Note: This page or section is moderated and can be used as a reference. This page or section should not be edited without good reason.
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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 legal to carry and wear in all circumstances. Anybody can have these and not be questioned.
- Yellow items are illegal, but don't look illegal at first glance (disguised, identical to a legal item, etc.).
- Orange items are highly suspicious. They are legal in very narrow circumstances (a miner using an explosive charge to dig out rocks; a xenobiologist researching greimorians; a Security member on condition Red wearing a plate carrier; a member of the crew militia who has been issued a laser rifle), but usually contraband.
- Red backgrounds are outright contraband in all circumstances. They may be used for research within Science, but are contraband outside of Science and contraband if not used for research in a safe and considered manner. Some Red items are uniforms meant for operatives, agents, or soldiers of rival companies, governments, or other groups. Antagonists who use them are assumed not to be trying to blend in in the first place.
Some types of contraband are easier to justify than others. Some imply more serious crimes than others. Take this into account when planning your criminal activities.
When the name of the item (in-game) is different from the name of the item in the Uplink interface, the in-game name is below the uplink name in each entry.
Ammunition
All items under this heading are ammo for weapons and firearms. Obviously they are useless without a firearm.
In this section, if the gun name is in bold, it is obtainable via the Uplink as a separate item. Some of the ammunition in this section fits guns that come in gear crates instead.
.357 Speedloader Speed loader (.357)
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Cost: 1 TC Used for: Reloading. Strategy: Fits the revolver.
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Description
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Speedloader contains 8 rounds of .357 ammo.
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.38 Speedloader Speed loader (.38)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- antique revolver
- grapeshot revolver
- knife-revolver
- reclaimed revolver
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Description
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Magazine contains 6 rounds of .38 ammo.
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.38 Speedloader (Haywire) Speed loader (.38 haywire))
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Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- antique revolver
- grapeshot revolver
- knife-revolver
- reclaimed revolver
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Description
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Magazine contains 6 rounds of .38 haywire ammo. Haywire ammo does EMP damage.
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.45 Autopistol Magazine Stick magazine (.45)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- automatic .45 Pistol (.45 machine pistol)
- improvised machine pistol
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Description
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Magazine contains 16 rounds of .45 ammo.
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.45 Pistol Magazine Magazine (.45)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- suppressed .45 pistol (suppressed pistol)
- vintage .45 pistol (.45 combat pistol)
- .45 pistol
- automatic .45 pistol
- improvised handgun
- Konyang police submachine gun
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Description
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Magazine contains 9 rounds of .45 ammo.
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.50 Pistol Magazine Magazine (.50)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- .50 Pistol (Adhomian heavy pistol)
- .50 magnum pistol
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Description
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Magazine contains 7 rounds of .50 ammo.
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5.56 carbine magazine Magazine (5.56mm)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- ballistic carbine
- bullpup assault carbine
- bullpup carbine
- Dominian rifle
- pocket rifle
- scout rifle
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Description
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Magazine contains 15 rounds of 5.56mm ammo.
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5.56 Rifle Magazine Carbine magazine (5.56mm)
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Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- ballistic carbine
- bullpup assault carbine
- burst rifle
- bullpup carbine
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Description
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Magazine contains 30 rounds of 5.56mm ammo.
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7.62 Assault Rifle magazine Magazine (7.62mm)
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Cost: 2 TC Used for: Reloading. Strategy: Fits these guns:
- assault rifle
- shortened assault rifle (short-barreled assault rifle)
- automatic rifle
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Description
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Magazine contains 20 rounds of 7.62mm ammo.
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7.62 LMG drum Magazine box (7.62mm)
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Cost: 5 TC Used for: Reloading. Strategy: Fits the light machine gun.
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Description
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Magazine contains 50 rounds of 7.62mm ammo.
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7.62 Marksman Magazine Magazine (7.62mm)
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Cost: 4 TC Used for: Reloading. Strategy: Fits the Adhomian marksman rifle.
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Description
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Magazine contains 10 rounds of 7.62mm ammo.
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7.62mm clip Ammo clip (7.62mm)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- bolt-action rifle (bolt action rifle)
- Adhomian automatic rifle
- Dominian sniper rifle
- sniper bolt action rifle
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Description
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Magazine contains 5 rounds of 7.62mm ammo.
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9mm Magazine Magazine (9mm)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- 9mm camera gun (camera)
- 9mm pistol
- 9mm signal pistol
- Adhomian service pistol
- compact 9mm pistol
- Solarian service pistol
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Description
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Magazine contains 12 rounds of 9mm ammo.
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Anti-materiel Cannon Cartridge
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Cost: 1 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
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Description
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One AP anti-materiel cannon cartridge.
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Box of .45-70 Govt. ammo Box of .45-70 Govt. rounds
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Cost: 2 TC Used for: Reloading. Strategy: Fits the lever action rifle.
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Description
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Ammo box contains 8 rounds of .45-70 Government ammo.
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Box of Shells Box of shotgun shells
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns & magazines:
- ballistic gauntlet
- Buckshot Magazine (magazine (shells))
- combat shotgun
- sawn-off double-barrel shotgun (sawn-off shotgun)
- Slug Magazine (magazine (slug))
- double-barreled shotgun
- foldable shotgun
- grapeshot revolver
- improvised shotgun
- Konyang shotgun magazine.
- magazine (buckshot)
- magazine (for dNAC-12)
- magazine-fed shotgun
- pump shotgun
- sawn-off improvised shotgun
- signal shotgun
- Solarian combat shotgun
- zip gun
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Description
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Cardboard box contains 8 shotgun shells filled with buckshot.
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Buckshot Magazine Magazine (shells)
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Cost: 4 TC Used for: Reloading. Strategy: Fits the assault shotgun.
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Description
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Magazine contains 8 shotgun shells filled with buckshot.
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Chemical Darts Dart cartridge
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Cost: 1 TC Used for: Reloading. Strategy: Fits the dart gun.
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Description
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Magazine contains 5 chemical darts. These do not come with any chemicals; you must provide the chemicals, put them in a beaker or vial, and attach them to the dart gun.
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Fragmentation Anti-materiel Cannon Cartridge
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Cost: 1 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
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Description
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One fragmentation anti-materiel cannon cartridge.
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HE Anti-materiel Cannon Cartridge
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Cost: 2 TC Used for: Reloading. Strategy: Fits the point entry anti-materiel cannon.
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Description
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One HE anti-materiel cannon cartridge.
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K2557 Magazine .599 magazine
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Cost: 2 TC Used for: Reloading. Strategy: Fits the super-heavy pistol (super heavy pistol).
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Description
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Magazine contains 5 rounds of .599 kumar super.
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Plasma Shotgun Magazine Heavy duty plasma cell
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Cost: 2 TC Used for: Strategy: Fits the plasma shotgun.
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Description
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Magazine contains 10 heavy duty plasma shells.
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Shotgun Slug
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns & magazines:
- ballistic gauntlet
- Buckshot Magazine (magazine (shells))
- combat shotgun
- sawn-off double-barrel shotgun (sawn-off shotgun)
- Slug Magazine (magazine (slug))
- double-barreled shotgun
- foldable shotgun
- grapeshot revolver
- improvised shotgun
- Konyang shotgun magazine.
- magazine (buckshot)
- magazine (for dNAC-12)
- magazine-fed shotgun
- pump shotgun
- sawn-off improvised shotgun
- signal shotgun
- Solarian combat shotgun
- zip gun
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Description
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Single round; one shotgun slug.
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Slug Magazine Magazine (slug)
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Cost: 8 TC Used for: Reloading. Strategy: Fits the assault shotgun.
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Description
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Magazine contains 8 shotgun slug cartridges.
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Submachine Gun Drum Magazine (.45) Drum magazine (.45)
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Cost: 2 TC Used for: Reloading. Strategy: Fits the submachine gun.
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Description
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Magazine contains 50 rounds of .45 ammo.
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Submachine Gun Magazine (.45) Magazine (.45)
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Cost: 1 TC Used for: Reloading. Strategy: Fits these guns:
- submachine gun
- Dominian submachine gun
- Konyang police submachine gun
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Description
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Magazine contains 20 rounds of .45 ammo.
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Submachine Gun Magazine (6mm) Magazine (6mm)
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Cost: 1 TC Used for: Reloading. Strategy: Fits the Suppressed Machine Pistol (integrally suppressed machine pistol).
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Description
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Magazine contains 30 rounds of 6mm ammo.
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Tungsten Ammo Box Tungsten slug box
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Cost: 2 TC Used for: Reloading. Strategy: Fits the gauss thumper.
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Description
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Magazine contains 7 rounds of tungsten slug ammo.
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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) 'criminal' balloon
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Cost: 20 TC Used for: Fun. Strategy: Carry this balloon in your hand. Maybe use it as part of a protest?
