Difference between revisions of "Uplink"

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|cost = 12
 
|cost = 12
 
|usedfor = Healing an assortment of injuries.
 
|usedfor = Healing an assortment of injuries.
|strategy = Contains pill bottles full of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, (non-functional) Spaceacillin pills, and splints.
+
|strategy = Contains pill bottles full of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, (non-functional) Thetamycin pills, and splints.
 
|description = Contains advanced medical treatments.
 
|description = Contains advanced medical treatments.
 
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|cost = 3
 
|cost = 3
 
|usedfor = Injecting yourself with useful stuff.
 
|usedfor = Injecting yourself with useful stuff.
|strategy = Contains Tricordrazine, Tramadol, Dexalin Plus, Spaceacillin, Dylovene, Nutrients, Hyronalin, and Radium.
+
|strategy = Contains Tricordrazine, Tramadol, Dexalin Plus, Thetamycin, Dylovene, Nutrients, Hyronalin, and Radium.
 
|description = A chemical injector that allows the user to inject themsleves [sic] with medical chemicals.
 
|description = A chemical injector that allows the user to inject themsleves [sic] with medical chemicals.
 
}}
 
}}

Latest revision as of 08:55, 11 August 2019

This section or article is a Work in Progress.
Assigned to: Burrito Justice

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to complain on the forums or try summoning another staff member.

Antagonistic Gear

All gear under this heading can be ordered by anyone with an uplink, provided they know how to unlock and use it and there are enough telecrystals. Items with a green background are safe to carry/wear, while yellow are items that are illegal upon further investigation, and red backgrounds are outright contraband.

Ammunition

All items under this heading are ammo for weapons and firearms. Obviously these are all useless on their own and without a firearm.

9mmmag.png
9mm ammo
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.
Description
A magazine storing 10 9mm parabellum rounds.


Chemdarts.png
Darts
Cost: 1 TC
Used for: Reloading a dart gun.
Strategy: Create the chemical mix of your choice before ordering these.
Description
Darts that are automatically loaded into the gun from the magazine. Draws from a beaker attached to the gun. Stores 5 darts.


Tommy-mag.png
Tommygun Magazine (.45)
Cost: 2 TC
Used for: Reloading firearms chambering .45
Strategy: Order as necessary.
Description
A slim magazine utilizing powerful rounds. Stores 20 .45 rounds.


Tommy-drum.png
Tommygun Drum Magazine (.45)
Cost: 4 TC
Used for: Reloading the Tommygun.
Strategy: Order if you have a room to clear out.
Description
A drum magazine with 50 .45 rounds.


357mag.png
.357
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.
Description
A speed loader with 7 .357 rounds.


Box.png
14.5
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.
Description
A box with 7 individual 14.5 rounds.

Grenades and Thrown Objects

This section covers thrown explosives, among other types of grenades, ranging from making areas dark to messing people the h*ck up with shrapnel.

Delivery.png
Manhack Delivery Grenade
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.
Description
A grenade packed with quickly deploying manhacks, ready to shred anything in the way.


Emp.png
Photon Disruption Grenades
Cost: 4 TC
Used for: Temporarily darkening areas completely.
Strategy: Best used in small rooms with an easy exit.
Description
A box with five grenades designed to disrupt photons and remove light from areas.


Flashbang.gif
Smoke Grenades
Cost: 4 TC
Used for: Providing cover via wall of smoke.
Strategy: Best used while retreating under enemy fire.
Description
A box with five smoke grenades.


Emp.png
EMP Grenades
Cost: 6 TC
Used for: Disrupting/damaging anything electronic.
Strategy: Synthetics and crew with prosthetics will all suffer greatly to a grenade like this.
Description
A box with five EMP grenades.


Frag.png
Frag Grenades
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.
Description
A box with five anti-personnel fragmentation grenades.

Highly Visible and Dangerous Weapons

Everything under here is, obviously, very illegal and will attract the attention and potential wrath of Security.

Dgun.png
Dart Gun
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.
Description
A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.


Ebow.png
Energy Crossbow
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.
Description
A weapon favored by many mercenary stealth specialists.


Forceglove.png
Force Gloves
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.
Description
These gloves bend gravity and bluespace, providing a boost to your melee damage output by 2.5x


Esword.png
Energy Sword
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.
Description
May the force be within you.


Silenco.png
Silenced 9mm
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.
Description
A silenced, small pistol for quiet business.


Mecha laser.png
Exosuit Rigged Laser
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.
Description
While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.


Hammer.png
Kneebreaker Hammer
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.
Description
A heavy hammer made of plasteel, the other end could be used to pry open doors.


Revolver.png
Revolver
Cost: 12 TC
Used for: Taking care of business loudly.
Strategy: Uses powerful .357 magnum rounds. Want someone dead quick? Use this.
Description
The classic Necropolis Industries .357 revolver, for when you only want to shoot once.


