Template:Wip
Antagonistic Gear
All gear under this heading can be ordered by anyone with an uplink, provided they know how to unlock and use it and there are enough telecrystals.
Ammunition
The item needs to have the name defined.
9mm ammo
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Cost: 1 TC Used for: Reloading firearms chambering 9mm. Strategy: Order when needed, stock up, or only order a few to easily dispose of if you get caught.
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Description
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A magazine storing 10 9mm parabellum rounds.
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Darts
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Cost: 1 TC Used for: Reloading a dart gun. Strategy: Create the chemical mix of your choice before ordering these.
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Description
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Darts that are automatically loaded into the gun from the magazine. Draws from a beaker attached to the gun. Stores 5 darts.
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Tommygun Magazine (.45)
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Cost: 2 TC Used for: Reloading firearms chambering .45 Strategy: Order as necessary.
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Description
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A slim magazine utilizing powerful rounds. Stores 20 .45 rounds.
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Tommygun Drum Magazine (.45)
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Cost: 4 TC Used for: Reloading the Tommygun. Strategy: Order if you have a room to clear out.
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Description
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A drum magazine with 50 .45 rounds.
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.357
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Cost: 2 TC Used for: Reloading revolvers chambering .357 Strategy: Save the loader if you want, they can be reloaded with rounds you didn't use if you accidentally empty your revolver.
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Description
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A speed loader with 7 .357 rounds.
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14.5
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Cost: 4 TC Used for: Reloading snipers chambering 14.5 Strategy: Comes in an inconspicuous box that looks like an internals box. Should be safe to carry around if you don't think Security will search boxes.
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Description
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A box with 7 individual 14.5 rounds.
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Grenades and Thrown Objects
Manhack Delivery Grenade
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Cost: 3 TC Used for: Spawning manhacks to spur confusion. Strategy: It's worth mentioning that they will attack anyone indiscriminately, including luckily excluding you, so feel free to toss these around wherever.
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Description
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A grenade packed with quickly deploying manhacks, ready to shred anything in the way.
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Photon Disruption Grenades
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Cost: 4 TC Used for: Temporarily darkening areas completely. Strategy: Best used in small rooms with an easy exit.
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Description
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A box with five grenades designed to disrupt photons and remove light from areas.
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Smoke Grenades
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Cost: 4 TC Used for: Providing cover via wall of smoke. Strategy: Best used while retreating under enemy fire.
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Description
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A box with five smoke grenades.
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EMP Grenades
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Cost: 6 TC Used for: Disrupting/damaging anything electronic. Strategy: Synthetics and crew with prosthetics will all suffer greatly to a grenade like this.
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Description
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A box with five EMP grenades.
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Frag Grenades
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Cost: 12 TC Used for: Severely injuring biological crew. Strategy: While expensive, the fact that they explode roughly 70 pieces of shrapnel in all directions more than makes up for the cost.
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Description
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A box with five anti-personnel fragmentation grenades.
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Highly Visible and Dangerous Weapons
Dart Gun
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Cost: 5 TC Used for: Injecting targets with darts loaded with whatever mix you choose. Strategy: Best ordered when you have an array of chemicals already made. Three beakers can fit on the gun, and it comes with an interface allowing you to mix any of the three into darts.
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Description
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A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.
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Energy Crossbow
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Cost: 6 TC Used for: Shooting targets with bolts of energy. Strategy: It recharges itself, so it's a nice weapon to fall back to if your other weapons are empty.
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Description
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A weapon favored by many mercenary stealth specialists.
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Force Gloves
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Cost: 8 TC Used for: Punching the heck out of everything. Strategy: A good thing to order if you're not confident in firearms and would like to just stab everything instead.
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Description
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These gloves bend gravity and bluespace, providing a boost to your melee damage output by 2.5x
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Energy Sword
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Cost: 8 TC Used for: Stabbing everything when all else fails. Strategy: The go-to melee weapon. The sprite is quite small which can be both good and bad. Deals about 30 brute.
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Description
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May the force be within you.
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Silenced 9mm
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Cost: 8 TC Used for: Taking care of business... quietly. Strategy: Doesn't do that much damage, but it's easy to overwhelm someone if you unload a full magazine into them.
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Description
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A silenced, small pistol for quiet business.
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Exosuit Rigged Laser
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Cost: 8 TC Used for: Obliterating everything with intense light. Strategy: Obviously this should only be bought if you have access to a Ripley exosuit.
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Description
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While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
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Kneebreaker Hammer
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Cost: 7 TC Used for: Breaking knees, obviously. Strategy: Deals 20 brute damage, so if you wanted to interrogate someone, just aim for their hands or feet. May also double as a crowbar.
