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 upon further investigation, orange items are legal only in specific circumstances, and highly suspicious; and red backgrounds are outright contraband.
Ammunition
All items under this heading are ammo for weapons and firearms. Obviously these are all useless on their own and without a firearm.
.357 Speedloader
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Cost: 1 TC Used for: Magazine. 8 rounds .357. Strategy: Reloads Revolver and Derringer.
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Description
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Contains eight rounds of .357 bullets.
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.38 Speedloader
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Cost: 1 TC Used for: Magazine. 8 rounds .38. Strategy:
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Description
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Contains six rounds of .38 bullets.
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.38 Speedloader (Haywire)
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Cost: 2 TC Used for: Magazine. 6 rounds .38 haywire. Strategy:
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Description
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Contains six rounds of .38 haywire bullets.
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.45 Autopistol Magazine
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Cost: 1 TC Used for: Magazine. 16 rounds .45. Strategy: Fits Automatic .45 pistol.
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Description
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Stick magazine (.45). A magazine for a .45 automatic pistol.
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.45 Pistol Magazine
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Cost: 1 TC Used for: Magazine. 9 rounds .45. Strategy: Fits Vintage .45 Pistol, Suppressed .45 Pistol
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Description
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Contains seven rounds of .45 bullets.
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.50 Pistol Magazine
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Cost: 1 TC Used for: Magazine. 7 rounds .50. Strategy: Fits .50 Pistol
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Description
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A magazine for a .50 pistol.
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5.56 carbine magazine
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Cost: 1 TC Used for: Magazine. 15 rounds 5.56mm. Strategy: Fits bullpup assault carbine, ballistic carbine, and burst rifle.
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Description
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Contains 15 rounds of 5.56.
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5.56 Rifle Magazine
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Cost: 2 TC Used for: Magazine. 30 rounds 5.56mm. Strategy: Fits the bullpup assault carbine
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Description
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A magazine for a 5.56 rifle.
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7.62 Assault Rifle magazine
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Cost: 2 TC Used for: Magazine. 20 rounds 7.62mm. Strategy: Fits the shortened assault rifle and assault rifle.
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Description
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A magazine for an assault rifle.
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7.62 LMG drum
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Cost: 5 TC Used for: Magazine. 50 rounds 7.62mm. Strategy: Fits the light machine gun.
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Description
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Contains 50 rounds of 7.62.
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7.62 Marksman Magazine
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Cost: 4 TC Used for: Magazine. 10 rounds 7.62mm. Strategy:
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Description
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A magazine for a 7.62 marksman rifle.
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7.62mm clip
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Cost: 1 TC Used for: Magazine. 5 rounds 7.62mm. Strategy: Fits Bolt-Action Rifle
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Description
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Contains five rounds of 7.62mm bullets.
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9mm Magazine
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Cost: 1 TC Used for: Magazine. 12 rounds 9mm. Strategy: Fits 9mm Pistol.
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Description
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Contains ten rounds of 9mm bullets.
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Anti-materiel Cannon Cartridge
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Cost: 1 TC Used for: Single round Strategy: Fits Point Entry Anti-materiel Cannon.
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Description
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Contains one AP anti-materiel cannon cartridge.
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Box of .45-70 Govt. ammo
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Cost: 2 TC Used for: Ammo box. 8 rounds .45-70 Government. Strategy:
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Description
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Contains eight .45-70 Govt. bullets.
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Box of Shells
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Cost: 1 TC Used for: Box. 8 shotgun shells Strategy: Fits Combat Shotgun and ballistic gauntlet
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Description
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Contains eight shotgun buckshot shells.
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Buckshot Magazine
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Cost: 4 TC Used for: Magazine. 8 shotgun shell (buckshot). Strategy: Fits the assault shotgun.
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Description
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A magazine for an assault shotgun, loaded with buckshot shells.
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Chemical Darts
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Cost: 1 TC Used for: Magazine. 5 chemical darts. Strategy: Fits Dart Gun. Chemicals not included.
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Description
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Contains five chemical darts for use with a dart gun.
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Fragmentation Anti-materiel Cannon Cartridge
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Cost: 1 TC Used for: Single round Strategy: Fits Point Entry Anti-materiel Cannon.
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Description
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Contains one fragmentation anti-materiel cannon cartridge.
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HE Anti-materiel Cannon Cartridge
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Cost: 2 TC Used for: Single round Strategy: Fits Point Entry Anti-materiel Cannon.
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Description
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Contains one HE anti-materiel cannon cartridge.
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K2557 Magazine
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Cost: 2 TC Used for: Magazine. 5 rounds .599 kumar super. Strategy: Fits Super Heavy Pistol
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Description
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(.599 magazine) A spare magazine, for the super heavy K2557 pistol.
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Plasma Shotgun Magazine
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Cost: 2 TC Used for: Magazine. 10 plasma cells. Strategy: Fits Plasma Shotgun
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Description
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(Heavy Duty Plasma Shell.) Contains ten plasma cells.
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Shotgun Slug
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Cost: 1 TC Used for: Single round Strategy:
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Description
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A shotgun slug.
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Slug Magazine
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Cost: 8 TC Used for: Magazine. 8 shotgun slug. Strategy: Fits the assault shotgun.
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Description
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A magazine for an assault shotgun, loaded with slug shells.
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Submachine Gun Drum Magazine (.45)
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Cost: 2 TC Used for: Magazine. 50 rounds .45 Strategy: Fits Submachine Gun
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Description
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Contains fifty rounds of .45 bullets, for use with the vintage submachine gun.
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Submachine Gun Magazine (.45)
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Cost: 1 TC Used for: Magazine. 20 rounds .45. Strategy: Fits Submachine Gun
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Description
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Contains twenty rounds of .45 bullets, for use with the vintage submachine gun.
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Submachine Gun Magazine (6mm)
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Cost: 1 TC Used for: Magazine. 30 rounds 6mm. Strategy:
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Description
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Contains thirty rounds of 6mm caseless ammo. Used by the integrally suppressed machine pistol.
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Tungsten Ammo Box
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Cost: 2 TC Used for: Magazine. 7 rounds tungsten slug. Strategy: Fits the Gauss Thumper
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Description
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A tungsten ammo box.
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Badassery
For people who want a challenge.
Crayon MRE
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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.
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Description
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An exceptionally robust MRE.
