energy sword, 1 revolver, 1 speed loader (.357), 1 gauss thumper, 1 tungsten slug box, 1 multi-species voidsuit modification kit.
|
|
Imperial Army Assets (Group)
|
Cost: 50 TC Used for: A crate containing gear for a group. Strategy: Dominan Army squad.
|
Description
|
2 dominian rifle, 6 magazine (5.56mm), 1 dominian carbine, 4 mpr-24/5 carbine magazine (7.62mm), 1 dominian light machine gun, 2 MPR-24/5 light machine gun magazine (5.56mm), 3 imperial army uniform, 1 imperial army NCO uniform, 1 imperial army NCO badge, 3 imperial army rucksack, 1 imperial army NCO rucksack, 4 military belt, 3 imperial army helmet, 1imperial army NCO helmet, 4 jackboots.
|
|
Imperial Army Assets (Single)
|
Cost: 15 TC Used for: A crate containing gear for a single individual. Strategy: Dominian Army soldier.
|
Description
|
Contents: 1 dominian carbine, 4 mpr-24/5 carbine magazine (7.62mm), 1 imperial army uniform, 1 imperial army rucksack, 1 military belt, 1 imperial army helmet, 1 jackboots.
|
|
Izweski Hegemony Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Unathi. Strategy: Izweski Hegemony Navy squad.
|
Description
|
Contents: 4 izweski navy uniform, 1 izweski navy officer's uniform, 3 hegemony military helmet, 1 hegemony specialist helmet, 1 hegemony captain's helmet, 3 hegemony military voidsuit, 1 hegemony specialist voidsuit, 1 hegemony captain's voidsuit, 1 klaxan warrior body armor, 1 klaxan warrior helmet, 4 hegemony energy rifle, 5 hegemony energy pistol, 5 hegemony energy blade, 4 hegemony barrier, 1 hegemony slugger, 2 bullet casing:, 1 izweski hegemony flag.
|
|
Izweski Hegemony Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Izweski Hegemony Navy.
|
Description
|
Contents: 1 izweski navy uniform, 1 hegemony military helmet, 1 hegemony military voidsuit, 1 hegemony energy rifle, 1 hegemony energy pistol, 1 hegemony energy blade, 1 hegemony barrier.
|
|
Kataphract Knight Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and hardsuit are only usable by Unathi. Strategy: Klaxan warrior squad.
|
Description
|
Contents: 4 sinta tunic, 4 kataphract voidsuit helmet, 4 kataphract voidsuit, 1 breacher chassis control module, 4 hegemony energy pistol, 5 hegemony energy blade, 5 kataphract barrier, 2 hegemony energy glaive, 2 hegemony powered hammer, 4 hegemony helmet, 1 klaxan warrior helmet, 4 hegemony body armor, 1 klaxan warrior body armor.
|
|
Kataphract Knight Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Klaxan warrior.
|
Description
|
Contents: 1 sinta tunic, 1 kataphract voidsuit helmet, 1 kataphract voidsuit, 1 hegemony energy pistol, 1 hegemony powered hammer, 1 hegemony energy blade, 1 kataphract barrier, 1 hegemony helmet, 1 hegemony body armor.
|
|
Kosmostrelki Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by Tajara. Strategy: Kosmostrelki squad.
|
Description
|
Contents: 4 kosmostrelki uniform, 1 kosmostrelki commissar uniform, 1 kosmostrelki commissar hat, 1 tesla suit control module, 5 kosmostrelki voidsuit helmet, 5 kosmostrelki voidsuit, 2 adhomian automatic rifle, 7 ammo clip (7.62mm), 1 icelance rifle, 3 adhomian service pistol, 6 magazine (9mm), 1 adhomian heavy pistol, 2 magazine (.50), 1 augment implanter.
|
|
Kosmostrelki Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Tajara. Strategy: Kosmostrelki.
|
Description
|
Contents: 1 kosmostrelki uniform, 1 kosmostrelki voidsuit helmet, 1 kosmostrelki voidsuit, 1 adhomian automatic rifle, 4 ammo clip (7.62mm), 1 adhomian service pistol, 2 magazine (9mm).
|
|
NanoTrasen Assets (Group)
|
Cost: 50 TC Used for: A crate containing gear for a group. The hardsuits are are only usable by humans and skrell. Strategy: NT squad.
|
Description
|
Contents: 4 NanoTrasen military-grade hardsuit control module, 1 nanotrasen modkit box, 2 laser shotgun, 2 energy rifle, 2 energy carbine, 4 energy pistol, 4 tactical shield. Crate is unlocked.
|
|
NanoTrasen Assets (Single)
|
Cost: 15 TC Used for: A crate containing gear for a single individual. The hardsuit is only usable by humans and skrell. Strategy: NT operative.
|
Description
|
Contents: 1 NanoTrasen military-grade hardsuit control module, 1 NanoTrasen hardsuit modkit, 1 energy rifle, 1 energy pistol, 1 tactical shield.
|
|
People's Volunteer Spacer Militia Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Tajara. Strategy: Tajaran militia squad.
|
Description
|
Contents: 3 people's volunteer spacer militia uniform, 4 jackboots, 1 people's volunteer spacer militia captain uniform, 1 people's volunteer spacer militia beret, 4 people's volunteer spacer militia voidsuit, 4 people's volunteer spacer militia voidsuit helmet, 3 adhomian assault rifle, 6 magazine (7.62mm), 2 steel bayonet, 1 sniper bolt action rifle, 2 ammo clip (7.62mm), 4 suppressed pistol, 4 magazine (.45), 1 adhomian recoilless rifle, 2 anti-tank warhead.
|
|
People's Volunteer Spacer Militia Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Tajara. Strategy: Tajaran militia spacer.
|
Description
|
Contents: 1 people's volunteer spacer militia uniform, 1 jackboots, 1 people's volunteer spacer militia voidsuit, 1 people's volunteer spacer militia voidsuit helmet, 1 adhomian assault rifle, 2 magazine (7.62mm), 1 steel bayonet, 1 suppressed pistol, 2 magazine (.45)
|
|
Qukala Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and hardsuit are only usable by Skrell. Strategy: Qukalan specialist squad.
|
Description
|
Contents: 4 qukala uniform, 2 qukala voidsuit, 1 qukala medical voidsuit, 1 qukala engineer voidsuit, 1 qukala leader voidsuit, 2 qukala voidsuit helmet, 1 qukala engineer voidsuit helmet, 1 qukala medical voidsuit helmet, 1 qukala leader voidsuit helmet, 4 kala armor vest, 4 skrell boots, 1 qukala assault hardsuit control module, 4 nralakk energy pistol, 4 black hip holster, 4 geop cannon, 4 skrell gloves. Unlocked crate.
|
|
Qukala Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Skrell. Strategy: Qukalan operative.
|
Description
|
Contents: 1 qukala uniform, 1 skrell gloves, 1 black hip holster, 1 geop cannon, 1 nralakk energy pistol, 1 kala armor vest, 1 qukala voidsuit, 1 qukala voidsuit helmet, 1 skrell boots.
|
|
Serene Republic of Elyra Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by humans. Strategy: Elyran attack squad.
|
Description
|
Contents: 1 elyran battlesuit control module, 5 valkyrie voidsuit helmet, 5 valkyrie voidsuit, 2 plasma shotgun, 4 plasma bolter, 4 heavy duty plasma cell, 8 small plasma cell, 2 large cardox grenade, 1 ipc modkit box.