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Description
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Across the balloon is printed: "FUK CAPITALISM!11!" Makes you look like you have a "Syndicate" tag on your sprite, like you would if a ghost were looking at you with the antag HUD option. Carry this and watch people try not to metagame. (It can also be found as random trash, so they don't actually have proof you got it from your traitor uplink, in or out of character.)
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For showing that you love NT SOO much (Useless Balloon) 'motivational' balloon
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Cost: 20 TC Used for: Fun. Strategy: Give it out to your corporate minions and expect them not to be disappointed that you wouldn't spring for a pizza party.
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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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Random Item
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Cost: 0 TC Used for: Randomizing. 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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Random Items
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Cost: ALL TC Used for: A challenge. Strategy: Do you want a challenge? Spend all your TCs on random items and concoct a plan with them.
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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. Remember to have a good story behind why you're using these items.
Chlorine Gas Tank Canister(Cl2)
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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. You could also sabotage air tanks by putting chlorine in them.
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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.
- Contraband except when being used for research or chemistry.
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Dirty Bomb
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Cost: 4 TC Used for: Irradiating people, or threatening to do so. Strategy: Threatening people with a dirty bomb is fun. So is using it as a distraction, or to keep Medical and/or Security busy.
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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). Click on it in hand to set the timer in seconds; click on terrain to plant the bomb and start the timer.
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Greimorian Eggs egg cluster
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Cost: 4 TC Used for: Hatching cute baby greimorians. Awww! 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.) Hatches into about ten greimorian larvae, which grow into greimorians. Larvae will crawl through vents if they have the opportunity. Eggs and larvae can be easily squashed by just about anyone, but the adults are more of a problem.
- Contraband except when confined in Xenobiology.
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Parasitic Worms Kit - Heart Fluke heart fluke kit
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Cost: 5 TC Used for: Killing an enemy. Strategy: Poison food or drinks for a subtle assassination attempt, or inject.
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Description
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Contains the eggs of a Heart Fluke. Lethal if left untreated. Contents: Vial with 2u Heart Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Heart flukes grow in the chest and can be treated with anti-parasitics or surgery. Initial stages are asymptomatic; coughing and hypoxia in later stages. Death from heart flukes takes quite a long time.
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Parasitic Worms Kit - Nerve Fluke nerve fluke kit
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Cost: 3 TC Used for: Incapacitating an enemy. 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. Contents: Vial with 2u Nerve Fluke Eggs, 5u Helmizole pill, 10u Asinodryl pill, syringe. Nerve flukes grow in a limb, eventually disabling it, and can be treated with anti-parasitics or surgery. Initial stages are asymptomatic; vomiting and seizures in later stages.
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Radiation Suit Radiation suit kit
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Cost: 1 BC, 1 TC Used for: Protecting oneself from radiation. Strategy: If you want to mess with the supermatter, dirty bombs, or nuclear generators, a radiation suit is a good idea.
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Description
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Contents: Radiation suit, radiation hood, safety goggles, geiger counter, 7u Hyronalin pill.
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Random Toxins Kit Toxins kit
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Cost: 1 TC Used for: Poisoning, intoxication, or profit. Strategy: Poison food or drinks; put in a syringe gun or dart gun; use as a distraction; sell for profit. Strategy depends on substance.
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Description
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Toxins may include: Joy, mercury, mindbreaker toxin, space drugs, carpotoxin, red nightshade, spectrocybin, impedrezene, dextrotoxin, and ammonia. A kit that contains 3 vials containing random toxins. Comes with a syringe!
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Syringe Gun Kit
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Cost: 3 BC, 3 TC Used for: Delivery of chemicals at a distance. Strategy: Strategy depends on the contents of your syringes and range from murder to incapacitation to intimidation.
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Description
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Contents: 1 syringe gun, 3 syringe, 3 syringe gun cartridge. A kit containing a syringe gun and 3 disassembled darts. Fill a syringe, add it to a dart, then load into the rifle.
- Contraband except when being used by Medical personnel as a last resort to tranquilize highly aggressive intoxicated or mentally ill patients.
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Corporate Equipment
Voidsuits associated with corporations.
To use a voidsuit, attach magboots, helmet, and oxygen tank to the main suit; remove any hat or jacket you are wearing; then put the suit in your suit slot. Toggle the flow of oxygen by clicking on the oxygen tank on the right side of the screen. The top-left menu lets you turn on helmet lights and magboots and take the helmet off.
Banshee Infiltration Suit
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Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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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. Contents: Banshee infiltration suit, Banshee infiltration suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit.
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Caiman Drop Suit
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Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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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. Contents: Caiman drop suit, Caiman drop suit helmet, magboots, oxygen tank, Unathi voidsuit modification kit.
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Dragon Biohazard Control Suit
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Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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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. Contents: Dragon biohazard control suit, dragon biohazard suit helmet, magboots, oxygen tank, multi-species voidsuit modification kit.
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NanoTrasen Military-Grade Suit
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Cost: 8 BC, 8 TC Used for: Protection. Breathing in space. Strategy: Typically worn by NT emergency response teams. Melee 50%, Bullet 55%, Laser 40%, Energy 10%, Bomb 60%, Bio 100%, Rad 40%.
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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. Contents: NanoTrasen military-grade hardsuit control model and NanoTrasen hardsuit modkit. This is a hardsuit, and as such must be worn in the backpack slot, then activated from the top-right Hardsuit tab. Remove hats and outerwear, then use the "Deploy" option to wear it. Open the hardsuit interface, and toggle the suit status to Active to turn it on. The suit will take a few seconds to run checks and tighten components before becoming functional. The hardsuit comes without any modules installed, but has space for some.
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Revenant Combat Suit
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Cost: 5 BC, 5 TC Used for: Protection. Breathing in space. Strategy: Fits into your backpack. Melee 30%, Bullet 40%, Laser 35%, Energy 10%, Bomb 30%, Bio 100%, Rad 25%.
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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. Contents: Revenant combat suit, revenant suit helmet, magboots, oxygen tank.
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Devices and tools
The right tools for the job.
25 Liquid-Bags Liquid bags
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Cost: 2 BC, 2 TC Used for: Setting up barricades. Barbed wire not included. Strategy: If you're cornered and have to fight, barricades are nice.
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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: Finding things. Strategy: Turn it on and follow the arrow to find the authentication disk to the self-destruct. Other settings allow you to find people or objects.
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Description
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An advanced pinpointer that can find any target with DNA along with various other items. The arrow on the pinpointer will guide you to your target. To change what you're looking for, use "Toggle pinpointer mode" in the Object menu to set a DNA signature (obtainable via records or the forensics equipment) that you can use to find a person, a particular object (choose from a list of traitor targets), or the authentication disk. The pinpointer cannot tell you which z-level to look on.
- Contraband except when used by command staff in an emergency situation.
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Aviators, Night-Vision Aviators
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Cost: 1 BC, 1 TC Used for: Lets you see in darkness. Strategy: It's dark. They can't see; you can. The advantage is obvious.
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Description
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A pair of night-vision glasses disguised as aviator shades. Wear and activate (upper-left toolbar).
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Aviators, Thermal Aviators
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Cost: 2 BC, 2 TC Used for: 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. Wear and activate (upper-left toolbar).
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Binary Translator Key Standard encryption key
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Cost: 1 BC, 1 TC Used for: Communications. Strategy: Is the AI onto you? Is your hacked AI law working? Do you need to talk to your hacked borgs? Listen in and find out.
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Description
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An encryption key for use in a headset, capable of intercepting stationbound binary communications. Attach it to your headset to gain access to channel :b, normally reserved for AI and borgs.
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C-4 (Destroys walls) Plastic explosives
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Cost: 1 BC, 1 TC Used for: Destroying walls, or as a small explosive charge. Strategy: Walls--even very tough walls--are no barrier to you. Use to break in, break out, or cause a breach and distract Engineers and Security.
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Description
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A single block of C4, enough to breach any wall. Click on the wall to attach it. A timer will automatically count down from 10. Breaks the wall it's on; damages adjacent tiles. Stand back to avoid injury.
- Miners and salvagers may use explosives on the job. They are illegal elsewhere.
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Camera MIU
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Cost: 6 TC Used for: Surveillance. Strategy: See through the eyes of security cameras, just like the AI.
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Description
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A mask which allows the wearer to view local camera feeds they have access to. Activate while wearing through top-left toolbar.
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Combat Robot Teleporter
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Cost: 20 TC Used for: Summoning a robot ally. Strategy: Need backup with a human brain behind it? Use this. Just make sure someone's in the lobby waiting to animate your new buddy.