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For showing that You Are The BOSS (Useless Balloon)
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Cost: 20 TC Used for: Strategy: It's just a balloon. Have fun with it.
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Description
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Across the balloon is printed: "FUK CAPITALISM!11!"
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For showing that you love NT SOO much (Useless Balloon)
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Cost: 20 TC Used for: Strategy: Yup. A balloon. For fun.
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Description
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Across the balloon is printed: "Man, I love corporate soooo much. I use only brand name products. You have NO idea."
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File:.png Random Item
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Cost: 0 TC Used for: Strategy: Do you need inspiration? Order a random item.
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Description
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Buys you one random item.
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File:.png Random Items
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Cost: ALL TC Used for: Strategy: Do you want a challenge? Spend all your TCs on random items and concoct a plan with them.
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Description
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Buys you as many random items you can afford. Convenient packaging NOT included.
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Chemical, Biological & Radiological Weaponry
Everybody loves a good war crime.
Chlorine Gas Tank
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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…
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Description
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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.
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Dirty Bomb
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Cost: 4 TC Used for: Click on it in hand to set the timer in seconds; click on terrain to plant the bomb and start the timer. Strategy: Threatening people with a dirty bomb is fun. So is using it as a distraction, or to keep Medical and/or Security busy.
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Description
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A small explosive laced with radium. The explosion is small, but the radioactive will affect a large area for a while (10 minutes approx).
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Greimorian Eggs
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Cost: 4 TC Used for: Hatches into about ten Greimorian larvae, which grow into Greimorians. Strategy: Useful as a distraction that's not obviously an attack.
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Description
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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.)
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Parasitic Worms Kit - Heart Fluke
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Cost: 5 TC Used for: Contents: Vial with 2u Heart Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Strategy: Poison food or drinks for a subtle assassination attempt.
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Description
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Contains the eggs of a Heart Fluke. Lethal if left untreated.
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Parasitic Worms Kit - Nerve Fluke
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Cost: 3 TC Used for: Contents: Vial with 2u Nerve Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Strategy: Poison food or drinks to keep Medical busy, or frame the cook.
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Description
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Contains the eggs of a Nerve Fluke. Non-lethal but incapacitating.
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Radiation Suit
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Cost: 1 BC, 1 TC Used for: Contents: Radiation suit, radiation hood, safety goggles, geiger counter, 7u Hyronalin pill Strategy: If you want to mess with the supermatter, dirty bombs, or nuclear generators, a radiation suit is a good idea.
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Description
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A kit containing a radiation suit. Complete with a geiger counter and one anti-radiation tablet.
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Random Toxins Kit
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Cost: 1 TC Used for: Toxins may include: Joy, mercury, mindbreaker toxin, space drugs, carpotoxin, red nightshade, spectrocybin, impedrezene, dextrotoxin, and ammonia. Strategy: Poison food or drinks; put in a syringe gun or dart gun; use as a distraction; sell for profit. Strategy depends on substance.
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Description
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A kit that contains 3 vials containing random toxins. Comes with a syringe!
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Syringe Gun Kit
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Cost: 3 BC, 3 TC Used for: Contents: 1 syringe gun, 3 syringe, 3 syringe gun cartridge. Strategy: Strategy depends on the contents of your syringes and range from murder to incapacitation to intimidation.
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Description
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A kit containing a syringe gun and 3 disassembled darts. Fill a syringe, add it to a dart, then load into the rifle.
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Corporate Equipment
Voidsuits associated with corporations.
Banshee Infiltration Suit
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Cost: 5 BC, 5 TC Used for: Contents: Banshee infiltration suit, Banshee infiltration suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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Description
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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.
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Caiman Drop Suit
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Cost: 5 BC, 5 TC Used for: Contents: Caiman drop suit, Caiman drop suit helmet, magboots, oxygen tank, Unathi voidsuit modification kit. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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Description
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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.
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Dragon Biohazard Control Suit
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Cost: 5 BC, 5 TC Used for: Contents: Dragon biohazard control suit, dragon biohazard suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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Description
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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.
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NanoTrasen Military-Grade Suit
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Cost: 8 BC, 8 TC Used for: Contents: NanoTrasen military-grade hardsuit control model and NanoTrasen hardsuit modkit. Strategy: Typically worn by NT emergency response teams. Melee 50%, Bullet 55%, Laser 40%, Energy 10%, Bomb 60%, Bio 100%, Rad 40%.
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Description
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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.
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Revenant Combat Suit
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Cost: 5 BC, 5 TC Used for: Contents: Revenant combat suit, revenant suit helmet, magboots, oxygen tank. Strategy: Fits into your backpack. Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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Description
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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.
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Devices and tools
The right tools for the job.
25 Liquid-Bags
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Cost: 2 BC, 2 TC Used for: Use these bags to set up some barricades. Does not come with barbed wire included. Strategy: If you're cornered and have to fight, barricades are nice.
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Description
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Click in hand to activate; barricade is set up on your tile, where you are facing. Each barricade section uses 5 bags.
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Advanced pinpointer
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Cost: 5 BC, 5 TC Used for: ??? Strategy:
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Description
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An advanced pinpointer that can find any target with DNA along with various other items.
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Aviators, Night-Vision
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Cost: 1 BC, 1 TC Used for: Wear and activate (upper-left panel). Lets you see in darkness. Strategy: They can't see; you can. The advantage is obvious.
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Description
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A pair of night-vision glasses disguised as aviator shades.
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Aviators, Thermal
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Cost: 2 BC, 2 TC Used for: Wear and activate (upper-left panel). Lets you see living creatures through walls. Strategy: Spy on your target through walls.
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Description
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A pair of thermal-vision glasses disguised as aviator shades.
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Binary Translator Key
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Cost: 1 BC, 1 TC Used for: Attach it to your headset to gain access to channel :b, normally reserved for AI and borgs. Strategy: Is the AI onto you? Is your hacked AI law working? Listen in and find out.
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Description
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An encryption key for use in a headset, capable of intercepting stationbound binary communications.
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C-4 (Destroys walls)
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Cost: 1 BC, 1 TC Used for: A single block of C4, enough to breach any wall. 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.
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Description
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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.
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Camera MIU
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Cost: 6 TC Used for: A mask which allows the wearer to view local camera feeds they have access to. Strategy: See through the eyes of security cameras, just like the AI.
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Description
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Activate while wearing through top-left toolbar.