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Description
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A heavy hammer made of plasteel, the other end could be used to pry open doors.
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Revolver
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Cost: 12 TC Used for: Taking care of business loudly. Strategy: Uses powerful .357 magnum rounds. Want someone dead quick? Use this.
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Description
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The classic Necropolis Industries .357 revolver, for when you only want to shoot once.
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File:Tommy.png Tommy Gun
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Cost: 14 TC Used for: Taking care of multiple instances of business quickly. Strategy: Has multiple firing modes. Be sure to use them, since 5 round bursts can be inaccurate on top of wasting a lot of ammo.
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Description
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A classic Thompson submachine gun, ya see? Uses .45 rounds.
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Land Mine
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Cost: 5 TC Used for: Dispatching intrusive crew. Strategy: Probably best used on choke points. Just don't accidentally trap yourself in a corner with them. A verb should come up with the ability to hide them under items on the same tile.
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Description
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An anti-personnel explosive device used for area denial.
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EMP Land Mine
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Cost: 4 TC Used for: Same as a regular mine but for synthetics. Strategy: May be a good idea to place these near sensitive equipment.
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Description
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An EMP mine capable of disrupting anything electronic.
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N2O Land Mine
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Cost: 7 TC Used for: Releasing anesthetic gas upon detonation. Strategy: A good way to safely capture biological crew. Gas masks are capable of filtering out N2O.
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Description
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A sleepy mine that disperses N2O into the atmosphere.
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Power Fist
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Cost: 4 TC Used for: Punching people. Hard. Strategy: On top of granting stronger punches, this also knocks foes back.
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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.
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Clawed Gauntlets
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Cost: 5 TC Used for: Shredding people. Strategy: Given that they're sharp, the target will almost certainly start bleeding. They're also slightly armored.
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Description
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A pair of metal gauntlets outfited with menacing sharp blades.
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File:Cqcbook.png Wrestling Manual
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Cost: 6 TC Used for: Learning how to wrassle. Strategy: Wrestling is always fun. Use this for gimmicks in the holodeck.
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Description
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A manual designated to teach the user about the art of wrestling.
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File:Cqcbook.png SolCom Manual
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Cost: 6 TC Used for: Learning how to combat things better. Strategy: It's martial arts. Nothing can go wrong. Nothing.
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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.
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Anti-materiel Rifle
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Cost: 25 TC Used for: Eliminating armored targets. Strategy: This rifle doesn't play around, and neither does the price tag. Don't waste this on cannon fodder, aim for the big wigs in bullet proof armor.
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Description
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A portable anti-armour rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells.
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Chainsaw
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Cost: 10 TC Used for: Shredding everything and everyone. Strategy: A powerful saw capable of ruining anyone's day. Requires two hands to operate.
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Description
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A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.
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Steel Throwing Star
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Cost: 2 TC Used for: Throwing sharp and pointy pieces of metal at people. Strategy: I guess if you wanted more weeb on top of your weeb you can order this and watch stars embed into wounds.
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Description
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A sharp, perfectly weighted piece of metal.
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Stealthy and Inconspicuous Weapons
Subversive Soap
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Cost: 1 TC Used for: Slipping pursuers. Strategy: Someone chasing you? Drop this behind you. They'll probably slip over it.
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Description
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An untrustworthy bar of soap. Smells of fear.
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Cigarette Kit
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Cost: 2 TC Used for: Flashing, smoke bombing, poisoning, healing... a whole lot. Strategy: Cigarettes are pretty good to use in a bind, especially when guns are being pointed at your head and you're about to be arrested. Just ask for a smoke.
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Description
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Various cigarettes with different reagents.
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Random Toxin - Beaker
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Cost: 2 TC Used for: Poisoning. Strategy: Food works as a reagent container. Take a syringe and inject poison into the target's food and watch them suffer. May contain mindbreaker, space drugs, carpotoxin, impedrezine, or zombie powder.
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Description
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An apple will not be enough to keep the doctor away after this.
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File:Detocart.png Detomatix PDA Cartridge
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Cost: 4 TC Used for: Remotely bombing PDAs. Strategy: PDA bombs don't actually do a whole lot of damage, but it's good for making your intentions clear to your target.
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Description
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A cartridge that makes other PDAs blow up!
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Paralysis Pen
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Cost: 6 TC Used for: Paralyzing. Strategy: Probably best used when you're alone with someone, otherwise everyone will wonder why someone dropped dead directly in front of you.
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Description
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An inconspicuous pen full of zombie powder.