Tommy.png
Tommy Gun
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.
Description
A classic Thompson submachine gun, ya see? Uses .45 rounds.


Icelance.png
Icelance Rifle
Cost: 6 TC
Used for: Taking care of business with hand-cranked lasers.
Strategy: Tired of ammo management? Try this! Just be aware that each crank takes about two seconds to accomplish.
Description
A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually.


Minehe.png
Land Mine
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.
Description
An anti-personnel explosive device used for area denial.


Mineemp.png
EMP Land Mine
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.
Description
An EMP mine capable of disrupting anything electronic.


Minen2o.png
N2O Land Mine
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.
Description
A sleepy mine that disperses N2O into the atmosphere.


Powerfist.png
Power Fist
Cost: 4 TC
Used for: Punching people. Hard.
Strategy: On top of granting stronger punches, this also knocks foes back.
Description
A metal gauntlet with a piston-powered ram on top for that extra punch in your punch.


Clawgloves.png
Clawed Gauntlets
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.
Description
A pair of metal gauntlets outfited with menacing sharp blades.


Cqcbook.png
Wrestling Manual
Cost: 6 TC
Used for: Learning how to wrassle.
Strategy: Wrestling is always fun. Use this for gimmicks in the holodeck.
Description
A manual designated to teach the user about the art of wrestling.


Cqcbook.png
SolCom Manual
Cost: 6 TC
Used for: Learning how to combat things better.
Strategy: It's martial arts. Nothing can go wrong. Nothing.
Description
A manual designated to teach the user about the martial art of solarian combat, a style based on traditional human martial arts.


Amr.png
Anti-materiel Rifle
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.
Description
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.


Chainsaw.png
Chainsaw
Cost: 10 TC
Used for: Shredding everything and everyone.
Strategy: A powerful saw capable of ruining anyone's day. Requires two hands to operate.
Description
A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.


Shuriken.png
Steel Throwing Star
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.
Description
A sharp, perfectly weighted piece of metal.

Stealthy and Inconspicuous Weapons

These items are designed to be inconspicuous and hard to ascertain their true nature without intensive investigation.

Synsoap.png
Subversive Soap
Cost: 1 TC
Used for: Slipping pursuers.
Strategy: Someone chasing you? Drop this behind you. They'll probably slip over it.
Description
An untrustworthy bar of soap. Smells of fear.


Redbox.png
Cigarette Kit
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.
Description
Various cigarettes with different reagents.


Beaker.png
Random Toxin - Beaker
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.
Description
An apple will not be enough to keep the doctor away after this.


Detocart.png
Detomatix PDA Cartridge
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.
Description
A cartridge that makes other PDAs blow up!


Pen.png
Paralysis Pen
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.
Description
An inconspicuous pen full of zombie powder.


Canesword.png
Concealed Cane Sword
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.
Description
An old cane to help with walking.


Ring.png
Sleepy Ring
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.
Description
A ring with a secret inside!

Stealth and Camouflage Items

Items that are really designed to be inconspicuous.

Brshoe.png
No-Slip Shoes
Cost: 1 TC
Used for: Avoiding slips.
Strategy: Best worn when combined with flooding hallways full of lube, soap, and bananas.
Description
A pair of brown shoes. They seem to have extra grip.


Redbox.png
Bug Kit
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.
Description
Nothing to see here.


Id regular.png
Agent ID Card
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.
Description
An ID capable of a variety of things.


Redbox.png
Chameleon Kit
Cost: 5 TC
Used for: Stealth.
Strategy: Good for impersonating ranks and the like.
Description
Contains chameleon jumpsuit, hat, suit, shoes, backpack, gloves, masks, glasses, and a gun that can all be configured and changed!


Gasmask.png
Voice Changer
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.
Description
A face-covering mask that can be connected to an air supply. It seems to house some odd electronics.


Cham.png
Chameleon-Projector
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.
Description
A device that scans and impersonates.

Devices and Tools

Name says it all. An assortment of tools of varying levels of illegal to help you do things you're probably not allowed to do under normal circumstances.

Blacktoolbox.png
Fully Loaded Toolbox
Cost: 2 TC
Used for: Having a lot of tools.
Strategy: Like hacking but too lazy to gather tools up? Here you are.
Description
A suspicious looking toolbox.


Securebriefcase.png
Operations Funding
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.
Description
A briefcase with 10,000 untraceable credits for funding your sneaky activities.


Pin.png
Firing Pin
Cost: 2 TC
Used for: Unlocking weapons.
Strategy: Essentially, if you have a weapon that won't fire, shove this inside.
Description
A Syndicate-branded Firing pin - It should be compatible with nearly every weapon onboard.