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Description
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A single-use teleporter used to deploy a Combat Robot on the field. Due to budget restrictions, it is only possible to deploy a single robot. Allows another player to spawn in as a cyborg with the Syndicate lawset and tools including: Mounted smoke deployer, inflatables dispenser, fire extinguisher, flash, crowbar, roller bed rack, health analyzer, cyborg hypospray, plastic explosives dispenser, inductive charger, thermal vision, energy sword, mounted SMG, net gun, grenade launcher, cryptographic sequencer, and handcuffs.
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Cryptographic Sequencer
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Cost: 1 BC, 1 TC Used for: Breaks, alters, or removes safeties on machinery. Limited uses. Strategy: Its uses are legion, and need their own page.
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Description
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Also known as an "emag". It's a card with a magnetic strip attached to some circuitry.
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Door Hacking Tool Multitool
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Cost: 1 BC, 1 TC Used for: Hacking doors. Strategy: Breaking in and breaking out, subtly. Unlike an emag, it does not damage the door and has unlimited uses, and if the door is powered, you can raise the bolts.
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Description
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Modify with screwdriver, then click on an airlock. After 7-13 seconds, you should get access to a panel allowing you to modify the door's settings. This device will also be able to immediately access the last 6 to 8 hacked airlocks.
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Earmuff Headset Earmuffs
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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: Torture. Strategy: Torture someone for information, or for fun, or to make their friends do what you want. Your victim can't take off the backpack, but their friends can, so make sure their friends aren't anywhere near you.
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Description
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A backpack wired with electrodes. Click on the electropack to set its frequency and code. Obtain a remote signaling device (the pack does NOT come with one) and match its frequency and code to the electropack (a frequency of 123.4 on the pack is equivalent to 12.34 kHz on the signaler). Send a pulse on the signaler to cause the electropack to send a painful but non-damaging shock to you your victim. The shock will cause them to fall over and be briefly stunned.
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Encrypted Radio Channel Key Standard encryption key
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Cost: 1 BC, 1 TC Used for: Communications and surveillance. Strategy: Keep in touch with enemies and allies. Listen in on Security, use your new private radio channel to talk to your buddies.
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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. 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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Firing Pin Electronic firing pin
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Cost: 1 BC TC Used for: Activating firearms. 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. Install in a firearm to activate it; firing pin extractor or screwdriver to remove (screwdriver risks damage to the firing pin).
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Firing Pin Extractor
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Cost: 1 BC, 1 TC Used for: Disabling 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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An extractor tool capable of extracting firing pins from most firearms. Click in hand to turn on; click on firearm to remove firing pin, disabling it. You can remove firing pins with a screwdriver too, but that risks breaking the firing pin.
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Fully Loaded Tool-belt Tool belt
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Cost: 1 BC, 1 TC Used for: Building, modifying, and deconstructing equipment and machinery. Strategy: Myriad uses; wearable. The multitool is generally harder to get than the rest of the tools, but you probably need insulated gloves too if you're going to be hacking things.
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Description
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A fully loaded tool-belt even NanoTrasen's top Chief Engineer would be proud to wear. Contents: Industrial welding tool, crowbar, wirecutters, power cable coil, impact wrench, multitool, shortwave radio.
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Fully Loaded Toolbox Suspicious looking toolbox
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Cost: 1 BC, 1 TC Used for: Building, modifying, and deconstructing equipment and machinery. Strategy: Myriad uses. Contains multitool and insulated gloves for hacking, but the toolbox is bulky.
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Description
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A suspiciously painted toolbox, filled with most of the odds and ends a good-for-nothing traitor would need. Contents: Insulated gloves, wrench, welder, crowbar, wirecutters, multitool.
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Hacked AI Upload Module Hacked AI module
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Cost: 2 BC, 2 TC Used for: Hacking the AI. Strategy: Reshuffle the AI's priorities. Some AIs will be more cooperative than others, but all will follow their laws to the letter.
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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!) Inactive supply beacon
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Cost: 4 BC, 4 TC Used for: Stealing other people's deliveries. 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. Activate while holding; place on exposed wire. Secure with wrench.
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Heavy Armor Kit Boxed heavy armor kit
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Cost: 2 BC, 2 TC Used for: Protection. Strategy: Protect yourself from ballistic weapons and, to some extent, energy weapons.
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Description
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Contents: A heavy armor set consisting of a full kit. Not EVA capable. 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: Keep track of how many shots you have left. Now you don't have to feel lucky.
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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. 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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HUDPatch, Night-Vision NITEpatch
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Cost: 1 BC, 1 TC Used for: Surveillance and stealth. Strategy: It's dark. They can't see; you can. The advantage is obvious.
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Description
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A light-amplifying display that connects directly to the optic nerve of the user. Helps you avoid a battery charge from bumping an officer in the dark. Wear and activate (upper-left panel). Lets you see in darkness.
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HUDPatch, Thermal HEATpatch
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Cost: 2 BC, 2 TC Used for: Surveillance. Strategy: Spy on your target through the walls.
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Description
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A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes. Wear and activate (upper-left panel). Lets you see living creatures through walls.
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IPC surge prevention module Modified nanopaste
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Cost: 3 TC Used for: Protection. 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 allows operative IPC frames to be protected from EMP pulses. The device has limited uses that vary between two to five pulses.
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Jetpack Jetpack (oxygen)
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Cost: 1 BC, 1 TC Used for: Working in space. Strategy: If you can maneuver in space and your enemy can't, you have an obvious advantage. Also useful for escapes and zero-g mobility.
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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. Wear in suit slot, activate on top-left bar. Use to navigate in zero gravity. Careful; you have limited propellant.
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Keypad Mag-Lock Magnetic door lock
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Cost: 1 BC, 1 TC Used for: Locking doors. 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 Optical meson scanner
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Cost: 1 BC, 1 TC Used for: Navigation. 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. Wear. Activate/deactivate in the top-left toolbar. Allows you to see structures, but not furniture, objects, or creatures, through walls and despite darkness.
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Morphic Clerical Kit Clerical kit
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Cost: 1 TC Used for: Forgery. Strategy: Forge paperwork, blackmail information, bills, pink slips, orders from SCC command…
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Description
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Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons. Contents: Rubber stamp, pen, destination tagger, package wrapper, hand labeler, folder of paper. The stamp can be disguised as any stamp; the pen can be used to forge signatures.
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mounted suit cooling unit Mounted 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 Secure briefcase
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Cost: 1 BC TC Used for: Trading for goods and services. Strategy: Bribe people. Buy people's cooperation, silence, or spiffy equipment. Throw your money around as an annoying rich tourist. The possibilities are endless.
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Description
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A briefcase with 10,000 untraceable credits for funding your sneaky activities. Activate the briefcase to set the code that will open it. Enter the code to unlock. Contains ten 1,000 credit chips.
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Optical Material Scanner
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Cost: 1 BC, 1 TC Used for: Seeing through walls. Strategy: What's in the vault? Look through these glasses to see.
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Description
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These glasses make use of scanning technology to allow the wearer to see objects through solid walls and floors. Wear. Activate/deactivate in the top-left toolbar. Allows you to see furniture and objects, but not structures or creatures, through walls and despite darkness.
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Personal AI Personal AI device
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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: Cooling voidsuits. Strategy: Stops IPCs from overheating in space.
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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!) Power sink
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Cost: 6 BC, 6 TC Used for: Sabotage. Strategy: Cripple the ship by pulling power out of the system.
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Description
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A nulling power sink which drains energy from electrical systems. Drop the power sink onto an exposed cable, use a screwdriver to attach it, and click it to turn it on.
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Radio Jammer
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Cost: 2 BC, 2 TC Used for: Blocking communications. 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. Click in hand to activate. Can block radio traffic within seven spaces of its location.
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Space Suit Boxed space suit and helmet
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Cost: 2 BC, 2 TC Used for: Survival in space. Strategy: Cheap, but it'll keep you alive in space. Just don't try to fight in it. It's easily torn.
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Description
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A sleek, sturdy box. Contents: Softsuit, softsuit helmet, breath mask, and double emergency oxygen tank.
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Thermal Imaging Glasses Optical meson scanner
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Cost: 2 BC, 2 TC Used for: Surveillance. Strategy: Where's your target? Where's that pesky security guard? Now you know.
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Description
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Used for seeing walls, floors, and stuff through anything. 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: Charging 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
Need a mech? Not a machinist? Here's how you get one.
Exosuit droppers look like they’re just binoculars; but the jig is up if you use them to paint a target and a combat mech comes crashing through the roof. Use with caution. Mechs must be summoned outdoors, unless the safeties are disengaged.
Combat Exosuit Dropper Mecha dropper
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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 Mecha 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 Mecha 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 Mecha 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: Hauling. 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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A large, heavy industrial cargo loading clamp. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
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Mounted Crisis Dronebay Crisis dronebay
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Cost: 1 TC Used for: Healing/Support. Strategy: For medical mechs. Essentially a small medibot; can buy you time while you fight.