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Concealed Cane Sword
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Cost: 9 TC Used for: Looking old, but dangerous. Strategy: No one expects the old, innocent grandpa to stab them in the back! Exploit the benefit of the doubt bestowed upon you.
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Description
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An old cane to help with walking.
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Sleepy Ring
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Cost: 7 TC Used for: Proposing to someone you really want asleep. Strategy: It injects 15u of Chloral Hydrate the moment it's worn. Just make sure you don't put it on.
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Description
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A ring with a secret inside!
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Stealth and Camouflage Items
No-Slip Shoes
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Cost: 1 TC Used for: Avoiding slips. Strategy: Best worn when combined with flooding hallways full of lube, soap, and bananas.
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Description
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A pair of brown shoes. They seem to have extra grip.
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Bug Kit
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Cost: 2 TC Used for: Bugging rooms and people to listen in on them. Strategy: Don't believe someone? Bug their office or work place. Configured by whacking bugs with the bug monitor. Activating the bug in hand will tell you the monitoring frequency.
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Description
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Nothing to see here.
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Agent ID Card
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Cost: 3 TC Used for: Avoiding AI tracking, stealing access, renaming. Strategy: A pretty safe item to buy, gives you access to syndicate facilities, lets you rename and set your job, and can copy access from another card.
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Description
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An ID capable of a variety of things.
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Chameleon Kit
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Cost: 5 TC Used for: Stealth. Strategy: Good for impersonating ranks and the like.
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Description
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Contains chameleon jumpsuit, hat, suit, shoes, backpack, gloves, masks, glasses, and a gun that can all be configured and changed!
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Voice Changer
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Cost: 5 TC Used for: Impersonation. Strategy: This is, for the most part, just a gas mask. Activate in-hand to set what voice you want to impersonate.
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Description
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A face-covering mask that can be connected to an air supply. It seems to house some odd electronics.
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Chameleon-Projector
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Cost: 8 TC Used for: Hiding. Strategy: Want to leave sec officers stumped? Scan any object and activate in hand to camo yourself as that object. Note that anyone trying to interact with whatever you're impersonating as will cause the disguise to fail.
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Description
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A device that scans and impersonates.
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Devices and Tools
Fully Loaded Toolbox
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Cost: 2 TC Used for: Having a lot of tools. Strategy: Like hacking but too lazy to gather tools up? Here you are.
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Description
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A suspicious looking toolbox.
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Operations Funding
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Cost: 2 TC Used for: Funding. Strategy: Besides being able to buy pretty much anything, from an RP perspective you can use this for bribing.
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Description
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A briefcase with 10,000 untraceable credits for funding your sneaky activities.
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Firing Pin
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Cost: 2 TC Used for: Unlocking weapons. Strategy: Essentially, if you have a weapon that won't fire, shove this inside.
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Description
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A Syndicate-branded Firing pin - It should be compatible with nearly every weapon onboard.
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Morphic Clerical Kit
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Cost: 3 TC Used for: Falsification. Strategy: Provided you know how to write, you can use this to imitate anyone's writing.
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Description
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Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons.
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C-4
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Cost: 4 TC Used for: Making shortcuts Breaching into places. Strategy: Want a wall blown up? C4. Trapped? C4. Vent atmosphere into space? C4.
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Description
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Used to put holes in specific areas without too much extra hole.
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Heavy Armor Kit
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Cost: 4 TC Used for: Extra defense. Strategy: Excellent all-around defense against melee, bullets, and lasers. May save your life, but you're not invincible.
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Description
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A high-quality armor vest and helmet in a fetching tan. It is surprisingly flexible and light, even with the added webbing and armor plating.
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Encrypted Radio Channel Key
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Cost: 4 TC Used for: Listening in on everyone. Strategy: Pop this into your headset to get access to channels you normally wouldn't be able to listen to.
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Binary Translator Key
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Cost: 5 TC Used for: Listening in on stationbounds. Strategy: AI's going hard and making your life miserable? Ordering this might give you more insight into what they've got on you.
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Cryptographic Sequencer
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Cost: 6 TC Used for: Messing up electronics in various ways. Strategy: A favorite. Can be used on anything electronic and acts differently depending on what you swipe it on. Doors (if unbolted) will short out and open, medibots will inject poison, prosthetic limbs will explode when removed, etc.
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Description
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It's a card with a magnetic strip attached to some circuitry.
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Door Hacking Tool
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Cost: 6 TC Used for: Hacking doors in particular. Strategy: An Emag for doors minus the obvious damage. This is, to everyone else, just a regular multitool until it's unlocked with a screwdriver, in which case it's basically a skeleton key.