|
|
Serene Republic of Elyra Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Elyran warrior.
|
Description
|
Contents: 1 valkyrie voidsuit helmet, 1 valkyrie voidsuit, 1 plasma bolter, 2 small plasma cell, 1 9mm pistol, 1 magazine (9mm), 1 large cardox grenade, 1 ipc voidsuit modification kit.
|
|
Sol Alliance Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits and the hardsuit are only usable by humans. Strategy: Sol Marine squad.
|
Description
|
Contents: 6 sol marine fatigues, 1 vampire hardsuit control module, 5 gargoyle voidsuit helmet, 5 gargoyle voidsuit, 1 solarian combat shotgun, 1 magazine (shells), 2 solarian assault rifle, 4 magazine (7.62mm), 3 solarian service pistol, 6 magazine (9mm), 1 solarian warlord modkit box.
|
|
Sol Alliance Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Sol Marine.
|
Description
|
Contents: 1 sol marine fatigues, 1 gargoyle voidsuit helmet, 1 gargoyle voidsuit, 1 solarian assault rifle, 2 magazine (7.62mm), 1 solarian service pistol, 1 magazine (9mm), 1 solarian warlord modkit.
|
|
Tau Ceti Armed Forces Assets (Group)
|
Cost: 50 TC Used for: A crate containing gear for a group. Strategy: TCAF squad.
|
Description
|
Contents: 4 TCAF armsman uniform, 4 blaster rifle, 4 jackboots, 4 toe-less black boots, 4 TCAF armsman gloves, 4 military belt, 4 tau ceti armed forces voidsuit, 4 tau ceti armed forces voidsuit helmet, 4 plate carrier, 4 TCAF legionnaire faceplate helmet, 4 TCAF legionnaire visored helmet, 1 republic of biesel flag, 1 TCAF prefect pauldron, 4 energy barrier, 4 blaster revolver, 4 black hip holster, 4 energy utility knife, 5 TCAF carapace backpack, 1 multi-species modkit box.
|
|
Tau Ceti Armed Forces Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. Strategy: TCAF armsman.
|
Description
|
Contents: 1 TCAF armsman uniform, 1 jackboots, 1 toe-less black boots, 1 tau ceti armed forces voidsuit, 1 tau ceti armed forces voidsuit helmet, 1 TCAF armsman gloves, 1 energy utility knife, 1 TCAF carapace backpack, 1 energy barrier, 1 blaster revolver, 1 black hip holster, 1 plate carrier, 1 TCAF legionnaire faceplate helmet, 1 TCAF legionnaire visored helmet, 1 blaster rifle, 1 military belt, 1 multi-species voidsuit modification kit.
|
|
Tau Ceti Foreign Legion Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The hardsuits are usable by all species except vaurcan bulwarks and breeders. Strategy: TCFL squad.
|
Description
|
Contents: 3 Tau Ceti Foreign Legion uniform, 2 Tau Ceti Foreign Legion sentinel uniform, 1 Tau Ceti Foreign Legion legate uniform, 4 TCFL field beret, 1 TCFL peaked cap, 5 foreign legion helmet, 4 seniority ribbons, 3 specialist medallion, 5 retrofitted military hardsuit control module, 5 foreign legion armored suit, 5 military rucksack, 3 energy barrier, 2 TCAF ballistic shield, 2 blaster revolver, 2 blaster carbine, 2 gauss thumper, 6 tungsten slug box, 2 ion slug box, 4 energy utility knife, 1 republic of biesel flag.
|
|
Tau Ceti Foreign Legion Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The hardsuit is usable by all species except vaurcan bulwarks and breeders. Strategy: TCFL armsman.
|
Description
|
Contents: 1 Tau Ceti Foreign Legion uniform, 1 TCFL field beret, 1 foreign legion helmet, 1 seniority ribbons, 1 specialist medallion, 1 retrofitted military hardsuit control module, 1 foreign legion armored suit, 1 military rucksack, 1 energy barrier, 1 blaster revolver, 1 blaster carbine, 1 energy utility knife.
|
|
Unathi Pirate Assets (Group)
|
Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Unathi. Strategy: Unathi Pirates.
|
Description
|
Contents: 4 sinta tunic, 3 unathi raider helmet, 3 unathi raider voidsuit, 1 unathi raider captain helmet, 1 unathi raider captain voidsuit, 4 energy cutlass, 1 hegemony energy pistol, 4 unathi spitter pistol, 4 spitter pistol magazine, 1 crack rifle, 2 crack rifle magazine, 1 short-barreled assault rifle, 4 magazine (7.62mm), 1 gold plated adhomian assault rifle, 1 unathi pirate modkit box, 1 unathi pirate captain modkit.
|
|
Unathi Pirate Assets (Single)
|
Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Unathi Pirate.
|
Description
|
Contents: 1 sinta tunic, 1 unathi raider helmet, 1 unathi raider voidsuit, 1 energy cutlass, 1 eyepatch, 1 unathi spitter pistol, 2 spitter pistol magazine, 1 crack rifle, 2 crack rifle magazine, 1 unathi pirate modkit.
|
|
Grenades and Thrown Objects
This section covers thrown explosives, among other types of grenades, ranging from making smoke to messing people up with shrapnel.
3x Napalm Grenades Box of napalm grenades
|
Cost: 8 TC Used for: Setting fires. Strategy: Setting fires will attract engineers and medics. Makes for a good distraction, or just a really nasty way to kill people.
|
Description
|
A box of three grenades that deploy napalm in the thrown area, and ignite it. Contents: 3 Napalm Grenade. 3-second fuse; starts fire with an 8-tile radius (15 tiles across) by igniting napalm gel. Activate to prime; throw immediately. Napalm is very hard to extinguish.
|
|
5x Cardox Grenades Box of cardox grenades
|
Cost: 2 TC Used for: Poisoning people; killing k'ois. Strategy: Hate Vaurca? Use these. Actually, the smoke is toxic to anyone who isn't an IPC and doesn't have their own air supply.
|
Description
|
A box of five grenades that deploy cardox smoke in the thrown area. This smoke is incredibly toxic, especially to vaurca. It can also clear K'ois outbreaks with ease. Contents: 5 Cardox Grenade.
|
|
5x EMP Grenades Box of EMP grenades
|
Cost: 2 TC Used for: Creating EMPs. Strategy: Good for attacking IPCs, borgs, the AI, anyone with prosthetic organs, and delicate electronics.
|
Description
|
A box of five grenades that cause a risky EMP explosion, capable of toggling headsets off, permanently destroying IPC units and draining a stationbound completely. Contents: 5 EMP Grenade.
|
|
5x Frag Grenades Box of frag grenades
|
Cost: 6 TC Used for: Blowing stuff up. Strategy: Pull pin. Throw. Explosion.
|
Description
|
A box containing 5 military grade fragmentation grenades. WARNING: Live explosives. Misuse may result in serious injury or death. Contents: 5 Fragmentation Grenade. 2-second fuse; activate in hand to prime, throw immediately. Creates explosion with shrapnel of 8 tile radius (15 across).
|
|
5x Smoke Grenades Box of smoke bombs
|
Cost: 1 BC, 1 TC Used for: Hiding. Strategy: Pop smoke to hide or escape.