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Description
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A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit. Exosuit Mounts: left shoulder. Exosuit Software Requirement: medical support systems.
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Mounted Drill Drill
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Cost: 1 TC Used for: Drilling. Strategy: Useful for breaking into things or drilling rock. Can be used in combat.
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Description
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A drill that can pierce solid rock... or walls. 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: Combat. Strategy: Less-lethal weapon, but still plenty disabling.
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Description
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A dual fire mode electrolaser system connected to the exosuit's targeting system. Exosuit Mounts: left hand, right hand, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
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Mounted Gravitational Catapult Gravitational catapult
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Cost: 2 TC Used for: Combat and moving objects. Strategy: Throws people and objects around.
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Description
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An exosuit-mounted gravitational catapult. 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: Combat. Strategy: Useful against exosuits, IPCs, and people with mechanical organs.
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Description
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An exosuit-mounted ion rifle. Handle with care. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: utility equipment.
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Mounted Laser Rifle CH-PS "Immolator" laser
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Cost: 3 TC Used for: Combat. Strategy: Useful against large groups of enemies.
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Description
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An exosuit-mounted laser rifle. Handle with care. CH-PS "Immolator" laser. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: exosuit weapon systems.
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Mounted Machine Gun Mounted submachinegun
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Cost: 3 TC Used for: Combat Strategy: Useful against large groups of enemies.
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Description
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An exosuit-mounted automatic weapon. Handle with care. Exosuit Mounts: left hand, right hand, left shoulder, right shoulder. Exosuit Software Requirement: exosuit weapon systems.
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Mounted Missile Rack Missile rack
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Cost: 10 TC Used for: Combat, sabotage. Strategy: Useful against large groups of enemies, and will also break walls and cause breaches.
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Description
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An SRM-8 missile rack loaded with explosive missiles. 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: Transportation. Strategy: Carry your partner with you.
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Description
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An exosuit-mounted passenger compartment. Exosuit Mounts: left hand, right hand.
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Mounted RFD-C Mounted RFD
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Cost: 5 TC Used for: Construction; sabotage; breaking in, breaking out. Strategy: Construct your own fortress or hideout; dismantle things the crew need.
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Description
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A RFD, modified to construct walls and floors. This one can be mounted on an exosuit. Exosuit Mounts: left hand, right hand. Exosuit Software Requirement: advanced engineering systems.
- General-use RFDs are to be used only by the Chief Engineer, or by others with their permission. They are contraband otherwise because of their destructive potential. Dedicated RFDs, such as the miner's track-layer, are not contraband.
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Mounted Sleeper Exosuit sleeper
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Cost: 1 TC Used for: Patient transport. Strategy: Grab your buddy and get them stabilized. Useful for support or medical-oriented exosuits.
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Description
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An exosuit-mounted sleeper designed to maintain patients stabilized on their way to medical facilities. 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. All contain contraband of one sort or another.
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 Box of napalm grenades
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Cost: 8 TC Used for: Setting fires. Strategy: Setting fires will attract engineers and medics. Makes for a good distraction, or just a really nasty way to kill people.
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Description
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A box of three grenades that deploy napalm in the thrown area, and ignite it. Contents: 3 Napalm Grenade. 3-second fuse; starts fire with an 8-tile radius (15 tiles across) by igniting napalm gel. Activate to prime; throw immediately. Napalm is very hard to extinguish.
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5x Cardox Grenades Box of cardox grenades
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Cost: 2 TC Used for: Poisoning people; killing k'ois. Strategy: Hate Vaurca? Use these. Actually, the smoke is toxic to anyone who isn't an IPC and doesn't have their own air supply.
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Description
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A box of five grenades that deploy cardox smoke in the thrown area. This smoke is incredibly toxic, especially to vaurca. It can also clear K'ois outbreaks with ease. Contents: 5 Cardox Grenade.
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5x EMP Grenades Box of EMP grenades
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Cost: 2 TC Used for: Creating EMPs. Strategy: Good for attacking IPCs, borgs, the AI, anyone with prosthetic organs, and delicate electronics.
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Description
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A box of five grenades that cause a risky EMP explosion, capable of toggling headsets off, permanently destroying IPC units and draining a stationbound completely. Contents: 5 EMP Grenade.
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5x Frag Grenades Box of frag grenades
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Cost: 6 TC Used for: Blowing stuff up. Strategy: Pull pin. Throw. Explosion.
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Description
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A box containing 5 military grade fragmentation grenades. WARNING: Live explosives. Misuse may result in serious injury or death. Contents: 5 Fragmentation Grenade. 2-second fuse; activate in hand to prime, throw immediately. Creates explosion with shrapnel of 8 tile radius (15 across).
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5x Smoke Grenades Box of smoke bombs
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Cost: 1 BC, 1 TC Used for: Hiding. Strategy: Pop smoke to hide or escape.
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Description
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A box of five grenades that deploy smoke in the thrown area. Targets hidden in smoke are much harder to hit with ranged weaponry. Contents: 5 Smoke Grenade.
- May be used by Security personnel.
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Lubed Viscerator Delivery Grenade Viscerator delivery grenade
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Cost: 3 TC Used for: Summoning viscerators. Strategy: Throw at whoever's chasing you, or to keep Security busy.
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Description
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A grenade that deploys three lubed viscerator combat drones. Deadly in numbers, will not attack you or your allies. Works best when killed. 3-second fuse. Viscerators will attack you if you share a space with them, but will not move toward you. They are dangerous but fragile; one hit will kill them.
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Viscerator Delivery GrenadeViscerator delivery grenade
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Cost: 2 TC Used for: Summoning viscerators. Strategy: Throw at whoever's chasing you, or to keep Security busy.
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Description
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A grenade that deploys three viscerator combat drones. Deadly in numbers, will not attack you or your allies. 3-second fuse. Viscerators will attack you if you share a space with them, but will not move toward you. They are dangerous but fragile; one hit will kill them.
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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 Electrowarfare suite and voice synthesiser kit
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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 IIS Module
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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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Maneuvering Jets Hardsuit 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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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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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 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 Hardsuit 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 Hardsuit 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.
Ammunition in bold can be purchased from the Uplink.
To fire a gun (in general; specific guns may vary):
- Hold the gun in your hand.
- If necessary/desired, stabilize the gun in both hands by clicking on the gun while it's in your active hand.
- Take off the safety with ctrl + click. If you are in Harm mode, you will automatically take off the safety when you fire.
- To select the firing mode, use the "Toggle firing mode" option (just to the left of your Walk/Run icon on the bottom toolbar). Some guns only have one firing mode, and the toggle option will unload them instead.
- Click on your target to fire.
- Some guns have Unique Action options. The Unique Action option is located just below the firing mode option.
- To unload a gun, click on the gun with your empty hand active.
- To threaten someone with a gun, toggle your gun mode (right-hand toolbar) from "Fire" to "Auto", and set the action(s) you want to trigger your character to fire the gun (movement, item use, radio use).
.50 Pistol Adhomian heavy pistol
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Cost: 5 TC Used for: Combat. Strategy: 7 shots. Reload with .50 Pistol Magazine (magazine (.50)).
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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: Combat. Strategy: 12 shots. Reload with 9mm Magazine (magazine (9mm)) or magazine (9mm flash).
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Description
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An extremely popular compact handgun, used throughout human space.
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Assault Rifle
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Cost: 12 TC Used for: Combat. Strategy: 22 shots. Reload with 7.62 Assault Rifle magazine (magazine (7.62mm)) or mpr-24/5 carbine magazine (7.62mm).
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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.
- Can be set to 3- or 5-round bursts, semiauto, or full auto.
- Can be fired two-handed.
- 20 points brute damage.
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Assault Shotgun
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Cost: 15 TC Used for: Combat. Strategy: 8 shots. Reload with slug magazine (magazine (slug)), buckshot magazine (magazine (shells)), magazine (incendiary shells), or magazine (stun shells).
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Description
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A experimental, semi-automatic combat shotgun, designed for boarding operations and law enforcement agencies.
- Can be fired two-handed.
- Can be set to 3-round bursts or semiauto.
- 20 points brute damage.
- Comes equipped with shotgun slug magazine.
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Automatic .45 Pistol .45 machine pistol
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Cost: 5 TC Used for: Combat. Strategy: 16 shots. Reload with .45 Autopistol Magazine (stick magazine (.45))
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Description
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A lightweight, fast-firing gun. For when you want someone dead.
- Can be set to 3- or 5-round bursts, semiauto, or full auto.
- 30 points brute damage.
- Will fit a suppressor.
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Ballistic Carbine
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Cost: 8 TC Used for: Combat. Strategy: 22 shots. Reload with 5.56 Rifle Magazine (carbine magazine (5.56mm)), carbine magazine (5.56mm practice), carbine magazine (5.56mm AP), carbine magazine (5.56mm lethal polymer), carbine magazine (5.56mm blank), Konyang 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.