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Combat Robot Teleporter
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Cost: 20 TC Used for: 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. Strategy: Need backup with a human brain? Use this. Just make sure someone's in the lobby waiting to animate your new buddy.
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Description
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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.
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Cryptographic Sequencer
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Cost: 1 BC, 1 TC Used for: Also known as an "emag". Breaks, alters, or removes safeties on machinery. Limited uses. Strategy: Its uses are legion, and need their own page.
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Description
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It's a card with a magnetic strip attached to some circuitry.
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Door Hacking Tool
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Cost: 1 BC, 1 TC Used for: Appears and functions as a standard multitool until the mode is toggled by applying a screwdriver appropriately. When in hacking mode this device will grant full access to any standard airlock within 7 to 13 seconds. This device will also be able to immediately access the last 6 to 8 hacked airlocks. 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.
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Description
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Modify with screwdriver, then click on an airlock. After a few seconds, you should get a pop-up allowing you to modify the door's settings.
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Earmuff Headset
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Cost: 1 BC, 1 TC Used for: Communications. Strategy: Wear. Keeps people standing next to you from hearing what's coming through your radio.
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Description
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This set of earmuffs has a secret compartment housing radio gear, allowing it to function as a standard headset.
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Electropack
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Cost: 1 BC, 1 TC Used for: A backpack wired with electrodes. Sync up with a signaller, attach to an unwilling host and pulse the signal to shock them. 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.
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Description
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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 signal on the signaler to cause the electropack to send a harmless but painful shock to you your victim. The shock will cause them to fall over and be briefly stunned.
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Encrypted Radio Channel Key
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Cost: 1 BC, 1 TC Used for: Communications. Strategy: Attach it to your headset to gain access to channel :t. Anyone else with the same type of key can use the channel.
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Description
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An encryption key for use in a headset, intercepts all frequencies and grants access to a secure private frequency.
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Firing Pin
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Cost: 1 BC TC Used for: Install in a firearm to activate it; screwdriver to remove. Strategy: Firearms are often stored with their firing pins removed. This solves that problem.
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Description
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An unmarked firing pin - It should be compatible with nearly every weapon onboard.
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Firing Pin Extractor
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Cost: 1 BC, 1 TC Used for: An extractor tool capable of extracting firing pins from most firearms. Strategy: Useful to disable unattended weapons. You might want to steal spare firing pins, too.
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Description
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Click in hand to turn on; click on firearm to remove firing pin, disabling it.
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Fully Loaded Tool-belt
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Cost: 1 BC, 1 TC Used for: Build, modify, and deconstruct equipment and machinery. Strategy: A fully loaded tool-belt even NanoTrasen's top Chief Engineer would be proud to wear.
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Description
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Contents: Industrial welding tool, crowbar, wirecutters, power cable coil, impact wrench, multitool, shortwave radio.
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File:Syndicate.png Fully Loaded Toolbox
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Cost: 1 BC, 1 TC Used for: Build, modify, and deconstruct equipment and machinery. Strategy: A suspiciously painted toolbox, filled with most of the odds and ends a good-for-nothing traitor would need.
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Description
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Contents: Insulated gloves, wrench, welder, crowbar, wirecutters, multitool.
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Hacked AI Upload Module
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Cost: 2 BC, 2 TC Used for: Hacking the AI. Strategy: Reshuffle the AI's priorities.
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Description
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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.
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Hacked Supply Beacon (DANGER!)
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Cost: 4 BC, 4 TC Used for: Activate while holding; place on exposed wire. Secure with wrench. Strategy: Bugged! Will not recognize exposed cable.
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Description
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A hacked supply beacon that will call in a random supply pod when deployed and activated. Steer clear of the area afterwards.
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Heavy Armor Kit
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Cost: 2 BC, 2 TC Used for: A heavy armor set consisting of a full kit. Not EVA capable. Strategy: Protect yourself from ballistic weapons and, to some extent, energy weapons.
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Description
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Contents: Combat helmet and plate carrier.
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Holographic Ammo Display
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Cost: 1 BC, 1 TC Used for: Gun mod. Strategy: Attach to a gun to see the remaining ammo displayed next to the gun icon in your hand. Wrench to remove.
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Description
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A device that can be attached to most firearms, providing a holographic display of the remaining ammunition to the user.
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HUDPatch, Night-Vision
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Cost: 1 BC, 1 TC Used for: Surveillance and stealth. Strategy: 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.
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Description
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Wear and activate (upper-left panel). Lets you see in darkness.
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HUDPatch, Thermal
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Cost: 2 BC, 2 TC Used for: Surveillance and stealth. Strategy: A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes.
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Description
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Wear and activate (upper-left panel). Lets you see living creatures through walls.
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IPC surge prevention module
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Cost: 3 TC Used for: Modified nanopaste usable on IPCs. Strategy: EMPs are a real danger to your IPC character. Let's change that.
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Description
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An internal module that allow operative IPC frames to be protected from EMP pulse. The device has limited use that varies between two to five pulses.
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Jetpack
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Cost: 1 BC, 1 TC Used for: Wear in suit slot, activte on top-left bar. Use to navigate in zero gravity. Strategy: For working in space.
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Description
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A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution.
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Keypad Mag-Lock
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Cost: 1 BC, 1 TC Used for: Door lock Strategy: Slap it on a door to lock it until the battery runs out.
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Description
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A maglock that requires the user to enter a passcode to lock and then later unlock.
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Mesons Scanners
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Cost: 1 BC, 1 TC Used for: Wear. Activate/deactivate in the top-left toolbar. Allows you to see structures, but not furniture, objects, or creatures, through walls and despite darkness. Strategy: Helpful to find your way around unfamiliar environments.
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Description
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These glasses make use of meson-scanning technology to allow the wearer to see through solid walls and floors.
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Morphic Clerical Kit
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Cost: 1 TC Used for: Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons. Strategy: Forge paperwork, blackmail information, orders from SCC command…
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Description
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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.
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mounted suit cooling unit
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Cost: 1 TC Used for: Keeps IPCs from overheating in vacuum. Strategy: For IPCs who have to work in space.
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Description
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A mounted suit cooling unit for use with hardsuits.
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Operations Funding
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Cost: 1 BC TC Used for: Activate the briefcase to set the code that will open it. Enter the code to unlock. Contains ten 1,000 credit chips. Strategy: Bribe people. Buy people's cooperation, silence, or spiffy equipment.