|
Description
|
A box of five grenades that deploy smoke in the thrown area. Targets hidden in smoke are much harder to hit with ranged weaponry. Contents: 5 Smoke Grenade
|
|
Lubed Viscerator Delivery Grenade Viscerator delivery grenade
|
Cost: 3 TC Used for: Summoning viscerators. Strategy: Throw at whoever's chasing you, or to keep Security busy.
|
Description
|
A grenade that deploys three lubed viscerator combat drones. Deadly in numbers, will not attack you or your allies. Works best when killed. 3-second fuse. Viscerators will attack you if you share a space with them, but will not move toward you. They are dangerous but fragile; one hit will kill them.
|
|
Viscerator Delivery GrenadeViscerator delivery grenade
|
Cost: 2 TC Used for: Summoning viscerators. Strategy: Throw at whoever's chasing you, or to keep Security busy.
|
Description
|
A grenade that deploys three viscerator combat drones. Deadly in numbers, will not attack you or your allies. 3-second fuse. Viscerators will attack you if you share a space with them, but will not move toward you. They are dangerous but fragile; one hit will kill them.
|
|
Hardsuit Modules
Pimp my hardsuit! These modules must be installed into the hardsuit before you put it on.
Electrowarfare Suite and Voice Synthesiser Electrowarfare suite and voice synthesiser kit
|
Cost: 1 TC Used for: Kit for confounding organic and synthetic entities alike. Strategy: Used to imitate voices and hack electronics.
|
Description
|
Contents: 1 hardsuit voice synthesizer, 1 electrowarfare module. Attaches to hardsuit.
|
|
Integrated Intelligence System IIS Module
|
Cost: 1 TC Used for: A hardsuit module which allows for a support intelligence to be installed. Strategy: Add a pAI to your hardsuit.
|
Description
|
Attaches to hardsuit.
|
|
Maneuvering Jets Hardsuit maneuvering jets
|
Cost: 1 TC Used for: A compact gas thruster system for a hardsuit. Strategy: Jetpack for your hardsuit.
|
Description
|
Attaches to hardsuit.
|
|
Mounted Energy Gun
|
Cost: 6 TC Used for: A forearm-mounted energy projector. Strategy: Energy gun for your hardsuit.
|
Description
|
Attaches to hardsuit.
|
|
Mounted Laser Cannon
|
Cost: 8 TC Used for: A shoulder-mounted battery-powered laser cannon mount. Strategy: Bigger energy gun for your hardsuit.
|
Description
|
Attaches to hardsuit.
|
|
Mounted Weapon Recharge Module Weapon recharge module
|
Cost: 6 TC Used for: A mounted system for recharging energy weapons. Strategy: Recharge your hardsuit energy gun.
|
Description
|
Attaches to hardsuit.
|
|
Net Projector
|
Cost: 3 TC Used for: Some kind of complex energy projector with a hardsuit mount. Strategy: Used to capture things. Or people.
|
Description
|
Attaches to hardsuit.
|
|
Power Sink Hardsuit power sink
|
Cost: 2 TC Used for: An heavy-duty power sink. Strategy: Used to suck power from the ship's systems.
|
Description
|
Attaches to hardsuit.
|
|
Thermal Scanner Hardsuit thermal scanner
|
Cost: 1 TC Used for: A layered, translucent visor system for a hardsuit. Strategy: Makes living creatures visible through walls and in darkness.
|
Description
|
Attaches to hardsuit.
|
|
Highly Visible and Dangerous Weapons
When you need to go loud, and are ready for Security to come down hard on you.
.50 Pistol Adhomian heavy pistol
|
Cost: 5 TC Used for: Combat. Strategy: Reload with .50 Pistol Magazine
|
Description
|
A bulky handgun used by republican commissars and high-ranking members of the Hadiist Party. 7 shots.
|
|
9mm Pistol
|
Cost: 1 TC Used for: 12 rounds. Strategy: Reload with 9mm magazine. Will fit a suppressor.
|
Description
|
An extremely popular compact handgun, used throughout human space.
|
|
Assault Rifle
|
Cost: 12 TC Used for: 22 shots, 20 points brute damage. Can be set to 3- or 5-round bursts. Strategy: Reload with 7.62 Assault Rifle magazine.
|
Description
|
A durable, rugged-looking automatic weapon of a make popular on the frontier worlds. It is unmarked.
|
|
Assault Shotgun
|
Cost: 15 TC Used for: 8 shots, 20 points brute damage. Can be set to 3-round bursts. Comes with shotgun slug magazine. Strategy: Reload with slug or buckshot magazine ammo.
|
Description
|
A experimental, semi-automatic combat shotgun, designed for boarding operations and law enforcement agencies.
|
|
Automatic .45 Pistol .45 machine pistol
|
Cost: 5 TC Used for: 16 shots. 30 points brute damage. Settings: 3-shot and 5-shot burst, semiauto, full auto. Strategy: Reload with .45 autopistol magazine. Will fit a suppressor.
|
Description
|
A lightweight, fast-firing gun. For when you want someone dead.
|
|
Ballistic Carbine
|
Cost: 8 TC Used for: 22 shots, 20 points brute damage. Strategy: Reload with 5.56 carbine magazine.
|
Description
|
A durable, rugged-looking semi-automatic weapon of a make popular on the frontier worlds. Doesn't accept large-capacity magazines. It is unmarked.
|
|
Ballistic Gauntlet
|
Cost: 6 TC Used for: Holds 2 shotgun rounds. Strategy: Reload with shotgun shells.
|
Description
|
A metal gauntlet armed with a wrist-mounted shotgun.
|
|
Bolt-Action Rifle Bolt action rifle
|
Cost: 3 TC Used for: 5 shots; 35 brute damage. Strategy: Reload with 7.62mm cartridges.
|
Description
|
A cheap ballistic rifle, often found in the hands of Tajaran conscripts.
|
|
Bullpup Assault Carbine
|
Cost: 12 TC Used for: 30 shots, 30 points brute damage. Can be set to 3-round burst or to fire grenades from the underslung grenade launcher. Grenades not included. Strategy: Reload with 5.56 rifle or carbine magazine; also fits standard grenades.
|
Description
|
The ZI Bulldog bullpup assault carbine, Zavodskoi Industries' answer to any problem that can be solved by an assault rifle.
|
|
Burst Rifle
|
Cost: 8 TC Used for: 22 shots, 30 points brute damage; can be set to 2-round burst. Strategy: Reload with 5.56 carbine magazine.
|
Description
|
The Jingya A-1 is the first of a new line of NanoTrasen rifles, developed in cooperation with Zavodskoi Interstellar's Kumar Arms subsidiary. Primarily made of high strength polymers, the rifle is designed to be cheap to mass produce while remaining reliable.
|
|
Caltrops
|
Cost: 1 TC Used for: Drop them on the floor; they can be picked up again like any other object. Running across them will cause severe damage to feet, usually enough to break them, even with shoes on. Strategy: Make them regret chasing you.
|
Description
|
A sharp antipersonnel weapon. Useful to delay advances.
|
|
Chainsaw Steel chainsaw
|
Cost: 6 TC Used for: 30 points force, likely to dismember. To use, wield in both hands, then alt-click to turn start the chain saw. Strategy: Space Texas Chainsaw Massacre, anyone? Impractical but very intimidating.