- Can be fired two-handed.
- 20 points brute damage.
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Ballistic Gauntlet
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Cost: 6 TC Used for: Combat. Strategy: Holds 2 shotgun rounds. Reload with shotgun slug, shotgun shell, beanbag shell, stun shell, flash shell, incendiary shell, haywire slug, tracking slug, or wall shell.
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Description
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A metal gauntlet armed with a wrist-mounted shotgun. When you're wearing this gauntlet and you punch someone, the shotgun will go off as well.
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Bolt-Action Rifle Bolt action rifle
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Cost: 3 TC Used for: Combat. Strategy: 5 shots. Reload with 7.62mm clip (ammo clip (7.62mm)).
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Description
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A cheap ballistic rifle, often found in the hands of Tajaran conscripts.
- Before firing, the bolt must be pulled back (Unique Action).
- Can be fired two-handed.
- 35 brute damage.
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Bullpup Assault Carbine
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Cost: 12 TC Used for: Combat. Strategy: 30 shots. Reload with 5.56 Rifle Magazine (carbine magazine (5.56mm)), 5.56 carbine magazine (magazine (5.56mm)), carbine magazine (5.56mm AP), carbine magazine (5.56mm blank), carbine magazine (5.56mm lethal polymer), carbine magazine (5.56mm practice), Konyang carbine magazine, Konyang rifle magazine, magazine (5.56mm AP), magazine (5.56mm blank), magazine (5.56mm lethal polymer), magazine (5.56mm practice), makeshift magazine (5.56mm), or MPR-24/5 light machine gun magazine (5.56mm); 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.
- Can be fired two-handed.
- Settings: Semiauto, 3-round burst, grenades.
- Grenades not included with your purchase.
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Burst Rifle
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Cost: 8 TC Used for: Combat. Strategy: 22 shots. Reload with 5.56 Rifle Magazine (carbine magazine (5.56mm)), carbine magazine (5.56mm practice), carbine magazine (5.56mm AP), carbine magazine (5.56mm lethal polymer), carbine magazine (5.56mm blank), Konyang 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.
- Can be fired two-handed.
- 30 points brute damage.
- Can be set to 2-round burst or semiauto.
- Available to Security and crew militia on high alert.
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Caltrops
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Cost: 1 TC Used for: Slowing the enemy. Strategy: Make them regret chasing you.
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Description
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A sharp antipersonnel weapon. Useful to delay advances. 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. Your enemy will have to pick them up before moving across the square or risk getting taken out of the chase entirely.
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Chainsaw Steel chainsaw
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Cost: 6 TC Used for: Combat. 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.
- 30 points force, likely to dismember.
- To use, wield in both hands, then alt-click to turn start the chain saw.
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Clawed Gauntlets
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Cost: 3 TC Used for: Combat. Strategy: Freddy Krueger, is that you?
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Description
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A pair of metal gauntlets outfited with menacing sharp blades.
- 11 points brute damage. Sharp (can dismember).
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Combat Laser Rifle
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Cost: 8 TC Used for: Combat. Strategy: 12 shots. 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.
- Can be fired two-handed.
- 20 points fire damage.
- Settings: Normal (armor piercing 40) and armor piercing (armor piercing 50) modes.
- Available to Security and crew militia on high alert.
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Combat Shotgun
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Cost: 10 TC Used for: Combat. Strategy: 13 shots. Reload with shotgun slug, shotgun shell, beanbag shell, stun shell, flash shell, incendiary shell, haywire slug, tracking slug, or wall shell.
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Description
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Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders.
- Can be fired two-handed.
- Must be pumped (Unique Action) before firing.
- 55 points brute damage.
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Dart Gun
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Cost: 3 BC, 3 TC Used for: Combat; incapacitation; assassination. Strategy: 5 darts. Reload with Chemical Darts (dart cartridge) and your choice of chemicals.
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Description
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A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances. 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.
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Derringer
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Cost: 1 TC Used for: Combat. Easily concealed. Strategy: 2 shots. Reload with .357 bullets.
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Description
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A small pocket pistol, easily concealed. Extra .357 bullets can be bought in magazines, which can then be emptied to reload the derringer. A derringer is small enough to carry anywhere except tucked behind your ear.
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EMP Land Mine Land mine
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Cost: 3 TC Used for: Slowing pursuit; area denial; defense. Strategy: Place where you don't want your pursuers to step; or hide the land mine under another object for a nasty surprise. EMP mines are effective against borgs, IPCs, anyone with prosthetic organs, and machinery.
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Description
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An anti-personnel explosive device used for area denial. 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.
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Energy Carbine
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Cost: 6 TC Used for: Combat; less-lethal/lethal. Strategy: 10 shots. 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.
- Has Lethal (30 points fire damage, 10 Armor Penetration) and Stun (1 point fire damage, 10 Armor Penetration) modes.
- Available to Security and crew militia on high alert.
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Energy Crossbow Mini energy-crossbow
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Cost: 3 TC Used for: Combat; less-lethal; incapacitation. Strategy: 5 shots. Self-recharging.
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Description
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A weapon favored by many mercenary stealth specialists. Useful for those who need to incapacitate their enemies, but don't plan on committing murder.
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Energy Pistol
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Cost: 2 TC Used for: Combat (less-lethal/lethal). Strategy: 7 shots. 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.
- Stun (1 point Fire, 10 Armor Penetration) and Lethal (25 points Fire, 5 Armor Penetration) settings.
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Energy Sword
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Cost: 4 TC Used for: Combat. 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.
- Activate in hand to turn on.
- 33 damage, 30% chance to block, 30% chance to reflect, shield rating 75, can block bullets.
- Target limbs for a high chance at severing them.
- When turned off, fits in a pocket.
- Easily slices through walls.
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Flamethrower
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Cost: 10 TC Used for: Pyromania. Intimidation. Sabotage. Strategy: Set fires. Reload with phoron tank. Fires will draw medical and engineering personnel and may burn out of control.
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Description
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A flamethrower, with a full canister of phoron installed to fuel it. Handle with caution. Comes with enough fuel for about 10 shots. Activate in hand to change fuel flow or light before firing. This flamethrower is not filled with napalm, so the fires it sets are easier to put out than napalm grenade fires.
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Force Gloves Enhanced force gloves
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Cost: 3 TC Used for: Combat. 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. Augments melee damage by 2.5x.
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Gatling Laser
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Cost: 40 TC Used for: Combat. Strategy: 350 shots.
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Description
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A highly sophisticated rapid fire laser weapon.
- Requires both hands to fire and needs a few seconds to spin up.
- 35 points fire damage.
- Can be set to concentrated burst (10-shot burst), spray (22-shot burst), or massive spray (32-shot burst).
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Gatling Machine Gun Backpack power source
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Cost: 40 TC Used for: Combat. Strategy: 1000 rounds. Reload with minigun magazine box (7.62mm).
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Description
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The massive external power source for the gatling gun.
- Wear in the backpack slot; activate with top-left toolbar to remove the gatling machine gun.
- Requires both hands to fire.
- 20 points brute.
- Can be set to burst (6-shot burst), long burst (12-shot burst), or full auto.
- When dropped, the gatling machine gun snaps back into its power source, so it's hard to lose.
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Gauss Thumper
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Cost: 12 TC Used for: Combat. Strategy: 7 shots. Reload with Tungsten Ammo Box (tungsten slug 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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Icelance Rifle
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Cost: 3 TC Used for: Combat. Strategy: 5 shots. Crank to charge.
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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. If you need an energy weapon but don't have power, this is one of your few options.
- Can be fired two-handed.
- 25 Fire damage; 10 Armor Piercing.
- Recharge by turning the crank (Unique Action).
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Ion Rifle
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Cost: 5 TC Used for: Combat. Strategy: 4 shots. Recharge in weapons recharger.
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Description
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The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NanoTrasen.
- Can be fired two-handed.
- 30 fire damage.
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Kinetic Laser Assembly Custom kinetic accelerator
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Cost: 3 TC Used for: Combat. Strategy: 5 shots. Pump recharge. Looks like a miner's equipment at first glance.
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Description
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A very minimal kinetic accelerator frame that holds cheap and inexpensive parts.
- A kinetic accelerator with a laser KA power converter, pump action KA cell, and illegal custom upgrade. Fires laser.
- This is an illegal version of the miner's kinetic accelerator.
- Recharge by pumping the power cell (Unique Action).
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Kneebreaker Hammer
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Cost: 3 TC Used for: Construction, combat. 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.
- 31 points brute damage.
- Also functions as a crowbar.
- Contraband if not being used as a construction tool; contraband if carried as a weapon away from construction sites.
