Руководство по Аплинку

Материал из SS220
(перенаправлено с «Guide to Uplinks»)
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Для осуществления ваших коварных планов, некоторые антагонисты обладают доступом к аплинку – устройству позволяющему приобретать оружие, снаряжение, и другие устройства используя телекристаллы ("ТК") и мгновенно телепортирущее их в ваше местоположение. Кроме этого аплинк может быть использован для получения нелегальной информации о экипаже ИКН "Сьерра".

Когда игрок становится Предателем, Главой Революции, Наёмником, или Оперативником, он получит аплинк заполненый телекристаллами – по умолчанию, 130ТК. Тип аплинка определяется предпочтениями игрока в разделе "Роли" настроеек персонажа, за исключением наёмников, которое всегда получают “Оригинальный Аплинк” (вместе с дополнительными ТК).

Виды Аплинка:

  • КПК: Вид аплинка по умолчанию – установлен в ваш КПК при его наличии. Введите ваш код от аплика в программу TaxQuickly 1.45b для доступа к аплинку. Ваш код от аплинка может быть проверен в разделе IC - Notes, обычно имеют вид трехзначного числа и греческой буквой (пример: “319 Delta”).
  • Наушник: Установлен в ваш наушник при его наличии. Введите частоту аплинка в наушник для доступа к аплинку. Так же как код КПК, частота аплинка может быть проверена в IC - Notes.
  • Оригинальный Аплинк: Громоздкий блок аплинка в форме коротковолнового радиоприемника. Программа аплинка всегда активна, делая этот вариант более заметным. Этот вид содержит на 30% больше TК чем обычно, в общей сложности 169 ТК. Наёмники всегда получают этот вид аплинка.
  • Имплант: Внутренний аплинк, установленный в вашей голове, активируется специальной эмоцией. Этот вид содержит на 20% меньше ТК чем обычно, в общей сложности 104ТК.
  • Телекристаллы: Сырые телекристаллы, без возможности обменять их на снаряжение. Этот вид содержит на 50% больше ТК чем обычно (в общей сложности 195ТК),но их трудно использовать, если только вы не сможете получить в свои руки другой аплинк.

On opening your uplink, you'll be presented with a menu with two sections:

  • "Запрос Предметов" Позволяет вам покупать снаряжение, оружие, и остальные инструменты используя ваши ТК. Список предметов, которые можно купить, разбит на различные категории – Полный список предметов, которые можно приобрести через аплинк, а также их стоимость в ТК, приведен ниже. Обратите внимание, что некоторые предметы ограничены определенными типами антагонистов.
  • "Exploitable Information" allows you to access illicit information on the crew-members of the Torch. This information is written by players about their characters using the “Exploitable Information” section in the Roles tab of Character Setup, and can range from anything from dirty secrets to blackmail to bounties. If you find yourself in need of a gimmick, or just need some leverage on another character, this is a good place to start.

Once you're finished shopping, remember to close your uplink – otherwise, anyone snooping around through your stuff will be able to find it!

List of Uplink Items

Ammunition

Item Icon TC Cost Description Restrictions
Ammobox of Flechette Shells
Ammobox.png
12 An ammobox with 2 sets of shell holders. Contains 8 extra accurate flechette shells.

Caliber: 12g. Loads shotguns, including the Combat Shotgun, Sawnoff Shotgun and Pop-out Shotgun. Flechette shells fall between standard shotgun shells and slugs in terms of damage, providing a good mid-range option against unarmored and lightly armored targets.
Mercenary Only
Ammobox of Shotgun Shells
Ammobox.png
8 An ammobox with 2 sets of shell holders. Contains 8 buckshot shells total.

Caliber: 12g. Loads shotguns, including the Combat Shotgun, Sawnoff Shotgun and Pop-out Shotgun. Shotgun shells create a spray of pellets when fired, while slugs act like standard ammunition - shells work best at short range, against unarmored targets.
Ammobox of Shotgun Slugs
Ammobox.png
8 An ammobox with 2 sets of shell holders. Contains 8 slugs total.