|
Description
|
A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.
|
|
Clawed Gauntlets
|
Cost: 3 TC Used for: Wield. 11 points brute damage. Sharp. Strategy: Freddy Krueger, is that you?
|
Description
|
A pair of metal gauntlets outfited with menacing sharp blades.
|
|
Combat Laser Rifle
|
Cost: 8 TC Used for: 12 shots, 20 points fire damage. Can be switched between normal (armor piercing 40) and armor piercing (armor piercing 50) modes. Strategy: Recharge in weapons recharger.
|
Description
|
The Noctiluca XM/24 is a brand new model of laser rifle, developed entirely by Kumar Arms, a Zavodskoi Interstellar subsidiary. Easy to handle for users with minimal training, reliable and with a reasonable form factor, it is poised to become the new standard for laser weaponry.
|
|
Combat Shotgun
|
Cost: 10 TC Used for: 13 shots, 55 points brute damage. Strategy: Reload with shotgun shells.
|
Description
|
Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders.
|
|
Dart Gun
|
Cost: 3 BC, 3 TC Used for: 5 darts. Add chemicals (chemicals not included) by adding up to 3 beakers, then use the "unique action" verb to bring up the mixing controls and decide which of the chemicals the darts should deliver. Each dart holds 15u of chemicals. Darts may stick in the victim as shrapnel. Accurate only at extreme short range. Strategy: Reload with Chemical Darts.
|
Description
|
A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.
|
|
Derringer
|
Cost: 1 TC Used for: 2 shots. 40 points brute. Strategy: Reload with .357 bullets.
|
Description
|
A small pocket pistol, easily concealed. Extra .357 bullets can be bought in magazines, which can then be emptied to reload the derringer. A derringer is small enough to carry anywhere except tucked behind your ear.
|
|
EMP Land Mine Land mine
|
Cost: 3 TC Used for: Click in hand to deploy. Stepping on the mine causes a strong EMP. Can be defused with wirecutters (50% chance) or bomb defusal wirecutters (90% chance) and explodes on a failure. Strategy:
|
Description
|
An anti-personnel explosive device used for area denial.
|
|
Energy Carbine
|
Cost: 6 TC Used for: Has Lethal (30 points fire damage, 10 Armor Penetration) and Stun (1 point fire damage, 10 Armor Penetration) modes. Strategy: Recharge in weapons recharger.
|
Description
|
A NanoTrasen designed energy-based carbine with two settings: Stun and kill.
|
|
Energy Crossbow Mini energy-crossbow
|
Cost: 3 TC Used for: 5 shots. Stuns on hit. Strategy: Self-recharging
|
Description
|
A weapon favored by many mercenary stealth specialists.
|
|
Energy Pistol
|
Cost: 2 TC Used for: 7 shots. Stun (1 point Fire, 10 Armor Penetration) and Lethal (25 points Fire, 5 Armor Penetration) settings. Strategy: Recharge in weapons recharger.
|
Description
|
A NanoTrasen energy-based pistol gun with two settings: Stun and kill.
|
|
Energy Sword
|
Cost: 4 TC Used for: Activate in hand. 33 damage, 30% chance to block, 30% chance to reflect, shield rating 75, can block bullets. Strategy: It's a lightsaber, but you're not a Jedi, so be careful.
|
Description
|
An energy sword. Quite rare, very dangerous.
|
|
Flamethrower
|
Cost: 10 TC Used for: Sets fires. Comes with enough fuel for about 10 shots. Activate in hand to change fuel flow or light before firing. Strategy: Reload with phoron tank.
|
Description
|
A flamethrower, with a full canister of Phoron installed to fuel it. Handle with caution.
|
|
Force Gloves Enhanced force gloves
|
Cost: 3 TC Used for: Augments melee damage by 2.5x. Strategy: Hit things hard with these. You probably still want a weapon, unless you're trying to cheat at boxing.
|
Description
|
These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities.
|
|
Gatling Laser
|
Cost: 40 TC Used for: Requires both hands to fire and needs a few seconds to spin up. 10-shot burst, 35 points fire damage. Can be set to spray (22-shot burst) or massive spray (32-shot burst). Strategy: Reload with backpack charger.
|
Description
|
A highly sophisticated rapid fire laser weapon.
|
|
Gatling Machine Gun Backpack power source
|
Cost: 40 TC Used for: Wear in the backpack slot; activate with top-left toolbar. Strategy: The only way to recharge the gatling laser.
|
Description
|
The massive external power source for the gatling gun.
|
|
Gauss Thumper
|
Cost: 12 TC Used for: 7 shots. Strategy: Reload with tungsten ammo box.
|
Description
|
An outdated gauss weapon which sees sparing use in modern times.
|
|
Icelance Rifle
|
Cost: 3 TC Used for: 5 shots; 25 Fire damage; 10 Armor Piercing. Strategy: Recharge by turning the crank (Unique Action).
|
Description
|
A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually.
|
|
Ion Rifle
|
Cost: 5 TC Used for: 4 shots. 30 fire damage. Strategy: Recharge in weapons recharger.
|
Description
|
The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NanoTrasen.
|
|
Kinetic Laser Assembly Custom kinetic accelerator
|
Cost: 3 TC Used for: A kinetic accelerator with a laser KA power converter, pump action KA cell, and illegal custom upgrade. Fires laser. Strategy: Recharge by pumping the power cell (Unique Action).
|
Description
|
A very minimal kinetic accelerator frame that holds cheap and inexpensive parts.
|
|
Kneebreaker Hammer
|
Cost: 3 TC Used for: 31 points brute damage. Also functions as a crowbar. Strategy: Break knees with it.
|
Description
|
A heavy hammer made of plasteel, the other end could be used to pry open doors.
|
|
Land Mine
|
Cost: 3 TC Used for: Click in hand to deploy. Anyone stepping on the mine will be badly injured; nearby creatures less so. Will break the floor. Can be defused with wirecutters (50% chance) or bomb defusal wirecutters (90% chance) and explodes on a failure. Strategy:
|
Description
|
An anti-personnel explosive device used for area denial.
|
|
Laser Cannon
|
Cost: 12 TC Used for: 5 shots, 45 points fire damage; 25 armor penetration. Strategy: Recharge in weapons recharger.
|
Description
|
A nanotrasen designed laser cannon capable of acting as a powerful support weapon.
|
|
Laser Rifle
|
Cost: 8 TC Used for: 15 shots, 30 points fire damage, 20 Armor Penetration. Strategy: Recharge in weapons recharger.
|
Description
|
A NanoTrasen designed laser weapon, designed to kill with concentrated energy blasts.
|
|
Laser Shotgun
|
Cost: 10 TC Used for: 20 shots, 20 points fire damage. 4 shot burst. Armor penetration 10. Strategy: Recharge in weapons recharger.
|
Description
|
A NanoTrasen designed laser weapon, designed to split a single amplified beam four times.
|
|
Light Machine Gun
|
Cost: 20 TC Used for: 50 shots, 35 points brute damage. Can be set to 5- or 8-round bursts. Strategy: Reload with 7.62 LMG drum.
|
Description
|
A squad machine gun with a clunky, outdated loading mechanism. Loads from 7.62mm ammunition boxes. Gentlemen, lock and load.