Redbox.png
Morphic Clerical Kit
Cost: 3 TC
Used for: Falsification.
Strategy: Provided you know how to write, you can use this to imitate anyone's writing.
Description
Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons.


Seismic Charge.png
C-4
Cost: 4 TC
Used for: Making shortcuts Breaching into places.
Strategy: Want a wall blown up? C4. Trapped? C4. Vent atmosphere into space? C4.
Description
Used to put holes in specific areas without too much extra hole.


Heavyarmor.png
Heavy Armor Kit
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.
Description
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.


Radiokey.png
Encrypted Radio Channel Key
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.
Description
None


Radiokey.png
Binary Translator Key
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.
Description
None


Emag.png
Cryptographic Sequencer
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.
Description
It's a card with a magnetic strip attached to some circuitry.


Multitool.png
Door Hacking Tool
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.
Description
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.


Syndiespacesuit.png
Space Suit
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.
Description
A box that comes with a space suit, helmet, gas mask, and double extended emergency oxygen tanks.


MGlasses.png
Thermal Imaging Glasses
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.
Description
Just a regular pair of meson goggles.


Powersink.png
Powersink
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.
Description
A nulling power sink which drains energy from electrical systems.


Moduleai.png
Hacked AI Upload Module
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.
Description
None


Beacon.png
Hacked Supply Beacon
Cost: 14 TC
Used for: Getting supplies.
Strategy: Wrench onto a power cable and it'll dispense gear where it was deployed. WARNING: This is a ballistic supply pod, meaning it doesn't teleport in, it crashes into the target destination. Also sends out a rather obvious CC announcement. Can drop anything from botany seeds to laser weapons.
Description
An inactive, hacked supply beacon stamped with the Tau Ceti Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment.


Pinpointer.gif
Advanced Pinpointer
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.
Description
An advanced pinpointer that can find any target with DNA along with various other items.


Cyborgtele.png
Syndicate Cyborg Teleporter
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.
Description
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.


Patch.png
Thermal HUDPatch
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.
Description
A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes.


Patch.png
Night-Vision HUDPatch
Cost: 4 TC
Used for: Seeing in the dark, but with one eye!
Strategy: Name says it all, you can see in the dark.
Description
A light-amplifying display that connects directly to the optic nerve of the user. Helps you avoid a battery charge from bumping an officer in the dark.

Implants

All items here go into whatever you implant. Getting put in a body scanner will probably reveal the presence of these, so keep that in mind.

Redbox.png
Freedom Implant
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.
Description
None


Redbox.png
Compressed Matter Implant
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.
Description
None


Redbox.png
Explosive Implant
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.
Description
None


Redbox.png
Uplink Implant
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.
Description
None

Medical

A number of medical-related items here, mostly to help rather than harm you or others.

Donkpocket.png
Box of Sin-Pockets
Cost: 2 TC
Used for: Quick combat heals.
Strategy: Contains Doc's Delight, Hyperzine, and Synaptizine, good for healing and getting stimulant buffs.
Description
The food of choice for the veteran. Do NOT overconsume.


Combathypo.png
Combat Hypospray
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.
Description
A hypospray loaded with combat stimulants.


Surgerykit.png
Surgery Kit
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.
Description
Contains tools for surgery. Has precise foam fitting for safe transport


Combatkit.png
Combat Medical Kit
Cost: 12 TC
Used for: Healing an assortment of injuries.
Strategy: Contains pill bottles full of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, (non-functional) Thetamycin pills, and splints.
Description
Contains advanced medical treatments.


Redbox.png
Box of Combat Stimulants
Cost: 6 TC
Used for: Doping up on "winner" drugs.
Strategy: This comes with drugs that you inhale and breathe, and even comes with an empty cartridge to use if you have access to chemistry. These three cartridges hold 30u of reagents, and the combat inhaler sprays all of the contents of a cartridge in one go. You probably shouldn't inhale the hyperzine cartridge seriously what the hell.
Description
Comes with a combat inhaler, a large cartridge of hyperzine, a large cartridge of inaprovaline, and a large empty cartridge.

Hardsuit Modules

If you don't have a hardsuit, this section is probably best left alone. If you do, however, have a hardsuit, almost all of these items will be hidden within your control module as long as they're inactive.

Modulethermal.png
Thermal Scanner
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.
Description
A layered, translucent visor system for a hardsuit.


Modulenet.png
Net Projector
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. Costs 4 TC if you're a ninja.
Description
An unlimited use net, if the user has enough power, that can be thrown at others causing them to be trapped. The net can be broken with brute force.


Groundingrod.png
Electrowarfare Suite and Voice Synthesiser
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.
Description
A bewilderingly complex bundle of fiber optics and chips.


Modulejets.png
Maneuvering Jets
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.
Description
A compact gas thruster system for a hardsuit.