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Description
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A briefcase with 10,000 untraceable credits for funding your sneaky activities.
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Optical Material Scanner
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Cost: 1 BC, 1 TC Used for: These glasses make use of scanning technology to allow the wearer to see objects through solid walls and floors. Strategy: What's in the vault? Look through these glasses to see.
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Description
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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.
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Personal AI
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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.
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Description
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An unmodified personal AI that can assist you in your ventures.
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Personal Shield
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Cost: 1 TC Used for: Protection. Strategy: Hold in hand and activate. Shows as a visible force field around your character.
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Description
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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.
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Portable suit cooling unit
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Cost: 1 BC, 1 TC Used for: Stops IPCs from overheating in space. Strategy:
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Description
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A suit cooling unit with a high capacity power cell.
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Powersink (DANGER!)
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Cost: 6 BC, 6 TC Used for: A nulling power sink which drains energy from electrical systems. Strategy: Cripple the ship by pulling power out of the system.
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Description
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Drop the power sink onto an exposed cable, use a screwdriver to attach it, and click it to turn it on.
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Radio Jammer
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Cost: 2 BC, 2 TC Used for: Click in hand to activate. Can block radio traffic within seven spaces of its location. Strategy: Keep your victims from calling for help.
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Description
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A small jammer that can fit inside a pocket. Capable of disrupting nearby radios and hivenet transmitters.
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Space Suit
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Cost: 2 BC, 2 TC Used for: A sleek, sturdy box. Strategy: Cheap, but it'll keep you alive in space. Just don't try to fight in it. It's easily torn.
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Description
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Contents: Softsuit, softsuit helmet, breath mask, and double emergency oxygen tank.
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Thermal Imaging Glasses
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Cost: 2 BC, 2 TC Used for: Used for seeing walls, floors, and stuff through anything. Strategy: Where's your target? Where's that pesky security guard? Now you know.
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Description
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Wear and activate (upper-left panel). Lets you see living creatures through walls.
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Thermal Safe Drill
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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.
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Description
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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.
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Weapon Recharger Backpack
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Cost: 4 BC, 4 TC Used for: Charges energy weapons. Strategy: Works as a portable weapons charger.
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Description
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A backpack which can recharge a connected energy weapon. Runs off normal power cells.
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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.
Combat Exosuit Dropper
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Cost: 25 TC Used for: A device that can be used to drop in a combat exosuit. Strategy: For heavy resistance.
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Description
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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).
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Heavy Exosuit Dropper
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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.
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Description
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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).
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Light Exosuit Dropper
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Cost: 15 TC Used for: A device that can be used to drop in a light exosuit. Strategy: Fast, relatively fragile exosuit.
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Description
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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).
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Powerloader Exosuit Dropper
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Cost: 10 TC Used for: A device that can be used to drop in a powerloader exosuit. Strategy: Industrial exosuit. Can move heavy stuff.
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Description
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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).
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Exosuit Equipment
To customize your exosuit.
Mounted Clamp
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Cost: 1 TC Used for: A large, heavy industrial cargo loading clamp. Strategy: For hauling things along with you. Can also be used as a blunt weapon in combat.
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Description
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Exosuit Mounts: left hand, right hand; Exosuit Software Requirement: utility equipment
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Mounted Crisis Dronebay
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Cost: 1 TC Used for: A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit. Strategy:
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Description
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Exosuit Mounts: left shoulder; Exosuit Software Requirement: medical support systems
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Mounted Drill
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Cost: 1 TC Used for: An exosuit-mounted drill. Strategy: Useful for breaking into things or drilling rock. Can be used in combat.
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Description
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Exosuit Mounts: left hand, right hand; Exosuit Software Requirement: utility equipment.
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Mounted Electrolaser Carbine
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Cost: 2 TC Used for: A dual fire mode electrolaser system connected to the exosuit's targeting system. Strategy: Less-lethal weapon, but still plenty disabling.
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Description
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Exosuit Mounts: left hand, right hand, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
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Mounted Gravitational Catapult
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Cost: 2 TC Used for: An exosuit-mounted gravitational catapult. Strategy: Throws people and objects around.
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Description
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Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
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Mounted Ion Rifle
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Cost: 7 TC Used for: An exosuit-mounted ion rifle. Handle with care. Strategy: Useful against exosuits, IPCs, and people with mechanical organs.
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Description
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Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
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Mounted Laser Rifle
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Cost: 3 TC Used for: An exosuit-mounted laser rifle. Handle with care. Strategy: Useful against large groups of enemies.
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Description
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CH-PS "Immolator" laser. Exosuit Mounts: left hand, right hand; Exosuit Software Requirement: exosuit weapon systems.
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Mounted Machine Gun
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Cost: 3 TC Used for: An exosuit-mounted automatic weapon. Handle with care. Strategy: Useful against large groups of enemies.
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Description
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Exosuit Mounts: left hand, right hand, left shoulder, right shoulder Exosuit Software Requirement: exosuit weapon systems
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Mounted Missile Rack
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Cost: 10 TC Used for: An SRM-8 missile rack loaded with explosive missiles. Strategy: Useful against large groups of enemies, and will also break walls.
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Description
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Exosuit Mounts: back, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
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Mounted Passenger Compartment
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Cost: 1 TC Used for: An exosuit-mounted passenger compartment. Strategy: Carry your partner with you.
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Description
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Exosuit Mounts: left hand, right hand
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Mounted RFD-C
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Cost: 5 TC Used for: A RFD, modified to construct walls and floors. This one can be mounted on an exosuit. Strategy: Construction; breaking in, breaking out.
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Description
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Exosuit Mounts: left hand, right hand; Exosuit Software Requirement: advanced engineering systems.
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Mounted Sleeper
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Cost: 1 TC Used for: An exosuit-mounted sleeper designed to maintain patients stabilized on their way to medical facilities. Strategy: Grab your buddy and get them stabilized. Useful for support or medical-oriented exosuits.
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Description
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Exosuit Mounts: back; Exosuit Software Requirement: medical support systems
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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)
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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.
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Description
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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.
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Coalition of Colonies Assets (Single)
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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.
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Description
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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.
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Einstein Engines Assets (Group)
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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.
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Description
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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.
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Einstein Engines Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Einstein Engines individuals.
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Description
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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.