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Land Mine
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Cost: 3 TC Used for: Area denial, defense. Strategy: Place around your hideout, or hide beneath other items for a nasty surprise.
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Description
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An anti-personnel explosive device used for area denial.
- Land mine explosions will put a hole in the floor and cause a breach if there is vacuum beneath.
- Damage is fatal or near-fatal for the person who steps on the mine, and incapacitating for anyone adjacent to them.
- Click in hand to deploy. Anyone stepping on the mine will be badly injured; nearby creatures less so.
- Can be defused with wirecutters (50% chance) or bomb defusal wirecutters (90% chance) and explodes on a failure. A bomb suit gives reasonable protection.
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Laser Cannon
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Cost: 12 TC Used for: Combat. Strategy: 5 shots. 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.
- 45 points fire damage; 25 armor penetration.
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Laser Rifle
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Cost: 8 TC Used for: Combat. Strategy: 15 shots. 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.
- Can be fired two-handed.
- 30 points fire damage, 20 Armor Penetration.
- Available to Security and crew militia on high alert.
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Laser Shotgun
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Cost: 10 TC Used for: Combat. Strategy: 20 shots. Recharge in weapons recharger.
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Description
|
A NanoTrasen designed laser weapon, designed to split a single amplified beam four times.
- Can be fired two-handed.
- 20 points fire damage. Armor penetration 10.
- 4 shot burst.
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Light Machine Gun
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Cost: 20 TC Used for: Combat. Strategy: 50 shots. Reload with 7.62 LMG drum (magazine box (7.62mm)).
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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.
- Can be fired two-handed.
- 35 points brute damage.
- Can be set to 5- or 8-round bursts or full auto.
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N2O Land Mine Land mine
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Cost: 3 TC Used for: Area denial; less-lethal defense. Strategy: Incapacitate your opponents instead of killing them.
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Description
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An anti-personnel explosive device used for area denial. Click in hand to deploy.
- Stepping on the mine releases nitrous oxide, which causes impairment and, in small spaces, unconsciousness. IPCs, borgs, and anyone with a gas mask or air supply are unaffected.
- Can be defused with wirecutters (50%) or bomb-defusal wirecutters (90%).
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One Use Recoilless Rifle Adhomian recoilless rifle
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Cost: 5 TC Used for: Anti-mech combat. Strategy: Cannot be reloaded. Make your one shot count.
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Description
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An inexpensive, one use anti-tank weapon used extensively by the Tajaran armed forces.
- Must be fired two-handed.
- 1 shot. Explosive ammo; may break floor and cause breaches.
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Plasma Shotgun
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Cost: 9 TC Used for: Combat. Strategy: 10 shots. Reload with Plasma Shotgun Magazine (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: Anti-mech combat. Strategy: 1 shot. Reload with Anti-materiel Cannon Cartridge, HE Anti-materiel Cannon Cartridge, or Fragmentation Anti-materiel Cannon Cartridge
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Description
|
An SCC-designed, man-portable cannon meant to neutralize mechanized threats. The disgustingly large accelerator capacitors make room for only one shot, so make it count.
- Requires both hands to fire.
- Explosive projectiles; can break walls and floors.
- Available to Security and crew militia on high alert.
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Power Fist
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Cost: 2 TC Used for: Combat. Strategy: Wear. Punch.
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Description
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A metal gauntlet with a piston-powered ram on top for that extra punch in your punch. Will break bones and throw opponents several tiles.
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Psionic Jumpstarter
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Cost: 19 TC Used for: Getting psionic powers. Strategy: Not canon! Think of a reason why your character might have psionic powers and make it part of your backstory.
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Description
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Activate in hand.
- Psionic rank goes to Psionically Harmonious.
- You receive Psionic Search, Psionic Recovery, Commune, and Assay, and can buy 8 points worth of powers from the Psionic Point Shop.
- This won't work on species with no Zona Bovinae, like synthetics, Vaurcae, or Dionae.
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Random Gun Box
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Cost: 6 TC Used for: Combat. Strategy: If you (or your character) are unable to choose which gun to get, you might want to get a random one.
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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: Combat. Strategy: 8 shots. Reload with .357 Speedloader (speed loader (.357)).
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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 Short-barreled assault rifle
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Cost: 12 TC Used for: Combat. Strategy: 22 shots. Reload with 7.62 Assault Rifle magazine (magazine (7.62mm)) or mpr-24/5 carbine magazine (7.62mm).
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Description
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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.
- Can be fired two-handed.
- Can be set to full auto or semiauto.
- 20 points brute damage.
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Steel Throwing Star Steel shuriken
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Cost: 1 TC Used for: Combat, assassination. Strategy: A silent ranged weapon. You get one throwing star. Don't lose it, I guess?
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Description
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A sharp, perfectly weighted piece of metal.
- 15 points damage when thrown. Sharp.
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Submachine Gun
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Cost: 8 TC Used for: Combat. Strategy: 20 shots. Reload with Submachine Gun Drum Magazine (.45) (drum magazine (.45)) or Submachine Gun Magazine (.45) (magazine (.45)).
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Description
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An Adhomian-made submachine gun.
- 30 points brute damage.
- Set to 3-round burst, 5-round burst, semiauto, or full auto.
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Super Heavy Pistol Super-heavy pistol
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Cost: 4 TC Used for: Combat. Strategy: 5 shots. Reload with K2557 Magazine (.599 magazine).
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Description
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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.
- Can be fired two-handed. If you fire one-handed, you damage your hand and lose your grip on the gun.
- 60 points brute damage.
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Suppressed .45 Pistol Suppressed pistol
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Cost: 2 TC Used for: Combat; assassination. Strategy: 9 rounds. Reload with .45 Pistol Magazine (magazine (.45)), extended magazine (.45), magazine (.45 rubber), magazine (.45 practice), magazine (.45 flash), or Dominian service pistol magazine (.45).
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Description
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A .45 pistol that comes with a suppressor integrated into the barrel. The suppressor cannot be removed.
- Suppressor muffles the gunshot; it cannot be heard through walls.
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Suppressed Machine Pistol Integrally suppressed machine pistol
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Cost: 8 TC Used for: Combat; assassination. Strategy: 30 shots. Reload with Submachine Gun Magazine (6mm) (magazine (6mm)).
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Description
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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.
- 30 points brute damage.
- Can be set to 3- or 5-round bursts, semiauto, or full auto.
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Suppressor
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Cost: 1 BC, 1 TC Used for: Gun mod. Strategy: Attaches to Automatic .45 Pistol (.45 machine 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: Combat; backup weapon. Strategy: Wear. Punch, or zap.
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Description
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A weaponized gauntlet capable of firing lightning bolts.
- Causes electrical shocks on contact or at range.
- Takes ~30 seconds to recharge between shots.
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Vintage .45 pistol .45 combat pistol
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Cost: 2 TC Used for: Combat. Strategy: 9 rounds. Reload with .45 Pistol Magazine (magazine (.45)), extended magazine (.45), magazine (.45 rubber), magazine (.45 practice), magazine (.45 flash), or Dominian service pistol magazine (.45).
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Description
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A robust metal-framed semi-automatic pistol produced in the system of San Colette.
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X-Ray Laser Rifle Xray laser rifle
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Cost: 12 TC Used for: Combat against armored targets. Strategy: 40 shots. Recharge in weapons recharger.
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Description
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A NanoTrasen designed high-power laser rifle capable of expelling concentrated xray blasts.
- Can be fired two-handed.
- 15 points fire damage, 50 armor penetration.
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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 Augment implanter
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Cost: 1 BC TC Used for: Implanting a combitool. Strategy: A toolset that can't be taken away from you. Lacks a multitool or welder, though.
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Description
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An augment implanter, with the combitool augment. After implanting, activate your combitool in top-left toolbar. Activate in hand to change form between crowbar, wrench, wirecutters, and screwdriver.
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Deadman Implant (DANGER!) Box (D)
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Cost: 3 BC TC Used for: Implanting a deadman switch. Strategy: Useful for concealing your identity and destroying evidence if you are killed during your mission.
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Description
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A box containing an explosive implant and implanter. The implant monitors vitals and will detonate when the subject dies.
- Contents: Implant pad, implanter, and deadman implant.
- Put the implant in the implanter, target preferred body part, and implant. Will explode on death, gibbing body. Belongings stay intact; organs are scattered.
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EMP Implant Box (M)
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Cost: 1 TC Used for: Triggering an EMP. Strategy: EMPs will open most doors, damage synthetics, and damage people with artificial organs.
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Description
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A box containing an EMP implant case and implanter.
- Contents: Implant pad, implanter, and EMP implant.
- 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 as well as synthetics and machinery (and your own artificial body parts, including the EMP implant itself).