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Description
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Appears and functions as a standard multitool until the mode is toggled by applying a screwdriver appropriately. When in hacking mode this device will grant full access to any standard airlock within 20 to 40 seconds. This device will also be able to immediately access the last 6 to 8 hacked airlocks.
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Space Suit
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Cost: 6 TC Used for: Conducting EVA activities. Strategy: It's red, which is pretty obnoxious and screams "Hi I'm evil," (not that anyone should believe that ICly right off the bat), otherwise it's just a space suit that keeps you from succumbing to vacuum.
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Description
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A box that comes with a space suit, helmet, gas mask, and double extended emergency oxygen tanks.
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Thermal Imaging Glasses
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Cost: 6 TC Used for: Seeing who's behind where. Strategy: Where Mesons show turfs and material scanners show objects, thermal glasses show mobs. They also look like regular meson goggles.
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Description
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Just a regular pair of meson goggles.
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Powersink
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Cost: 10 TC Used for: Sinking power. Strategy: If you want power knocked out in an area (or the whole station if you're lucky), go ahead and setup this device on a knotted wire. NOTE: It will only drain power from the grid it's connected to; if engineering has setup substations and disabled bypasses, the effectiveness of a powersink will be greatly limited.
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Description
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A nulling power sink which drains energy from electrical systems.
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Hacked AI Upload Module
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Cost: 14 TC Used for: Subverting the AI. Strategy: Obviously this should only be ordered if an AI is actually present. Make sure you word the law right with no obvious loopholes.
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Hacked Supply Beacon
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Cost: 14 TC Used for: Getting supplies. Strategy: Wrench onto a power cable and it'll dispense gear where it was deployed. Can drop anything from botany seeds to laser weapons.
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Description
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An inactive, hacked supply beacon stamped with the Tau Ceti Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment.
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Advanced Pinpointer
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Cost: 15 TC Used for: Locating people. Strategy: Order when you really want to find someone. Won't give you their coordinates, but will instead point you in the direction they are relative to you. NOTE: May not work on changelings.
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Description
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An advanced pinpointer that can find any target with DNA along with various other items.
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Syndicate Cyborg Teleporter
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Cost: 35 TC Used for: Spawning a synthetic with a bunch of neat tools. Strategy: Unless you're a Mercenary, you'll need the cooperation of a few other traitors to get this. For the most part, it's a borg designed to assist you in any way possible.
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Description
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A single-use teleporter used to deploy a Syndicate Cyborg on the field. Due to budget restrictions, it is only possible to deploy a single cyborg at time.
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Thermal HUDPatch
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Cost: 6 TC Used for: Seeing who's behind where, but with one eye! Strategy: Works the same as the thermal glasses, just as an eye patch. This one is also less subtle.
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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.
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Night-Vision HUDPatch
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Cost: 4 TC Used for: Seeing in the dark, but with one eye! Strategy: Name says it all, you can see in the dark.
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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.
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Implants
Freedom Implant
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Cost: 6 TC Used for: Freeing yourself. Strategy: If you're pretty sure you're going to get caught, injecting this is a safe bet. Lets you escape cuffs and shackles with an emote. Has between one and five uses.
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Compressed Matter Implant
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Cost: 8 TC Used for: Hiding objects in a tiny space. Strategy: Indeed, you can hide anything you can hold in your hand inside this implant. Just make sure you put the item in before implanting yourself.
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Explosive Implant
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Cost: 10 TC Used for: Exploding individuals. Strategy: If you're pretty sure you're going to die, at least make it look pretty. Size of the explosion can be adjusted from simply blowing a limb off to clearing the width of a hallway. Simply say the set phrase and kaboom! Alternatively, you can implant this in someone else for giggles. EMPs can set these off as well.
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Uplink Implant
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Cost: Half your TC, and 80% of that half TC Used for: Keeping the uplink if you lose your other stuff. Strategy: While it does remove quite a bit of TC available to you, you'll have access to this unless you get operated on. Good for when you're stuck in the brig.
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Medical
Description
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The food of choice for the veteran. Do NOT overconsume.
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Combat Hypospray
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Cost: 6 TC Used for: Quick application of various medicines. Strategy: Pre-loaded with Oxycodone, Synaptizine, Hyperzine, and Arithrazine, mainly to get someone back on their feet rather than actually heal them.
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Description
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A hypospray loaded with combat stimulants.
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Surgery Kit
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Cost: 10 TC Used for: Surgery, obviously. Strategy: Contains all of the surgical tools needed to perform, well, surgery. Be sure to consult the surgery guide to ensure you do things right.