|
|
N2O Land Mine Land mine
|
Cost: 3 TC Used for: Click in hand to deploy. Stepping on the mine releases nitrous oxide, which causes impairment and, in small spaces, unconsciousness. Can be defused with wirecutters (50%) or bomb-defusal wirecutters (90%). Strategy:
|
Description
|
An anti-personnel explosive device used for area denial.
|
|
One Use Recoilless Rifle Adhomian recoilless rifle
|
Cost: 5 TC Used for: 1 shot. Explosive ammo; may break floor and cause breaches. Strategy: Cannot be reloaded. Make your one shot count.
|
Description
|
An inexpensive, one use anti-tank weapon used extensively by the Tajaran armed forces.
|
|
Plasma Shotgun
|
Cost: 9 TC Used for: 10 shots; 20 points brute damage. Strategy: Reload with heavy duty plasma cell.
|
Description
|
A marvel of Elyran weapons technology which utilizes superheated plasma to pierce thick armor with gruesome results.
|
|
Point Entry Anti-materiel Cannon
|
Cost: 9 TC Used for: 1 shot. Requires both hands to fire. Explosive projectiles. Strategy: Reload with anti-materiel cartridges.
|
Description
|
An SCC-designed, man-portable cannon meant to neutralize mechanized threats. The disgustingly large accelerator capacitors make room for only one shot, so make it count.
|
|
Power Fist
|
Cost: 2 TC Used for: Wear. Will break bones and throw opponents several tiles. Strategy:
|
Description
|
A metal gauntlet with a piston-powered ram ontop for that extra punch in your punch.
|
|
Psionic Jumpstarter
|
Cost: 19 TC Used for: Activate in hand. You receive Psionic Search, Psionic Recovery, Commune, and Assay, and can buy 8 points worth of powers from the Psionic Point Shop. Strategy: Not canon! Think of a reason why your character might have psionic powers and make it part of your strategy.
|
Description
|
Use this to jumpstart your psionic rank to Psionically Harmonious, enabling you to use the Psionic Point Shop and buy offensive psionic abilities. This won't work on species with no Zona Bovinae, like synthetics, vaurcae or dionae! This item is definitely not canon.
|
|
Random Gun Box
|
Cost: 6 TC Used for: Strategy:
|
Description
|
An untraceable gun of varying quality. Acquired from unknown sources. Includes ammunition if applicable.
|
|
Revolver
|
Cost: 4 TC Used for: 8 shots, 40 points brute damage. Strategy: Reload with .357 bullets
|
Description
|
The revised Mark II Zavodskoi Interstellar revolver, utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon, with a beautiful cedar grip and a transparent plastic cover(so as to not splinter your hands while firing).
|
|
Shortened Assault Rifle Short-barreled assault rifle
|
Cost: 12 TC Used for: 22 shots, 20 points brute damage. Strategy: Reload with 7.62 Assault Rifle magazine.
|
Description
|
A durable, rugged-looking automatic weapon that has been heavily modified. Key changes include significant shortening of the barrel and the addition of an improvised vertical foregrip, condensing heavy firepower into a relatively small and maneuverable package intended for close-in fighting aboard ships and space stations. Affectionately referred to as the "Shorty" in some circles.
|
|
Steel Throwing Star Steel shuriken
|
Cost: 1 TC Used for: 15 points damage when thrown. Sharp. Strategy: You get just one throwing star. Might be better to make your own.
|
Description
|
A sharp, perfectly weighted piece of metal.
|
|
Submachine Gun
|
Cost: 8 TC Used for: 20 shots, 30 points brute damage. Can be set to 3- or 5-round bursts. Strategy: Reload with Submachine Gun Magazine (.45) or Submachine Gun Drum Magazine (.45).
|
Description
|
An Adhomian-made submachine gun.
|
|
Super Heavy Pistol Super-heavy pistol
|
Cost: 4 TC Used for: 5 shots, 60 points brute. Strategy: Reload with K2557 Magazine.
|
Description
|
A big, bulky, and extremely powerful pistol, intended to pierce even your strongest enemy. You should wield this thing with two hands, if you want your wrists to stay intact.
|
|
Suppressed .45 Pistol Suppressed pistol
|
Cost: 2 TC Used for: 9 rounds. Strategy: Reload with .45 pistol magazine.
|
Description
|
(Suppressed pistol) A .45 pistol that comes with a suppressor integrated into the barrel. The suppressor cannot be removed.
|
|
Suppressed Machine Pistol Integrally suppressed machine pistol
|
Cost: 8 TC Used for: 30 shots, 30 points brute damage. Can be set to 3- or 5-round bursts. Strategy: Reload with Submachine Gun Magazine (6mm).
|
Description
|
An Eridanian “rat hunting” gun manufactured by the Amon Pest Control Company. Commonly used by corporate assassins, uncommonly used by pest control workers. Chambered in 6mm.
|
|
Suppressor
|
Cost: 1 BC, 1 TC Used for: Reduces sound somewhat. Strategy: Attaches to Automatic .45 Pistol (.45 machine pistol) and 9mm Pistol.
|
Description
|
A suppressor that can be attached to most pistol-caliber weaponry. Will prevent sound from passing through walls.
|
|
Tesla Glove
|
Cost: 6 TC Used for: Wear to use. Causes electrical shocks on contact or at range. Takes ~30 seconds to recharge between shots. Strategy:
|
Description
|
A weaponized gauntlet capable of firing lightning bolts.
|
|
Vintage .45 pistol .45 combat pistol
|
Cost: 2 TC Used for: 9 rounds. Strategy: Reload with .45 pistol magazine.
|
Description
|
A robust metal-framed semi-automatic pistol produced in the system of San Colette.
|
|
X-Ray Laser Rifle Xray laser rifle
|
Cost: 12 TC Used for: 40 shots, 15 points fire damage. 50 points armor penetration. Strategy: Recharge in weapons recharger.
|
Description
|
A NanoTrasen designed high-power laser rifle capable of expelling concentrated xray blasts.
|
|
Implants
When your equipment takes a medical scanner to find and major surgery to confiscate, you’ve got a better chance of keeping it.
Combitool Augment Implanter
|
Cost: 1 BC TC Used for: Strategy: Activate combitool in top-left toolbar. Activate in hand to change form between crowbar, wrench, wirecutters, and screwdriver.
|
Description
|
An augment implanter, with the combitool augment.
|
|
Deadman Implant (DANGER!)
|
Cost: 3 BC TC Used for: Contents: Implant pad, implanter, and deadman implant. Strategy: Put the implant in the implanter, target preferred body part, and implant. Will explode on death, gibbing body.
|
Description
|
A box containing an explosive implant and implanter. The implant monitors vitals and will detonate when the subject dies.
|
|
EMP Implant
|
Cost: 1 TC Used for: Contents: Implant pad, implanter, and EMP implant. Strategy: Put the implant in the implanter, target preferred body part, and implant. Activate via top-left toolbar to create an EMP. 3 uses. EMP will damage artificial body parts.
|
Description
|
A box containing an EMP implant case and implanter.
|
|
Explosive Implant (DANGER!)
|
Cost: 3 BC TC Used for: Contents: Implant pad, implanter, and explosive implant. Strategy: Put the explosive implant in the implant pad and activate it to bring up the control panel. Use it to set the strength of the explosion, activation phrase, and signal frequency (can be activated by signal transmitter). Then remove the implant pad, put the implant in the implanter, and implant in the preferred body part. Not entirely reliable.