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Explosive Implant (DANGER!) Box (E)
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Cost: 3 BC TC Used for: Causing explosions. Strategy: Implanted in yourself, it can serve as a suicide switch or leverage your boss has over you. Implanted in someone else, it can be used to threaten or control them or their friends. Implanting it in a limb and setting the strength of the explosion to low makes the resulting injury survivable with fast medical treatment.
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Description
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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.
- Contents: Implant pad, implanter, and explosive implant.
- 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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Freedom Implant Box (F)
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Cost: 1 TC Used for: Freeing yourself from handcuffs. Strategy: Instantly breaks out of handcuffs. Of course, if Security is watching you, they'll try to put them back on, so be strategic.
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Description
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A box containing a freedom implant case and implanter.
- Contents: Implant pad, implanter, and freedom implant.
- 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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Health Scanner Augment Implanter Augment implanter
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Cost: 1 BC TC Used for: Monitoring your health. Strategy: Useful for finding where you're bleeding, whether your organs are badly damaged, how much blood you've lost, whether you have broken bones, and so on. Makes treating your own injuries a little easier.
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Description
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An augment implanter, with the integrated health scanner augment.
- Activate health scanner on top-left toolbar to scan your own health. Does not allow you to scan others.
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Telefreedom Kit
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Cost: 15 BC TC Used for: Escape; transportation. Strategy: Build the telepad in a well-defended location.
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Description
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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.
- 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.
- Use the kit to build a telepad. Link a telefreedom implant with the telepad (must be done BEFORE implanting), 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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Uplink Implant Implanter (U)
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Cost: 10 TC Used for: Supply. Strategy: Allows you to access your uplink without your PDA.
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Description
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Contains 8 Telecrystals.
- Sets an emote to access your uplink. Use the emote to open the uplink window.
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Vaurca Hivenet Defense Implanter Augment implanter
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Cost: 1 BC TC Used for: Hivenet defense. Strategy:
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Description
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An augment implanter, with a Hivenet defense augment. ONLY WORKS ON VAURCA!
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Vaurca Hivenet Warfare Suite Augment implanter
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Cost: 5 BC TC Used for: Hivenet defense and electronic warfare. Strategy:
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Description
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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.
After reading these one-use fighting manuals, you can use your Abilities tab to review the special moves you now have access to. If you know more than one martial art, switch between them on the Abilities tab.
Baghrar
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Cost: 2 TC Used for: Combat. Strategy: Activate in hand. Tajara only.
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Description
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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: Combat. Strategy: Activate in hand. Gun not included.
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Description
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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
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Cost: 2 TC Used for: Combat. Strategy: Activate in hand. Skrell only.
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Description
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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: Combat. Strategy: Activate in hand. Unathi only.
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Description
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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: Combat. Strategy: Activate in hand.
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Description
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A manual designated to teach the user about the martial art of Solarian combat, a style based on traditional human martial arts. Moves:
- Neck Chop: Harm Harm Disarm. Injures the neck, stopping the victim from speaking for a while.
- Leg Sweep: Disarm Harm Disarm. Trips the victim and everyone else around you, rendering them prone and unable to move for a short time.
- Lung Punch: Harm Disarm Harm. Delivers a strong punch just above the victim's abdomen, constraining the lungs. The victim will be unable to breathe for a short time.
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Swordsmanship
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Cost: 2 TC Used for: Combat. Strategy: Activate in hand. Learning this martial art gives you a random sword.
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Description
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A manual containing basic swordsmanship instruction and techniques.
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Vk'utet
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Cost: 2 TC Used for: Combat. Strategy: Activate in hand. Vaurca only.
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Description
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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: Combat. Strategy: Activate in hand. Use "Recall Wrestling" in abilities tab to show special moves available.
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Description
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A manual designated to teach the user about the art of wrestling. Moves:
- Clinch: Grab. Passively gives you a chance to immediately aggressively grab someone. Not always successful.
- Suplex: Disarm someone you are grabbing. Suplexes your target to the floor. Greatly injures them and leaves both you and your target on the floor.
- Advanced grab: Grab. Passively causes pain when grabbing someone.
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Medical
Items for medics, support units, and mad scientists.
Advanced First-Aid Kit
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Cost: 1 BC TC Used for: Health care. Strategy: Keep yourself healthy when going to Medbay would get you arrested.
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Description
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Note: doesn't come with a medical scanner. (The description lies. It does come with a medical scanner.)
- 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.
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Box of Berserk Injectors
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Cost: 4 BC TC Used for: Inducing a berserk state. Strategy: Inject an innocent patsy… or inject yourself, and forget your pre-combat jitters.
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Description
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Contents: 2 autoinjectors, each filled with 5u Red Nightshade.
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 Box of stimulants
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Cost: 4 BC TC Used for: Making you move faster. Strategy: Hyperzine makes you move fast. Inaprovaline keeps your heart rate steady despite the hyperzine.
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Description
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Contents: Combat inhaler, cartridge with 30u hyperzine, cartridge with 30u inaprovaline, empty 30u cartridge. Inhalers will transfer all 30u at once when activated.
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Box of Sideeffect-Be-Gone Injectors
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Cost: 2 BC TC Used for: Making it less obvious that you're doping yourself up. Strategy: Fix the jitters, dizziness, or confusion from the drugs you've just taken.
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Description
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4 autoinjectors. Each contains 2.5u synaptizine, 5u cetahydramine, 2.5u oculine, and 5u ethylredoxrazine.
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Box of Sin-Pockets Box of donk-pockets
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Cost: 1 BC TC Used for: A meal and a quick chemical boost. Strategy: A robust meal for a robust spessman.
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Description
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Instructions: Heat in microwave. Product will cool if not eaten within seven minutes.
- 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.
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Combat Defibrillator Defibrillator Paddles
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Cost: 2 BC TC Used for: Restarting a heart. Strategy: Save your buddy's life… or torture somebody with it, if you're the evil type. A defibrillator can be better than CPR because it causes burns (treatable with ointment) rather than broken ribs (which require surgery).
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Description
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A pair of fully autonomous shock paddles powered by a miniaturised reactor. These can penetrate through armour, unlike commercial paddles.
- Defibrillator can be used despite armor and even on yourself (should you somehow manage to do so before you pass out). It will cause moderate burns. Hold and aim at upper body.
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Combat Hypospray
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Cost: 2 BC TC Used for: Administering drugs. Strategy: Reuse the hypospray to inject meds into your armor-wearing buddies.
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Description
|
A hypospray loaded with combat stimulants. Its needle has the ability to bypass armor. Hypospray contains 10u kilosemine and can be reloaded.
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Combat Medical Kit
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Cost: 2 BC TC Used for: Treating injuries. Strategy: Keep yourself alive. Pills can be taken without an injector or syringe, but take longer to take effect.
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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.
- Contents: Bottles of pills (Butazoline, Dermaline, Dexalin Plus, Dylovene, and Mortaphenyl), Side-effects-B-Gone autoinjector, 5 medical splints, health analyzer.
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Fully Loaded Combat Medical Belt Tactical medical belt
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Cost: 3 BC TC Used for: Keeping your buddies alive. 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.
- Contains: Premium hypospray, 60u bottles of inaprovaline, dylovene, dexalin plus, butazoline, dermaline, perconol, and thetamycin.
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O- blood pack IV bag - O- blood
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Cost: 1 BC TC Used for: Treating low blood volume. Strategy: Blood is the fastest cure for low blood volume that's starting to affect brain function. If it's too low to be treated with iron pills or a good meal, you need a transfusion.
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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 Sanasomnum autoinjector
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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
|
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: Quick-and-dirty stabilization, possibly while running from Security. Strategy: Useful for non-medics who need quick access to medical care in the field.
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Description
|
A pocket-sized medkit filled with lifesaving equipment.
- Contains 15u autoinjectors (Coagzolug, adrenaline, inaprovaline x2, oxygenation--dexalin plus, dylovene, and numbing--oxycomorphine) and health analyzer.
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Standard First-Aid Kit First aid kit
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Cost: 1 BC TC Used for: Treating injuries. Strategy: Stop bleeding before it affects your brain, treat burns before they get infected, take perconol to take the edge off the pain, and use the splints if you have to use a broken limb.
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Description
|
It's an emergency medical kit for those serious boo-boos.
- Contains 2 roll of gauze, 2 ointment, a bottle of antidexafen pills, a bottle of perconol pills, 5 medical splints, and a health analyzer.
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Standard First-Aid Kit (Free) First aid kit
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Cost: 0 TC Used for: Treating injuries. Strategy: Go ahead and buy this; it's free. You never know when you'll want some basic first-aid.
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Description
|
It's an emergency medical kit for those serious boo-boos.
- Contains 2 roll of gauze, 2 ointment, a bottle of antidexafen pills, a bottle of perconol pills, 5 medical splints, and a health analyzer.