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Description
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Contains tools for surgery. Has precise foam fitting for safe transport
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Combat Medical Kit
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Cost: 12 TC Used for: Healing an assortment of injuries. Strategy: Contains pill bottles full of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, (non-functional) Spaceacillin pills, and splints.
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Description
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Contains advanced medical treatments.
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Mind-Freeing Pills
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Cost: 3 TC Used for: Subversion of biological crew. Strategy: Really wish someone would stop sucking up to their superiors and, by extension, Nanotrasen? Feed them a pill of Trisyndicotin. They'll feel less inclined to support their oppressive employers.
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Description
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Trisyndicotin is a super-strength, expensive antipsychotic medication intended for the use in interigation [sic]. Side effects include undying hatred to NanoTrasen and disrespect for authority.
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Hardsuit Modules
File:Modulethermal.png Thermal Scanner
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Cost: 4 TC Used for: Seeing where people are. Strategy: Unless someone else decides to wear the suit, you'll be the only one who knows that you can see everyone.
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Description
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A layered, translucent visor system for a hardsuit.
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File:Modulenet.png Net Projector
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Cost: 5 TC Used for: Capturing/ensnaring people. Strategy: This will fire a net at whoever you click on and, should it hit them, will prevent them from moving. They can, however still use items. Uses 60 energy per use.
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Description
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Some kind of complex energy projector with a hardsuit mount.
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Electrowarfare Suite and Voice Synthesiser
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Cost: 6 TC Used for: Impersonation and hiding from the AI. Strategy: Box contains a voice changer and a suite to keep the AI from tracking you.
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Description
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A bewilderingly complex bundle of fiber optics and chips.
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Maneuvering Jets
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Cost: 8 TC Used for: Maneuvering in space. Strategy: Because the RIG you're wearing is occupying your pack, this is one of very few ways of navigating through space.
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Description
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A compact gas thruster system for a hardsuit.
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Mounted Energy Gun
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Cost: 12 TC Used for: Shooting things dead. Look ma', no hands! Strategy: Considering you don't need hands to use RIG modules, this is a neat thing to have if your hands are occupied with other items.
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Description
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A forearm-mounted energy projector.
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Power Sink
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Cost: 12 TC Used for: Draining power, recharging. Strategy: Using this on a knotted wire can drain power from an area and recharge your suit with it. Pretty useful since manually recharging your battery can leave you terribly exposed.
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Description
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An [sic] heavy-duty power sink.
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Mounted Laser Cannon
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Cost: 16 TC Used for: Shooting things deader. Strategy: Basically a much more powerful version of the mounted e-gun, capable of dealing massive amounts of incapacitating burn damage quickly.
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Description
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A shoulder-mounted battery-powered laser cannon mount.
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Fake Announcements
File:PDA.png Update Announcement
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Cost: Half your total TC Used for: Making false announcements. Strategy: These can really be about anything: inform the crew that someone is totally a bad guy, intimidate people, pretend to be CC! Just put in the title of the announcement and the message in the next prompt.
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Description
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Causes a falsified update. Triggers immediately after supplying additional data.
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File:PDA.png Ion Storm Announcement
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Cost: 2 TC Used for: Making a false ion storm announcement. Strategy: Informs the crew that an ion storm has passed by. Not entirely useful on it's own, it's a good fallback in case you need to place the blame of chaos on synthetics. Works particularly well if you've already subverted some.
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Description
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Interferes with the station's ion sensors. Triggers immediately upon investment.
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File:PDA.png Radiation Storm Announcement
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Cost: 6 TC Used for: Influencing crew to go into maintenance tunnels. Strategy: If you'd like to get into places you're not supposed to be in and would like no one to see, this is a nice thing to buy, since anyone that bothered to pay attention to the announcements will be cowering in the tunnels.
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Description
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Interferes with the station's radiation sensors. Triggers immediately upon investment.
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Badassery
Useless Balloon
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Cost: All TC Used for: Immediately validating your demise. Strategy: I mean... hats off to you for blowing all of your crystals on this. It's just a balloon. There's also a NT variant.
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Description
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There is a tag on the back that reads "FUK NT!11!".
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Random Item
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Cost: Variable TC Used for: Whenever you're indecisive. Strategy: Exhausted all of your options and can't decide what to do for a gimmick? This'll hopefully give you an idea.
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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: Variable TC Used for: When you're really indecisive. Strategy: Will buy you multiple random items. Might be good, might be awful. Also it all spawns at your feet. Good luck.
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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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Telecrystals
Various options to empty your uplink of telecrystals, mainly used if you'd like to transfer them to another uplink. Sharing is caring
Mercenary Only
Ninja Only