Caliber: 12g. Loads shotguns, including the Combat Shotgun, Sawnoff Shotgun and Pop-out Shotgun. Shotgun shells create a spray of pellets when fired, while slugs act like standard ammunition.
Ammobox of APDS Sniper Rounds
Ammobox.png
12 A container of armor piercing rounds for the anti-materiel rifle. Contains 3 rounds.

Caliber: 15mmR. Loads the Anti-Materiel Sniper Rifle. Designed specifically to deal with heavily-armored targets.
Mercenary Only
Ammobox of Sniper Rounds
Ammobox.png
8 A container of rounds for the anti-material rifle. Contains 7 rounds.

Caliber: 15mmR. Loads the Anti-Materiel Sniper Rifle.
Mercenary Only
Dart Cartridge
Magazine dartcartridge.png
4 A small cartridge for a gas-powered dart gun. Contains 5 hollow darts.

Caliber: dart. Loads the Dart Gun.
Flechette Rifle Magazine
Magazine flechette.png
8 A rifle magazine loaded with flechette rounds. Contains 9 rounds.

Caliber: flechette munition. Loads the Flechette Rifle.
Mercenary Only
Haywire Slug
Haywire slug.png
1 Single 12-gauge shotgun slug fitted with a single-used ion pulse generator.

Caliber: 12g. Roughly equivalent to a shot from an ion rifle. Loads shotguns, including the Combat Shotgun, Sawnoff Shotgun and Pop-out Shotgun.
Heavy Bullpup Rifle Magazine
Magazine bullpup.png
8 A 7mmR magazine for heavy bullpup assault rifles like the Z8 Bulldog. Contains 15 rounds.

Caliber: 7mmR. Loads the Bullpup Assault Rifle (not available over uplink) and the Battle Rifle.
Light Bullpup Rifle Magazine
Magazine bullpup.png
8 A 7mmR magazine for light bullpup assault rifles like the Z9 Pitbull. Contains 20 rounds.

Caliber: 7mmR. Loads the Light Bullpup Assault Rifle (not available over uplink).
Magnum Magazine
Magazine magnum.png
8 A 15mm magazine for magnum pistols. Contains 7 rounds.

Caliber: 15mm. Loads the Magnum Pistol.
Magnum Speedloader
Speedloader magnum.png
8 A 15mm speedloader for magnum revolvers. Contains 6 rounds.

Caliber: 15mm. Loads the Magnum Revolver.
Rifle Magazine
Magazine rifle.png
8 A 5mmR magazine for assault rifles like the STS-35. Contains 20 rounds.

Caliber: 5mmR. Loads the Assault Rifle.
Shotgun Drum Magazine
Shotgun drum.png
12 A drum magazine that can hold fifteen 12g shotgun shells. Loaded with buckshot.

Caliber: 12g. Loads the Auto Shotgun (not available over uplink).
Shotgun Flechette Drum Magazine
Shotgun drum.png
12 A drum magazine that can hold fifteen 12g shotgun shells. Loaded with slugs.

Caliber: 12g. Loads the Auto Shotgun (not available over uplink).
Shotgun Slug Drum Magazine
Shotgun drum.png
12 A drum magazine that can hold fifteen 12g shotgun shells. Loaded with flechettes.

Caliber: 12g. Loads the Auto Shotgun (not available over uplink).
Small EMP Ammo Box
Ammobox emp.png
6 A box of 7mm EMP ammo for holdout pistols and revolvers. Contains 8 rounds.

Caliber: 7mm. Roughly the same as an ion pistol, but with a 1x1 area of effect. Loads the Small Revolver and Small Silenced Pistol (must be loaded into an empty Small Magazine).
Small Magazine
Magazine rifle.png
3 A 7mm magazine for holdout pistols like the P3 Whisper. Contains 8 rounds.