|
Description
|
A box containing an explosive implant case and implanter. Use the implant case with the implant pad to set the explosion size, trigger phrase, and trigger code.
|
|
Freedom Implant
|
Cost: 1 TC Used for: Contents: Implant pad, implanter, and freedom implant. Strategy: Put the implant in the implanter, target preferred body part, and implant. Activate via top-left toolbar to remove handcuffs. One use (sometimes more).
|
Description
|
A box containing a freedom implant case and implanter.
|
|
Health Scanner Augment Implanter
|
Cost: 1 BC TC Used for: Strategy: Activate health scanner on top-left toolbar to scan your own health. Does not work on others.
|
Description
|
An augment implanter, with the integrated health scanner augment.
|
|
Telefreedom Kit
|
Cost: 15 BC TC Used for: Contents: 4 telefreedom implants, 1 implanter, 1 circuit board (Telepad), 2 artificial bluespace crystal, 1 capacitor, 1 console screen, 1 power cable coil, 2 steel. Strategy: Use the kit to build a telepad. Link a telefreedom implant with the telepad, implant it, and activate the implant (top-left toolbar) to teleport to the telepad. The implant works once, and will burn the body part it is implanted in when activated.
|
Description
|
A box containing a telefreedom full kit, which allows you to teleport to a linked telepad that you will build once. Comes with everything you need for 4 people. You supply the screwdriver and have to build it.
|
|
Uplink Implant
|
Cost: 10 TC Used for: Allows you to access your uplink without your PDA. Strategy: Sets an emote to access your uplink. Use the emote to open the uplink window.
|
Description
|
Contains 8 Telecrystals
|
|
Vaurca Hivenet Defense Implanter
|
Cost: 1 BC TC Used for: Strategy:
|
Description
|
An augment implanter, with a Hivenet defense augment. ONLY WORKS ON VAURCA!
|
|
Vaurca Hivenet Warfare Suite
|
Cost: 5 BC TC Used for: Strategy:
|
Description
|
A augment implanter, with a Hivenet defense augment and electronic warfare suite. ONLY WORKS ON VAURCA!
|
|
Martial Arts
Learn special fighting moves.
Baghrar
|
Cost: 2 TC Used for: Strategy: Activate in hand. Tajara only.
|
Description
|
A manual containing instructions on the Tajaran martial art of Baghrar. Only usable by Tajara. Moves: Eye Rake: Harm Disarm Harm. Strikes your target's face, damaging their eyes. Claw Punch: Disarm Harm Harm. Hits your target with your claws, dealing damage and causing bleeding. Rrak'narrr Stab: Harm Harm Disarm Disarm. Stabs your target with your claws, dealing more damage based on how hurt they are.
|
|
Gun-Kata
|
Cost: 1 TC Used for: Strategy: Activate in hand. Gun not included.
|
Description
|
A manual containing basic Gun-Kata instruction and techniques. This is for projectile weapons, allowing you to reload by using a gun on a magazine, and automatically ejecting the magazine when it's empty.
|
|
Karak Virul
|
Cost: 2 TC Used for: Strategy: Activate in hand. Skrell only.
|
Description
|
A manual containing instructions on the Skrellian martial art of Karak Virul. Only usable by Skrell. Moves: Painful Palm: Disarm Harm Harm. Strikes your target with a painful hit, causing some pain. Leg Sweep: Disarm Harm Disarm.. Trips the victim, rendering them prone and unable to move for a short time. Dislocating Strike: Harm Disarm Disarm Disarm. Delivers a strong punch that can dislocate your target's limb.
|
|
Kis-Khan
|
Cost: 2 TC Used for: Strategy: Activate in hand. Unathi only.
|
Description
|
A manual containing instructions on the Unathi martial art of Kis-Khan. Only usable by Unathi. Moves: Tail Sweep: Harm Harm Disarm. Trips the victim with your tail, rendering them prone and unable to move for a short time. Swift Disarm: Disarm Disarm Grab. Strikes your target's weapon, trying to disarm it from their hands. Hammering Strike: Disarm Harm Disarm. Delivers a strikes that will push the target away from you.
|
|
SolCom
|
Cost: 2 TC Used for: Strategy: Activate in hand. Use "Recall Solarian Combat" in abilities tab to show special moves available.
|
Description
|
A manual designated to teach the user about the martial art of solarian combat, a style based on traditional human martial arts.
|
|
Swordsmanship
|
Cost: 2 TC Used for: Strategy: Activate in hand. Learning this martial art gives you a Claymore.
|
Description
|
A manual containing basic swordsmanship instruction and techniques.
|
|
Vk'utet
|
Cost: 2 TC Used for: Strategy: Activate in hand. Vaurca only.
|
Description
|
A data disk containing instructions on the Vaurca martial art of Vk'utet. Only usable by Vaurca. Moves: Piercing Strike: Disarm Harm Harm. Slashes your victim, bypassing their armor and causing bleeding. Swift Bite: Disarm Disarm Grab. Quickly grabs your victim and bites them with your mandibles. Crushing Jaws: Harm Harm Disarm Grab. Grabs your victim and violently crushes them with your mandibles, inflicting heavy damage.
|
|
Wrestling
|
Cost: 2 TC Used for: Strategy: Activate in hand. Use "Recall Wrestling" in abilities tab to show special moves available.
|
Description
|
A manual designated to teach the user about the art of wrestling.
|
|
Medical
Items for medics, support units, and mad scientists.
Advanced First-Aid Kit
|
Cost: 1 BC TC Used for: Contains a bottle of assorted pills (5 inaprovaline, 6 dylovene, 2 sugar-iron, 2 mortaphenyl, 2 dexalin, 2 kelotane, and 1 hyronalin), 3 advanced trauma kits, 2 advanced burn kits, medical splints, and a health analyzer. Strategy: Treat burns and trauma.
|
Description
|
Note: doesn't come with a medical scanner.
|
|
Box of Berserk Injectors
|
Cost: 4 BC TC Used for: Contents: 2 autoinjectors, each filled with 5u Red Nightshade. Strategy: Inject an innocent patsy… or inject yourself, and forget your pre-combat jitters.
|
Description
|
Comes with 2x autoinjectors filled with Red Nightshade - used to induce a berserk state lasting ~2.5 minutes per injector. You cannot use advanced tools (guns/computer consoles/etc.) while berserk. Using both injectors will increase time berserk, but will lead to liver failure.
|
|
Box of Combat Stimulants
|
Cost: 4 BC TC Used for: Contents: Combat inhaler, cartridge with 30u hyperzine, cartridge with 30u inaprovaline, empty 30u cartridge. Inhaler will transfer all 30u at once when activated. Strategy: Hyperzine makes you move fast. Inaprovaline keeps your heart rate steady despite the hyperzine.
|
Description
|
Comes with a combat inhaler, a large cartridge of hyperzine, a large cartridge of inaprovaline, and a large empty cartridge.
|
|
Box of Sideeffect-Be-Gone Injectors
|
Cost: 2 BC TC Used for: 4 autoinjectors. Each contains 2.5u synaptizine, 5u cetahydramine, 2.5u oculine, and 5u ethylredoxrazine. Strategy: Fix the jitters, dizziness, or confusion from the drugs you've just taken.