Moduleegun.png
Mounted Energy Gun
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.
Description
A forearm-mounted energy projector.


Modulesink.png
Power Sink
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. Costs 4 TC if you're a ninja.
Description
An [sic] heavy-duty power sink.


Modulecannon.png
Mounted Laser Cannon
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.
Description
A shoulder-mounted battery-powered laser cannon mount.

Fake Announcements

Fake announcements. That's about it. All of these will activate the moment you invest in them.

PDA.png
Update Announcement
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.
Description
Causes a falsified update. Triggers immediately after supplying additional data.


PDA.png
Ion Storm Announcement
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.
Description
Interferes with the station's ion sensors. Triggers immediately upon investment.


PDA.png
Radiation Storm Announcement
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.
Description
Interferes with the station's radiation sensors. Triggers immediately upon investment.

Badassery

How to be a cool kid: the guide: the subheading: the text.

Sballoon.png
Useless Balloon
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.
Description
There is a tag on the back that reads "FUK NT!11!".


Sballoon.png
Random Item
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.
Description
Buys you one random item.


Sballoon.png
Random Items
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.
Description
Buys you as many random items you can afford. Convenient packaging NOT included.

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

All items under here are only unlocked if the round has mercenaries.

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Crew Arrival Announcement/Records
Cost: 8 TC
Used for: Making crew believe you and your team are crew!
Strategy: This will basically announce your arrival to the station as whatever job you pick, and uploads medical, employment, and security records along with your picture (which uses whatever you're wearing/holding for the picture) so that you can run around freely to discretely do your mercenary work.
Description
Creates a fake crew arrival announcement as well as fake crew records, using your current appearance (including held items!) and worn id card. Trigger with care!


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Teleporter Circuit Board
Cost: 10 TC
Used for: Teleporting onto the station.
Strategy: If your team doesn't really want to dock with the station, getting this will allow you to teleport onto the station.
Description
A circuit board to build a teleporter.


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Surplus Crate
Cost: 100 TC
Used for: When, not only you, but your entire team is indecisive.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate. Contains about six uplinks worth of uplink items.
Description
A crate containing x telecrystals worth of surplus leftovers

Ninja Only

These items are only available to ninjas. Some items found in other sections are cheaper here!

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Emergency Power Generator
Cost: 4 TC
Used for: Getting suit power in a hurry.
Strategy: If you don't buy a power sink and don't like carrying around a cell charger, this is a pretty safe thing to buy.
Description
An emergency use power generator that gives 1000 power to the suits battery. Has a long cooldown.


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Stealth Field
Cost: 6 TC
Used for: S T E A L T H
Strategy: Unless you're a real hardcore ninja, this will help keep you invisible to the crew.
Description
A module that allows the user to go invisible. Consumes power when active.


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Standard Grenade Launcher
Cost: 6 TC
Used for: Deploying useful grenades.
Strategy: Has three of each support grenade, useful for smoke bombing and fleeing from danger.
Description
A shoulder mounted grenade launcher with 3 EMP, Smoke, and flashbang grenades. It can be refilled with more grenades.


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Energy Blade and Dart Launcher
Cost: 8 TC
Used for: Slicing and sleeping.
Strategy: Energy blade is basically an e-sword that doesn't drop when you fall over. It can also cut things open like lockers and bolted doors. Stun darts stun instantly and deal minor toxins.
Description
A module that can produce a powerful energy blade in the users hand. It can also shoot stun-darts.


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Matter Fabricator
Cost: 4 TC
Used for: Producing shurikens.
Strategy: If you really like throwing stuff, this may be the module for you.
Description
A hardsuit matter fabricator that can produce sharp steel ninja stars used for throwing.


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EMAG Hand Module
Cost: 5 TC
Used for: Emagging.
Strategy: I mean... it's an Emag in your hand. Emag stuff.
Description
A module that allows the user to apply an EMAG effect to the targeted item.


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Chemical Injector
Cost: 3 TC
Used for: Injecting yourself with useful stuff.
Strategy: Contains Tricordrazine, Tramadol, Dexalin Plus, Thetamycin, Dylovene, Nutrients, Hyronalin, and Radium.
Description
A chemical injector that allows the user to inject themsleves [sic] with medical chemicals.


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Combat Injector
Cost: 4 TC
Used for: Injecting yourself with other useful stuff.
Strategy: Contains Synaptizine, Hyperzine, Oxycodone, and Nutrients.
Description
A chemical injector that allows the user to inject themsleves [sic] with combat chemicals.


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Active EMP Shielding
Cost: 4 TC
Used for: Shielding from EMP and ionospherics.
Strategy: Best way to take out a hardsuit is to EMP it. Using this will help reduce the damage you may receive from ion rifles from security.
Description
A very complicated module for a hardsuit that protects it to some degree from EMPs.