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Empire of Dominia Assets (Group)
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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.
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Description
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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.
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Empire of Dominia Assets (Single)
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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.
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Description
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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.
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Eridani Corporate Federation Assets (Group)
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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.
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Description
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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).
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Eridani Corporate Federation Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: EPMC individuals.
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Description
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Contents: 1 EPMC security uniform, 1 epmc beret, 1 cruiser voidsuit helmet, 1 cruiser voidsuit, 1 advanced energy gun, 1 magnum disruptor pistol.
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Exclusionist Assets (Group)
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Cost: 35 TC Used for: A crate containing gear for a group. Strategy: Exclusionists, with chainswords.
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Description
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Contents: 5 gear harness, 5 armored exclusionist robe, 5 exclusionist mask, 5 trinary perfection antenna, 4 chainsword.
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Exclusionist Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. Strategy: An exclusionist with a chainsword.
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Description
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Contents: 1 gear harness, 1 armored exclusionist robe, 1 exclusionist mask, 1 trinary perfection antenna, 1 chainsword.
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Frontier Cowboy (Single)
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Cost: 5 TC Used for: A crate containing gear for a single individual. Yeehaw. Strategy: Space cowboy.
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Description
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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.
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Frontier Cowboys (Group)
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Cost: 15 TC Used for: A crate containing gear for a group. Yeehaw. Strategy: Space cowboys.
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Description
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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.
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Hammertail Smiths Assets (Group)
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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.
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Description
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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.
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Hammertail Smiths Assets (Single)
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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.
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Description
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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.
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Imperial Army Assets (Group)
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Cost: 50 TC Used for: A crate containing gear for a group. Strategy: Dominan Army squad.
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Description
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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.
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Imperial Army Assets (Single)
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Cost: 15 TC Used for: A crate containing gear for a single individual. Strategy: Dominian Army soldier.
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Description
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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.
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Izweski Hegemony Assets (Group)
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Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Unathi. Strategy: Izweski Hegemony Navy squad.
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Description
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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.
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Izweski Hegemony Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Izweski Hegemony Navy.
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Description
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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.
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Kataphract Knight Assets (Group)
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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.
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Description
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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.
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Kataphract Knight Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Klaxan warrior.
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Description
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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.
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Kosmostrelki Assets (Group)
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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.
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Description
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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.
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Kosmostrelki Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Tajara. Strategy: Kosmostrelki.
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Description
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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).
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NanoTrasen Assets (Group)
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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.
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Description
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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.
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NanoTrasen Assets (Single)
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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.
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Description
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Contents: 1 NanoTrasen military-grade hardsuit control module, 1 NanoTrasen hardsuit modkit, 1 energy rifle, 1 energy pistol, 1 tactical shield.
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People's Volunteer Spacer Militia Assets (Group)
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Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Tajara. Strategy: Tajaran militia squad.
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Description
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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.
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People's Volunteer Spacer Militia Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Tajara. Strategy: Tajaran militia spacer.
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Description
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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)
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Qukala Assets (Group)
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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.
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Description
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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.
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Qukala Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Skrell. Strategy: Qukalan operative.
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Description
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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.
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Serene Republic of Elyra Assets (Group)
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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.
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Description
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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.
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Serene Republic of Elyra Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Elyran warrior.
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Description
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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.
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Sol Alliance Assets (Group)
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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.
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Description
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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.
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Sol Alliance Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by humans. Strategy: Sol Marine.
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Description
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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.
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Tau Ceti Armed Forces Assets (Group)
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Cost: 50 TC Used for: A crate containing gear for a group. Strategy: TCAF squad.
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Description
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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.
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Tau Ceti Armed Forces Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. Strategy: TCAF armsman.
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Description
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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.
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Tau Ceti Foreign Legion Assets (Group)
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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.
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Description
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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.
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Tau Ceti Foreign Legion Assets (Single)
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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.
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Description
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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.
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Unathi Pirate Assets (Group)
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Cost: 35 TC Used for: A crate containing gear for a group. The voidsuits are only usable by Unathi. Strategy: Unathi Pirates.
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Description
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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.
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Unathi Pirate Assets (Single)
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Cost: 10 TC Used for: A crate containing gear for a single individual. The voidsuit is only usable by Unathi. Strategy: Unathi Pirate.
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Description
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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.
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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
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Cost: 8 TC Used for: A box of three grenades that deploy napalm in the thrown area, and ignite it. Strategy: Setting fires will attract engineers and medics. Makes for a good distraction, or just a really nasty way to kill people.
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Description
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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.
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5xCardox Grenades
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Cost: 2 TC Used for: 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. 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.
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Description
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Contents: 5 Cardox Grenade
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5xEMP Grenades
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Cost: 2 TC Used for: 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. Strategy: Good for attacking IPCs, borgs, the AI, anyone with prosthetic organs, and delicate electronics.
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Description
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Contents: 5 EMP Grenade
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5xFrag Grenades
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Cost: 6 TC Used for: A box containing 5 military grade fragmentation grenades. WARNING: Live explosives. Misuse may result in serious injury or death. Strategy: Pull pin. Throw. Explosion.
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Description
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Contents: 5 Fragmentation Grenade. 2-second fuse; activate in hand to prime, throw immediately. Creates explosion with shrapnel of 8 tile radius (15 across).
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5xSmoke Grenades
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Cost: 1 BC, 1 TC Used for: A box of five grenades that deploy smoke in the thrown area. Targets hidden in smoke are much harder to hit with ranged weaponry. Strategy: Pop smoke to hide or escape.
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Description
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Contents: 5 Smoke Grenade
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Lubed Viscerator Delivery Grenade
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Cost: 3 TC Used for: A grenade that deploys three lubed viscerator combat drones. Deadly in numbers, will not attack you or your allies. Works best when killed. Strategy: Throw at whoever's chasing you, or to keep Security busy.
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Description
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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.
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Viscerator Delivery Grenade
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Cost: 2 TC Used for: A grenade that deploys three viscerator combat drones. Deadly in numbers, will not attack you or your allies. Strategy: Throw at whoever's chasing you, or to keep Security busy.
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Description
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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.
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Hardsuit Modules
Pimp my hardsuit! These modules must be installed into the hardsuit before you put it on.
Electrowarfare Suite and Voice Synthesiser
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Cost: 1 TC Used for: Kit for confounding organic and synthetic entities alike. Strategy: Used to imitate voices and hack electronics.