|
Description
|
Comes with 4x autoinjectors filled with drugs to counter chemical side-effects. Each injector has 2 uses.
|
|
Box of Sin-Pockets
|
Cost: 1 BC TC Used for: Contains 6 Donk-Pockets, modified. Hold in hand and activate to heat up (microwaves are not necessary). Each heated donk-pocket contains 1 animal protein, 3 nutriment, 5 The Doctor's Delight, 1.5 Hyperzine, and 1.25u Synaptizine. Strategy: A robust meal for a robust spessman.
|
Description
|
Instructions: Heat in microwave. Product will cool if not eaten within seven minutes.
|
|
Combat Defibrillator
|
Cost: 2 BC TC Used for: Defibrillator can be used despite armor and even on yourself (should you somehow manage to do so before you pass out from cardiac arrest). It will cause moderate burns. Hold and aim at upper body. Strategy: Save your buddy's life… or torture somebody with it, if you're the evil type.
|
Description
|
A pair of fully autonomous shockpaddles powered by a miniaturised reactor. These can penetrate through armour, unlike commercial paddles.
|
|
Combat Hypospray
|
Cost: 2 BC TC Used for: Hypospray contains 10u kilosemine. Reusable. Strategy: Reuse the hypospray to inject meds into your armor-wearing buddies.
|
Description
|
A hypospray loaded with combat stimulants. Its needle has the ability to bypass armor.
|
|
Combat Medical Kit
|
Cost: 2 BC TC Used for: Contents: Bottles of pills (Butazoline, Dermaline, Dexalin Plus, Dylovene, and Mortaphenyl), Side-effects-B-Gone autoinjector, 5 medical splints, health analyzer Strategy: Keep yourself alive.
|
Description
|
A military-grade combat medical kit containing rapidly-deliverable treatments for triage on the dangerous front line of a battle. Warranty void if used in a danger-free environment.
|
|
Fully Loaded Combat Medical Belt
|
Cost: 3 BC TC Used for: Contains: Premium hypospray, 60u bottles of inaprovaline, dylovene, dexalin plus, butazoline, dermaline, perconol, and thetamycin. Strategy: Injectable medication is more effective. For a combat medic.
|
Description
|
A fully loaded medical belt even Zeng-Hu's top paramedics would be dying to wear. It contains liquid medicines and a hypospray. Combat hypo sold separately.
|
|
O- blood pack
|
Cost: 1 BC TC Used for: Strategy: Bleeding out is fatal. Slow or stop it with this blood bag.
|
Description
|
If transferring to self or others without a stand, hold firmly in hand, configure the transfer rate and attach the tubing carefully.
|
|
Sanasomnum Injector
|
Cost: 3 BC TC Used for: Autoinjector contains 20u sanasomnum. Strategy: Only for the extremely desperate who would never consider surrender. Guaranteed death within a year puts off most potential users.
|
Description
|
A special autoinjector loaded with outlawed biomechanical stem cells, inducing a regenerative coma so intense it can heal almost any injury - even broken bones, organ and brain damage, severed tendons, and arterial damage. Upon use one will fall immediately into a state of unconsciousness lasting roughly three to five minutes, arising completely healed. The only thing it cannot fix are organs that have been destroyed outright, or so much cumulative damage that death is all but certain. In the short-term, it will save your life; in the long term, the cancerous tumours immediately onset by the drug will invariable cause death down the line.
|
|
Slimline Stabilisation Kit
|
Cost: 2 BC TC Used for: Contains 15u autoinjectors (Coagzolug, adrenaline, inaprovaline x2, oxygenation--dexalin plus, dylovene, and numbing--oxycomorphine) and health analyzer. Strategy: Useful for non-medics who need quick access to medical care in the field.
|
Description
|
A pocket-sized medkit filled with lifesaving equipment.
|
|
Standard First-Aid Kit
|
Cost: 1 BC TC Used for: Contains 2 roll of gauze, 2 ointment, a bottle of antidexafen pills, a bottle of perconol pills, 5 medical splints, and a health analyzer. Strategy: For patching yourself up.
|
Description
|
It's an emergency medical kit for those serious boo-boos.
|
|
Standard First-Aid Kit (Free)
|
Cost: 0 TC Used for: Contains 2 roll of gauze, 2 ointment, a bottle of antidexafen pills, a bottle of perconol pills, 5 medical splints, and a health analyzer. Strategy: Everybody gets a free first aid kit. Once.
|
Description
|
You can claim this first-aid kit only once.
|
|
Surgery Kit
|
Cost: 1 BC TC Used for: Standard surgical kit that also contains 2 autoinhalers with 10u soporific in each. Strategy: Do surgery to fix your buddies' injury. Or to steal your enemy's organs.
|
Description
|
A sterile medical kit containing tools for surgery on-the-go. Even comes with a foam lining so your delicate instruments don't break in transit. How considerate.
|
|
Tactical Lunchbox
|
Cost: 1 BC TC Used for: Contains 2 random foods and 1 random drink. Strategy: Forgot your lunch? Here's your solution.
|
Description
|
A little lunchbox. This one is a sleek black and red.
|
|
Services
Use your telecrystals to call in favors and spoof the announcement system.
Ion Storm Announcement
|
Cost: 2 TC Used for: Defamation. Strategy: Make them doubt the AI's motives.
|
Description
|
Interferes with the station's ion sensors. Triggers immediately upon investment.
|
|
Radiation Storm Announcement
|
Cost: 3 TC Used for: Distraction. Strategy: Forces non-radiation-tolerant crew into the tunnels, until someone runs a Geiger counter and realizes it's not a real alert.
|
Description
|
Interferes with the station's radiation sensors. Triggers immediately upon investment.
|
|
Stellar Corporate Conglomerate Update Announcement
|
Cost: 5 BC, 5 TC Used for: Disinformation. Strategy: Impersonate the boss.
|
Description
|
Causes a falsified Stellar Corporate Conglomerate Update. Triggers immediately after supplying additional data.
|
|
Stealth and Camouflage Items
For fraudsters, tricksters, and ninjas. Also great for creating your antagonist’s identity and backstory.
Agent ID card
|
Cost: 1 BC, 1 TC Used for: A card used to identify people and determine access. Strategy: Set your identity, or fake your identity.
|
Description
|
A programmable fake ID. Its appearance and data can be changed
|
|
Balaclava
|
Cost: 1 BC, 1 TC Used for: Designed to both hide identities and keep your face comfy and warm. Strategy: Hide your identity.
|
Description
|
Equip in mask slot. Your identity will show as either whatever's on your ID or "Unknown", if you're not carrying a visible ID.
|
|
Bug Kit
|
Cost: 1 BC, 1 TC Used for: For when you want to conduct voyeurism from afar. Strategy: Surveillance.
|
Description
|
Contains a PDA and three bugs. Tap a bug against the PDA to link it, hide it somewhere, and then use the PDA to look through its camera.
|
|
Chameleon Kit
|
Cost: 1 BC, 1 TC Used for: Comes with all the clothes you need to impersonate most people. Acting lessons sold seperately. Strategy: Disguise yourself.
|
Description
|
Contains jumpsuit, hat, armor, shoes, backpack, gloves, mask, gun, and glasses; all can be right-clicked to change their appearance. The gun is a functional pistol.