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Surgery Kit
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Cost: 1 BC TC Used for: Surgery. Strategy: Do surgery to fix your buddy's injury... or to steal your enemy's organs.
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Description
|
A sterile medical kit containing tools for surgery on-the-go. Even comes with a foam lining so your delicate instruments don't break in transit. How considerate.
- Standard surgical kit that also contains 2 autoinhalers with 10u soporific in each. Soporific is not guaranteed anesthesia, and operating on a stretcher or table is sub-optimal, but if you need to do surgery in the maintenance tunnels, at least this gives you proper tools.
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Tactical Lunchbox Black and red lunchbox
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Cost: 1 BC TC Used for: Eating and drinking. Strategy: Forgot your lunch? Here's your solution.
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Description
|
A little lunchbox. This one is a sleek black and red. Contains 2 random foods and 1 random drink.
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Services
Use your telecrystals to call in favors and spoof the announcement system.
Ion Storm Announcement
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Cost: 2 TC Used for: Defamation. Strategy: Make them doubt the motives of the AI and borgs. That wasn't you who uploaded that nasty AI law; it was an ion storm! You're blameless!
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Description
|
Interferes with the station's ion sensors. Triggers immediately upon investment.
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Radiation Storm Announcement
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Cost: 3 TC Used for: Distraction. Strategy: Forces non-radiation-tolerant crew into the tunnels, until someone uses a Geiger counter and realizes it's not a real alert.
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Description
|
Interferes with the station's radiation sensors. Triggers immediately upon investment.
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Stellar Corporate Conglomerate Update Announcement
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Cost: 5 BC, 5 TC Used for: Disinformation. Strategy: Impersonate the boss. Create a story to give context to your character's actions.
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Description
|
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 Agent card
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Cost: 1 BC, 1 TC Used for: A programmable fake ID. Strategy: Set your identity, or fake your identity.
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Description
|
A card used to identify people and determine access. Its appearance and data can be changed.
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Balaclava Grey balaclava
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Cost: 1 BC, 1 TC Used for: Stealth. Strategy: Hide your identity.
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Description
|
Designed to both hide identities and keep your face comfy and warm. 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 Spy kit
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Cost: 1 BC, 1 TC Used for: Surveillance. Strategy: Put a bug anywhere you need to keep tabs--your hideout, your enemy's office, the bridge...
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Description
|
For when you want to conduct voyeurism from afar. 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. While it is not illegal on its own, using bugs in sensitive locations like the Captain's Office would lead to espionage charges.
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Chameleon Kit
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Cost: 1 BC, 1 TC Used for: Disguise. Strategy: Create a uniform to go with your fake ID and newly-altered face.
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Description
|
Comes with all the clothes you need to impersonate most people. Acting lessons sold seperately. 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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Chameleon-Projector Chameleon projector
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Cost: 2 TC Used for: Stealth and surveillance. Strategy: Who, me? I'm only an innocent coffee cup. I couldn't possibly be listening in to your conversation, and I'm certainly not the desperate criminal you're chasing.
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Description
|
A device that can be used to mimic common items by scanning, then transforming into them. 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 Box
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Cost: 1 BC, 1 TC Used for: Transportation. Strategy: For a quick getaway, or an impressive magic trick.
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Description
|
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. 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: Changing appearance. Strategy: It's plastic surgery. While awake. Without anesthesia. Are you desperate enough?
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Description
|
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. Activate to change appearance, gender, culture, origins, accents, etc. Causes pain, but not enough to stop your heart unless you were already in pain to begin with. Single use.
- Contraband unless being used by Medical, under anesthesia, with records updated to reflect the crew member's new appearance.
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No-Slip Shoes Brown shoes
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Cost: 1 BC, 1 TC Used for: Not slipping. Strategy: The janitor is now powerless against you.
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Description
|
A pair of brown shoes. They seem to have extra grip. Wearing these lets you run across wet or lubricated surfaces without falling. Doesn't help with zero-g; they're not magboots.
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Stealthpops Snap pop box
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Cost: 1 BC, 1 TC Used for: Popping smoke. Literally. Strategy: Hide in the smoke, or use it to escape.
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Description
|
Snap pops with a compound added which deploys a small smokescreen upon exploding. 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 Vial
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Cost: 1 BC, 1 TC Used for: Changing appearance. Strategy: The person who did those crimes no longer exists. How convenient.
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Description
|
Inject. Takes a few minutes to take effect. Causes pain. Your appearance will be randomized. 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. Your character will visibly show pain and their features will shift, so it's not a very effective disguise if they are already watching you.
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Voice Changer Gas mask
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Cost: 1 BC, 1 TC Used for: Impersonation or disguise. 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. A face-covering mask that can be connected to an air supply. Also works as a regular gas mask and filters harmful gases from the air.
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Stealthy and Inconspicuous Weapons
Weapons that don't look like weapons; weapons that can be hidden.
9mm Camera Gun Camera
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Cost: 3 TC Used for: Taking great shots. With bullets. Strategy: 12 shots. Reload with 9mm Magazine (magazine (9mm)) or magazine (9mm flash).
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Description
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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. Hold the camera and use (Unique Action) to unfold it. It can then be fired like a gun.
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Cigarette Kit Tricky smokes
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Cost: 1 BC, 1 TC Used for: Smoking, and usually immediately regretting it. Strategy: The flash and smoke cigarettes are only bad pranks, but the MindBreaker will cause brain damage. It also contains ambrosia, so it might be possible to slip it to your enemy in the guise of an ambrosia cig.
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Description
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Comes with the following brands of cigarettes, in this order: 2x Flash, 2x Smoke, 1x MindBreaker, 1x Tricordrazine. Avoid mixing them up; the packets are unmarked.
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Claymore Mines Box of claymore landmines
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Cost: 8 TC Used for: Defense. Strategy: Set up a hailstorm of shrapnel and trigger it at will, while standing perfectly safe on the other side of the mines.
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Description
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A box with 5 claymore miners, relative detonators (signalers), and a spare one for you to trigger them all.
- 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 (preferably while not standing on the shrapnel side of the mine). Claymore mines unleash shrapnel in a wide arc, but do not cause explosions.
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Concealed Cane Sword Cane
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Cost: 1 BC, 1 TC Used for: Leaning on, and pretending it's a harmless cane. Strategy: A hidden sword could come in handy.
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Description
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A cane used by a true gentlemen. Or a clown.
- Activate in hand to draw the cane sword.
- 25 points brute (Sharp).
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Door Rigging Landmines Box of door rigging landmines
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Cost: 5 TC Used for: Sticking a mine into a doorway. Strategy: Make them regret opening that door.
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Description
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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.
- 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. Explosive mines cause critical damage to the person who triggers them and serious damage to those standing nearby. They may break the floor, possibly causing a breach. They can be defused with wirecutters (50% chance) or bomb defusal wirecutters (90% chance).
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Paralysis Pen Parapen kit
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Cost: 3 BC, 3 TC Used for: Paralyzing people. Strategy: For kidnapping, or less-lethal incapacitation.
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Description
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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.
- 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 Penjector kit
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Cost: 2 BC, 2 TC Used for: Stealthy chemical delivery. Strategy: Heal yourself, boost your speed, or pacify your enemy.
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Description
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A kit that contains four differently coloured pens. A blue pacifying pen, a green pen containing healing chemicals, and a yellow hyperzine pen.
- 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 Box of punji traps
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Cost: 2 BC, 2 TC Used for: Setting spiked traps. Strategy: Ouch. Set on natural ground; won't work on metal.
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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 Sawn-off Dduble-barrel shotgun kit
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Cost: 4 TC Used for: Combat. Strategy: This shotgun's short barrel makes it concealable. Holds 2 shotgun rounds. Reload with shotgun slug, shotgun shell, beanbag shell, stun shell, flash shell, incendiary shell, haywire slug, tracking slug, or wall shell.
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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 Sharpened mechanical trap
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Cost: 2 BC, 2 TC Used for: Grabbing your enemy and holding them still while you escape. 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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A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off.Activate by using in hand.
- Contraband unless being used on xenofauna, with precautions taken to avoid harm to crew.
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Sleepy Ring Silver ring
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Cost: 3 BC, 3 TC Used for: Stealthy chemical delivery. 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. 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. Chemicals can be removed from and added to the ring via syringe.
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Standstill Landmines Box of standstill landmines
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Cost: 5 TC Used for: Forcing someone to stand still. 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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A box with 5 standstill landmines. Contains 5 standstill landmines. Click in hand to deploy. Land mine triggers after your victim steps off it. Wearing a bomb suit while stepping off makes the explosion theoretically survivable with severe injuries. Anyone within about 7 tiles can also expect severe injuries. Can be defused with wirecutters (50% chance) or bomb-disposal wirecutters (90% chance); failure detonates the mine. The person standing on the mine cannot defuse it.
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Subversive Soap 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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