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Description
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Contents: 1 hardsuit voice synthesizer, 1 electrowarfare module. Attaches to hardsuit.
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Integrated Intelligence System
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Cost: 1 TC Used for: A hardsuit module which allows for a support intelligence to be installed. Strategy: Add a pAI to your hardsuit.
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Description
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Attaches to hardsuit.
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File:Thrusters.png Maneuvering Jets
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Cost: 1 TC Used for: A compact gas thruster system for a hardsuit. Strategy: Jetpack for your hardsuit.
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Description
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Attaches to hardsuit.
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File:Egun.png Mounted Energy Gun
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Cost: 6 TC Used for: A forearm-mounted energy projector. Strategy: Energy gun for your hardsuit.
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Description
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Attaches to hardsuit.
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File:Lcannon.png Mounted Laser Cannon
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Cost: 8 TC Used for: A shoulder-mounted battery-powered laser cannon mount. Strategy: Bigger energy gun for your hardsuit.
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Description
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Attaches to hardsuit.
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Mounted Weapon Recharge Module
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Cost: 6 TC Used for: A mounted system for recharging energy weapons. Strategy: Recharge your hardsuit energy gun.
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Description
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Attaches to hardsuit.
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Net Projector
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Cost: 3 TC Used for: Some kind of complex energy projector with a hardsuit mount. Strategy: Used to capture things. Or people.
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Description
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Attaches to hardsuit.
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Power Sink
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Cost: 2 TC Used for: An heavy-duty power sink. Strategy: Used to suck power from the ship's systems.
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Description
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Attaches to hardsuit.
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Thermal Scanner
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Cost: 1 TC Used for: A layered, translucent visor system for a hardsuit. Strategy: Makes living creatures visible through walls and in darkness.
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Description
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Attaches to hardsuit.
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Highly Visible and Dangerous Weapons
When you need to go loud, and are ready for Security to come down hard on you.
Description
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A bulky handgun used by republican commissars and high-ranking members of the Hadiist Party.
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9mm Pistol
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Cost: 1 TC Used for: 12 rounds. Strategy: Reload with 9mm magazine. Will fit a suppressor.
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Description
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An extremely popular compact handgun, used throughout human space.
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File:Arifle.png Assault Rifle
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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.
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Description
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A durable, rugged-looking automatic weapon of a make popular on the frontier worlds. It is unmarked.
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Assault Shotgun
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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.
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Description
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A experimental, semi-automatic combat shotgun, designed for boarding operations and law enforcement agencies.
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File:Mini-uzi-e.png Automatic .45 Pistol
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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.
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Description
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A lightweight, fast-firing gun. For when you want someone dead.
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Ballistic Carbine
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Cost: 8 TC Used for: 22 shots, 20 points brute damage. Strategy: Reload with 5.56 carbine magazine.
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Description
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A durable, rugged-looking semi-automatic weapon of a make popular on the frontier worlds. Doesn't accept large-capacity magazines. It is unmarked.
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Ballistic Gauntlet
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Cost: 6 TC Used for: Holds 2 shotgun rounds. Strategy: Reload with shotgun shells.
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Description
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A metal gauntlet armed with a wrist-mounted shotgun.
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Bolt-Action Rifle
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Cost: 3 TC Used for: 5 shots; 35 brute damage. Strategy: Reload with 7.62mm cartridges.
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Description
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A cheap ballistic rifle, often found in the hands of Tajaran conscripts.
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Bullpup Assault Carbine
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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.
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Description
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The ZI Bulldog bullpup assault carbine, Zavodskoi Industries' answer to any problem that can be solved by an assault rifle.
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Burst Rifle
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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.
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Description
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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.
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Caltrops
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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.
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Description
|
A sharp antipersonnel weapon. Useful to delay advances.
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Chainsaw
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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.
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Description
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A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.
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Clawed Gauntlets
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Cost: 3 TC Used for: Wield. 11 points brute damage. Sharp. Strategy: Freddy Krueger, is that you?
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Description
|
A pair of metal gauntlets outfited with menacing sharp blades.
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File:Trilaser100.png Combat Laser Rifle
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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.
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Description
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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.
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Combat Shotgun
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Cost: 10 TC Used for: 13 shots, 55 points brute damage. Strategy: Reload with shotgun shells.
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Description
|
Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders.
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Dart Gun
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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.
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Description
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A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.
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Derringer
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Cost: 1 TC Used for: 2 shots. 40 points brute. Strategy: Reload with .357 bullets
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Description
|
A small pocket pistol, easily concealed.
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EMP Land Mine
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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:
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Description
|
An anti-personnel explosive device used for area denial.
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File:Energystun100.png Energy Carbine
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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.
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Description
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A NanoTrasen designed energy-based carbine with two settings: Stun and kill.
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Energy Crossbow
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Cost: 3 TC Used for: 5 shots. Stuns on hit. Strategy: Self-recharging
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Description
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A weapon favored by many mercenary stealth specialists.
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File:Epistolstun100.png Energy Pistol
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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.
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Description
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A NanoTrasen energy-based pistol gun with two settings: Stun and kill.
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Energy Sword
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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.
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Description
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An energy sword. Quite rare, very dangerous.
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Flamethrower
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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.
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Description
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A flamethrower, with a full canister of Phoron installed to fuel it. Handle with caution.
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Force Gloves
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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.
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Description
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These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities.
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Gatling Laser
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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.
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Description
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A highly sophisticated rapid fire laser weapon.
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Gatling Machine Gun
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Cost: 40 TC Used for: Wear in the backpack slot; activate with top-left toolbar. Strategy: The only way to recharge the gatling laser.
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Description
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The massive external power source for the gatling gun.
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Gauss Thumper
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Cost: 12 TC Used for: 7 shots. Strategy: Reload with tungsten ammo box.
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Description
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An outdated gauss weapon which sees sparing use in modern times.
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File:Icelance100.png Icelance Rifle
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Cost: 3 TC Used for: 5 shots; 25 Fire damage; 10 Armor Piercing. Strategy: Recharge by turning the crank (Unique Action).
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Description
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A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually.
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File:Ionrifle75.png Ion Rifle
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Cost: 5 TC Used for: 4 shots. 30 fire damage. Strategy: Recharge in weapons recharger.
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Description
|
The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NanoTrasen.