|
|
Chameleon-Projector
|
Cost: 2 TC Used for: A device that can be used to mimic common items by scanning, then transforming into them. Strategy: Who, me? I'm only an innocent coffee cup.
|
Description
|
Click on an item to copy its appearance, then activate it while holding it to change your sprite to the item's. While disguised, you move slowly. Cannot be used to mimic living creatures.
|
|
Closet Teleportation Set-up
|
Cost: 1 BC, 1 TC Used for: A box of closet teleporters, devices that can be inserted into closets to set up a teleportation network. Has a one minute cooldown after a batch teleport. Strategy: For a quick getaway, or an impressive magic trick.
|
Description
|
Attach each teleporter to a locker. Step into one locker to appear in the other.
|
|
Cosmetic Surgery Auto-Kit
|
Cost: 1 BC, 1 TC Used for: A small self-contained auto-surgery device that has the ability to conduct larynxial, facial and even melanin re-structuring surgery, in a (mostly) blood-less manner. Strategy: Desperate enough to use one of these to impersonate someone? Okay, well, we warned you about the "pain" part.
|
Description
|
Activate to change appearance, gender, culture, origins, accents, etc. Causes pain. Single use.
|
|
No-Slip Shoes
|
Cost: 1 BC, 1 TC Used for: A pair of brown shoes. They seem to have extra grip. Strategy: The janitor is now powerless against you.
|
Description
|
Wearing these lets you run across wet or lubricated surfaces without falling.
|
|
Stealthpops
|
Cost: 1 BC, 1 TC Used for: Snap pops with a compound added which deploys a small smokescreen upon exploding. Strategy: Hide in the smoke, or use it to escape.
|
Description
|
Contains 8 snap-pops. Throw (2 or more tiles) or activate in hand to create a smoke cloud.
|
|
Vial of Venenum
|
Cost: 1 BC, 1 TC Used for: A vial that contains 30u of venemum. Changes DNA structure randomly, effectively masking your appearance until it wears off. Good for 15 minutes of appearance changes. Strategy: The person who did those crimes no longer exists. How convenient.
|
Description
|
Inject. Takes a few minutes to take effect. Causes pain. Your appearance will be randomized.
|
|
Voice Changer
|
Cost: 1 BC, 1 TC Used for: A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Strategy: Change your voice, change your accent, and impersonate someone else. Did the captain just admit to embezzling company funds over comms?
|
Description
|
Right-click to change voice, mimic accent, and toggle the mask on or off.
|
|
9mm Camera Gun
|
Cost: 3 TC Used for: A 9mm pistol concealed within the shell of a camera, which has to be deployed before it can be fired. Closer inspection will reveal its true nature, but when in its concealed form it will look totally harmless. Strategy: Reload with 9mm magazine.
|
Description
|
Hold the camera and use (Unique Action) to unfold it. It can then be fired like a gun. 12 shots.
|
|
Cigarette Kit
|
Cost: 1 BC, 1 TC Used for: Pranks maybe? Strategy: The flash and smoke cigarettes are only bad pranks, but the MindBreaker will cause brain damage.
|
Description
|
Comes with the following brands of cigarettes, in this order: 2xFlash, 2xSmoke, 1xMindBreaker, 1xTricordrazine. Avoid mixing them up.
|
|
Claymore Mines
|
Cost: 8 TC Used for: A box with 5 claymore miners, relative detonators (signalers), and a spare one for you to trigger them all. Strategy: Make sure you're standing on the safe side of the mine before detonating.
|
Description
|
Contains 5 claymore landmines and 6 remote signaling devices. Set a signaling device to your preferred frequency, attach it to the mine, and while standing in the direction you want the mine to face, activate it to deploy it. Use another signaling device, set to the same frequency, to detonate it; they can also be detonated manually by clicking on them. Claymore mines unleash shrapnel in a wide arc, but do not cause explosions.
|
|
Concealed Cane Sword
|
Cost: 1 BC, 1 TC Used for: A cane used by a true gentlemen. Or a clown. Strategy: A hidden sword could come in handy.
|
Description
|
Activate in hand to draw the cane sword. 25 points brute (Sharp).
|
|
Door Rigging Landmines
|
Cost: 5 TC Used for: A box with 5 door rigging landmines, which will explode when the door they are attached to opens. You need to weld the door closed to use this, so do not forget to have a welder and probably some welding goggles with you. Strategy: Make them regret opening that door.
|
Description
|
Contains 5 mines. To set, weld a door shut, attach the mine, and then unweld it. The next person to step into the doorway triggers the mine.
|
|
Paralysis Pen
|
Cost: 3 BC, 3 TC Used for: A kit containing: a red parapen (lasts approximately 5 minutes) and a green pen loaded with a purging chemical if you want to remove the paralytic early. Strategy: For kidnapping, or less-lethal incapacitation.
|
Description
|
Contains 1 red pen containing 10u dextrotoxin and 1 green pen containing 5u fluvectionem. Each is single-use and writes like a regular pen on paper.
|
|
Pen-jector Kit
|
Cost: 2 BC, 2 TC Used for: A kit that contains four differently coloured pens. A blue pacifying pen, a green pen containing healing chemicals, and a yellow hyperzine pen. Strategy: Heal yourself, boost your speed, or pacify your enemy.
|
Description
|
Contains: Green pen (injects 10u tricordrazine, 5u dermaline, 5u bicaridine), yellow pen (10u hyperzine), and blue pen (2u Wulumunusha Extract, 15u Paxazide, and 10u Cryptobiolin). Pens are one-use and write on paper like normal pens.
|
|
Punji Trap
|
Cost: 2 BC, 2 TC Used for: A box with 5 punji traps. Strategy: Ouch.
|
Description
|
Contains 5 traps. Activate by using in-hand.
|
|
Sawn-off Double-Barrel Shotgun
|
Cost: 4 TC Used for: A box for a sidearm double barrel shotgun, containing a sawn-off double barrel shotgun, a holster and some ammo. Strategy: Concealable shotgun.
|
Description
|
Box contains 1 sawn-off shotgun, 6 shotgun shells, and a thigh holster.
|
|
Sharpened Bear Trap
|
Cost: 2 BC, 2 TC Used for: A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off. Strategy: Has a better chance of triggering and holding your enemy than a standard bear trap.
|
Description
|
Activate by using in hand.
|
|
Sleepy Ring
|
Cost: 3 BC, 3 TC Used for: A silver ring that will quickly put its wearer to sleep. WARNING: Do not wear this yourself. It'll end about as well as you expect it to. Strategy: Trick someone into putting it on, then kidnap them.
|
Description
|
When worn, the ring injects 10u polysomnine and then disappears.
|
|
Standstill Landmines
|
Cost: 5 TC Used for: A box with 5 standstill landmines. Strategy: If someone steps onto the mine, they can't step off or they'll explode. The explosion itself is bigger than any other mine and basically guaranteed to kill them. What a dilemma!
|
Description
|
Contains 5 standstill landmines. Click in hand to deploy. Land mine triggers after your victim steps off it.
|
|
Subversive Soap
|
Cost: 1 BC, 1 TC Used for: Cleaning. Strategy: Clean up after your criminal activities, or drop it behind you to trip your pursuers.
|
Description
|
A lackluster bar of soap. It smells like cranberries.
|
|