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File:Frame01.png Kinetic Laser Assembly
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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).
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Description
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A very minimal kinetic accelerator frame that holds cheap and inexpensive parts.
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Kneebreaker Hammer
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Cost: 3 TC Used for: 31 points brute damage. Also functions as a crowbar. Strategy: Break knees with it.
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Description
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A heavy hammer made of plasteel, the other end could be used to pry open doors.
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Land Mine
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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:
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Description
|
An anti-personnel explosive device used for area denial.
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File:Lasercannon100.png Laser Cannon
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Cost: 12 TC Used for: 5 shots, 45 points fire damage; 25 armor penetration. Strategy: Recharge in weapons recharger.
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Description
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A nanotrasen designed laser cannon capable of acting as a powerful support weapon.
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File:Laserrifle100.png Laser Rifle
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Cost: 8 TC Used for: 15 shots, 30 points fire damage, 20 Armor Penetration. Strategy: Recharge in weapons recharger.
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Description
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A NanoTrasen designed laser weapon, designed to kill with concentrated energy blasts.
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File:Lasershotgun100.png Laser Shotgun
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Cost: 10 TC Used for: 20 shots, 20 points fire damage. 4 shot burst. Armor penetration 10. Strategy: Recharge in weapons recharger.
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Description
|
A NanoTrasen designed laser weapon, designed to split a single amplified beam four times.
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File:L6closed100.png Light Machine Gun
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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.
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Description
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A squad machine gun with a clunky, outdated loading mechanism. Loads from 7.62mm ammunition boxes. Gentlemen, lock and load.
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N2O Land Mine
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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:
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Description
|
An anti-personnel explosive device used for area denial.
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One Use Recoilless Rifle
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Cost: 5 TC Used for: 1 shot. Explosive ammo; may break floor and cause breaches. Strategy:
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Description
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An inexpensive, one use anti-tank weapon used extensively by the Tajaran armed forces.
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Plasma Shotgun
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Cost: 9 TC Used for: 10 shots; 20 points brute damage. Strategy: Reload with heavy duty plasma cell.
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Description
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A marvel of Elyran weapons technology which utilizes superheated plasma to pierce thick armor with gruesome results.
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Point Entry Anti-materiel Cannon
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Cost: 9 TC Used for: 1 shot. Requires both hands to fire. Explosive projectiles. Strategy: Reload with anti-materiel cartridges.
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Description
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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.
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Power Fist
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Cost: 2 TC Used for: Wear. Will break bones and throw opponents several tiles. Strategy:
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Description
|
A metal gauntlet with a piston-powered ram ontop for that extra punch in your punch.
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Psionic Jumpstarter
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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.
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Description
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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.
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Random Gun
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Cost: 6 TC Used for: Strategy:
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Description
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An untraceable gun of varying quality. Acquired from unknown sources. Includes ammunition if applicable.
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Revolver
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Cost: 4 TC Used for: 8 shots, 40 points brute damage. Strategy: Reload with .357 bullets
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Description
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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).
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Shortened Assault Rifle
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Cost: 12 TC Used for: 22 shots, 20 points brute damage. Strategy: Reload with 7.62 Assault Rifle magazine.
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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.
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Steel Throwing Star
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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.
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Description
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A sharp, perfectly weighted piece of metal.
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Submachine Gun
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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).
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Description
|
An Adhomian-made submachine gun.
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File:K2557-loaded.png Super Heavy Pistol
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Cost: 4 TC Used for: 5 shots, 60 points brute. Strategy: Reload with K2557 Magazine.
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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.
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Suppressed .45 Pistol
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Cost: 2 TC Used for: 9 rounds. Strategy: Reload with .45 pistol magazine.
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Description
|
(Suppressed pistol) A .45 pistol that comes with a suppressor integrated into the barrel. The suppressor cannot be removed.
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Suppressed Machine Pistol
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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).
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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.
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Suppressor
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Cost: 1 BC, 1 TC Used for: Reduces sound somewhat. Strategy: Attaches to automatic .45 pistol and 9mm pistol.
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Description
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A suppressor that can be attached to most pistol-caliber weaponry. Will prevent sound from passing through walls.
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Tesla Glove
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Cost: 6 TC Used for: Wear to use. Causes electrical shocks on contact or at range. Takes ~30 seconds to recharge between shots. Strategy:
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Description
|
A weaponized gauntlet capable of firing lightning bolts.
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Vintage .45 Pistol
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Cost: 2 TC Used for: 9 rounds. Strategy: Reload with .45 pistol magazine.
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Description
|
(.45 combat pistol) A robust metal-framed semi-automatic pistol produced in the system of San Colette.
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File:Xrifle100.png X-Ray Laser Rifle
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Cost: 12 TC Used for: 40 shots, 15 points fire damage. 50 points armor penetration. Strategy: Recharge in weapons recharger.
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Description
|
A NanoTrasen designed high-power laser rifle capable of expelling concentrated xray blasts.
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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.
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Description
|
An augment implanter, with the combitool augment.
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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.
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Description
|
A box containing an explosive implant and implanter. The implant monitors vitals and will detonate when the subject dies.
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EMP Implant
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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.
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Description
|
A box containing an EMP implant case and implanter.
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Explosive Implant (DANGER!)
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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.
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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.
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Freedom Implant
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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).
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Description
|
A box containing a freedom implant case and implanter.
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Health Scanner Augment Implanter
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Cost: 1 BC TC Used for: Strategy: Activate health scanner on top-left toolbar to scan your own health. Does not work on others.
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Description
|
An augment implanter, with the integrated health scanner augment.
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Telefreedom Kit
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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.
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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.
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Uplink Implant
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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.
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Description
|
Contains 8 Telecrystals
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Vaurca Hivenet Defense Implanter
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Cost: 1 BC TC Used for: Strategy:
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Description
|
An augment implanter, with a Hivenet defense augment. ONLY WORKS ON VAURCA!
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Vaurca Hivenet Warfare Suite
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Cost: 5 BC TC Used for: Strategy:
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Description
|
A augment implanter, with a Hivenet defense augment and electronic warfare suite. ONLY WORKS ON VAURCA!
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Martial Arts
Learn special fighting moves.
Baghrar
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Cost: 2 TC Used for: Strategy: Activate in hand. Tajara only.
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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.
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Gun-Kata
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Cost: 1 TC Used for: Strategy: Activate in hand. Gun not included.
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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.
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Karak Virul
|
Cost: 2 TC Used for: Strategy: Activate in hand. Skrell only.
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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.
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Kis-Khan
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Cost: 2 TC Used for: Strategy: Activate in hand. Unathi only.
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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.
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SolCom
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Cost: 2 TC Used for: Strategy: Activate in hand. Use "Recall Solarian Combat" in abilities tab to show special moves available.
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Description
|
A manual designated to teach the user about the martial art of solarian combat, a style based on traditional human martial arts.
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Swordsmanship
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Cost: 2 TC Used for: Strategy: Activate in hand. Learning this martial art gives you a Claymore.
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Description
|
A manual containing basic swordsmanship instruction and techniques.
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Vk'utet
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Cost: 2 TC Used for: Strategy: Activate in hand. Vaurca only.
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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.
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Wrestling
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Cost: 2 TC Used for: Strategy: Activate in hand. Use "Recall Wrestling" in abilities tab to show special moves available.
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Description
|
A manual designated to teach the user about the art of wrestling.
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|
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.
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Description
|
Note: doesn't come with a medical scanner.
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|
Box of Berserk Injectors
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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.
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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.
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|
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.
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Description
|
Instructions: Heat in microwave. Product will cool if not eaten within seven minutes.
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|
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.
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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.
|
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Combat Medical Kit
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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.
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Description
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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.
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Fully Loaded Combat Medical Belt
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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.
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Description
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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.
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O- blood pack
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Cost: 1 BC TC Used for: Strategy: Bleeding out is fatal. Slow or stop it with this blood bag.
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Description
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If transferring to self or others without a stand, hold firmly in hand, configure the transfer rate and attach the tubing carefully.
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Sanasomnum Injector
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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.
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Description
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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.
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Slimline Stabilisation Kit
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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.
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Description
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A pocket-sized medkit filled with lifesaving equipment.
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Standard First-Aid Kit
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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.
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Description
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It's an emergency medical kit for those serious boo-boos.
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Standard First-Aid Kit (Free)
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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.
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Description
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You can claim this first-aid kit only once.
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File:Purplefirstaid.png Surgery Kit
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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.
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Description
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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.
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Tactical Lunchbox
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Cost: 1 BC TC Used for: Contains 2 random foods and 1 random drink. Strategy: Forgot your lunch? Here's your solution.
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Description
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A little lunchbox. This one is a sleek black and red.
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Services
Use your telecrystals to call in favors and spoof the announcement system.
File:.png Ion Storm Announcement
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Cost: 2 TC Used for: Defamation. Strategy: Make them doubt the AI's motives.
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Description
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Interferes with the station's ion sensors. Triggers immediately upon investment.
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File:.png Radiation Storm Announcement
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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.
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Description
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Interferes with the station's radiation sensors. Triggers immediately upon investment.
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File:.png Stellar Corporate Conglomerate Update Announcement
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Cost: 5 BC, 5 TC Used for: Disinformation. Strategy: Impersonate the boss.
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Description
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Causes a falsified Stellar Corporate Conglomerate Update. Triggers immediately after supplying additional data.
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Stealth and Camouflage Items
For fraudsters, tricksters, and ninjas. Also great for creating your antagonist’s identity and backstory.
Agent ID card
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Cost: 1 BC, 1 TC Used for: A card used to identify people and determine access. Strategy: Set your identity, or fake your identity.
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Description
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A programmable fake ID. Its appearance and data can be changed
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Balaclava
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Cost: 1 BC, 1 TC Used for: Designed to both hide identities and keep your face comfy and warm. Strategy: Hide your identity.
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Description
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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.
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Bug Kit
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Cost: 1 BC, 1 TC Used for: For when you want to conduct voyeurism from afar. Strategy: Surveillance.
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Description
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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.
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Chameleon Kit
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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.
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Description
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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.
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File:Electronic.png Chameleon-Projector
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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.
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Description
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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.
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Closet Teleportation Set-up
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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.
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Description
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Attach each teleporter to a locker. Step into one locker to appear in the other.
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Cosmetic Surgery Auto-Kit
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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.
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Description
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Activate to change appearance, gender, culture, origins, accents, etc. Causes pain. Single use.
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No-Slip Shoes
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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.
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Description
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Wearing these lets you run across wet or lubricated surfaces without falling.
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Stealthpops
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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.
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Description
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Contains 8 snap-pops. Throw (2 or more tiles) or activate in hand to create a smoke cloud.
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Vial of Venenum
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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.
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Description
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Inject. Takes a few minutes to take effect. Causes pain. Your appearance will be randomized.
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File:Gas alt.png Voice Changer
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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?
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Description
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Right-click to change voice, mimic accent, and toggle the mask on or off.
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9mm Camera Gun
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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.
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Description
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Hold the camera and use (Unique Action) to unfold it. It can then be fired like a gun. 12 shots.
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Cigarette Kit
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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.
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Description
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Comes with the following brands of cigarettes, in this order: 2xFlash, 2xSmoke, 1xMindBreaker, 1xTricordrazine. Avoid mixing them up.
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Claymore Mines
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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.
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Description
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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.
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Concealed Cane Sword
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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.
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Description
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Activate in hand to draw the cane sword. 25 points brute (Sharp).
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Door Rigging Landmines
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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.
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Description
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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.
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Paralysis Pen
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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.
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Description
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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.
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Pen-jector Kit
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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.
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Description
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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.
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Punji Trap
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Cost: 2 BC, 2 TC Used for: A box with 5 punji traps. Strategy: Ouch.
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Description
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Contains 5 traps. Activate by using in-hand.
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Sawn-off Double-Barrel Shotgun
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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.
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Description
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Box contains 1 sawn-off shotgun, 6 shotgun shells, and a thigh holster.
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Sharpened Bear Trap
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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.
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Description
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Activate by using in hand.
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Sleepy Ring
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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.
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Description
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When worn, the ring injects 10u polysomnine and then disappears.
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Standstill Landmines
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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!
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Description
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Contains 5 standstill landmines. Click in hand to deploy. Land mine triggers after your victim steps off it.
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Subversive Soap
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Cost: 1 BC, 1 TC Used for: Cleaning. Strategy: Clean up after your criminal activities, or drop it behind you to trip your pursuers.
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Description
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A lackluster bar of soap. It smells like cranberries.
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