Caliber: 7mm. Loads the Small Silenced Pistol.
Small Speedloader
Speedloader.png
3 A 7mm speedloader for holdout revolvers like the A&M Partner. Contains 6 rounds.

Caliber: 7mm. Loads the Small Revolver.
Standard Box Magazine
Magazine smg.png
8 A 10mm magazine for standard SMGs like the C-20r. Contains 20 rounds.

Caliber: 10mm. Loads the Standard Machine Gun.
Mercenary Only
Standard Doublestack Magazine
Magazine doublestack.png
9 A 10mm magazine for large, heavy military pistols. Contains 15 rounds.

Caliber: 10mm. Loads the Service Pistol, GCN, Heavy and the Service Pistol, SCG, Heavy.
Standard EMP Ammo Box
Ammobox emp.png
8 A box of 10mm EMP ammo for standard pistols. Contains 15 rounds.

Caliber: 10mm. Roughly equivalent to a shot from an ion pistol. Loads standard pistols, including the Standard Machine Pistol (must be loaded into an empty Standard Stick Magazine ) and the Standard Military Pistol (must be loaded into an empty Standard Doublestack Magazine ), as well as the standard revolver (not available over uplink).
Standard Singlestack Magazine
Magazine doublestack.png
6 A 10mm magazine for small, light military pistols. Contains 8 rounds.


Caliber: 10mm. Loads the the Service Pistol, GCN, Light and the Service Pistol, SCG, Light

Standard Speedloader
Speedloader.png
8 A 10mm speedloader for standard revolvers like the Lumoco Solid. Contains 6 rounds.

Caliber: 10mm. Loads the standard revolver (not available over uplink).
Standard Stick Magazine
Magazine stick.png
8 A 10mm magazine for standard machine pistols like the MP6 Vesper. Contains 16 rounds.

Caliber: 10mm. Loads the Standard Machine Pistol.
Stripper Clip
Stripper clip.png
2 A 5mmR stripper clip used to load bolt action rifles. Contains just 5 rounds.

Caliber: 5mmR. Loads the Bolt Action Rifle.

Augments

Implantable augments to for various nefarious purposes. Each augment comes in a compact bionic module (CBM), a one-use device which will automatically surgically install the augment in the user. To use, buckle yourself to a chair or bed and activate the CBM in-hand. Moving during this process will interrupt the surgery and deactivate the CBM. This process is extremely painful without painkillers. Alternatively, the augment can be removed from the CBM with a crowbar to install via normal surgery (while breaking the CBM).

Note that each body part can only fit one augment at a time, so make sure you know which augments you want before purchasing.

Item Icon TC Cost Description Restrictions
Adaptive Binoculars CBM (head)
Cbm.png
30 A pair of ultrathin lenses can be deployed or retracted at will from your eye sockets. They have powerful zoom capabilities, allowing you to see into the distance. They have been configured to be undetectable on body scanners.

This augment implants in the head. Acts as built-in binoculars.
Concealed Powerfist CBM (arm)
Cbm.png
60 A bulky augment that slots in the AG-23 Pneumatic Powerfist. Perfect for when you need something with more oomph. Comes with it's own tank.

It is unconcealable from body-scanners, and easily detectable due to it's weight.

This augment implants in the left or right arm - this can be toggled by using a screwdriver on the CBM before installation. Force depends on tank's output pressure. Only implantable in synthetic limbs.
Iatric Monitor CBM (head)
Cbm.png
20 A small computer system attached to the brain stem that monitors your life signs. It has been configured to be undetectable on body scanners. It can be activated to gain a simple readout of your current physical state that can be understood regardless of your medical skill.

This augment implants in the head. Outputs health scanner information for the use. Not compatible with synthetic biologies.
Internal Air System CBM (chest, active)
Cbm.png
24 This flexible air sack housed in your torso slowly fills with safe air as you breathe, and can be used as a low-capacity internals source if nothing else is available. It will automatically filter out the safest air for your species. It has been configured to be undetectable on body scanners.

This augment implants in the upper body. Acts as a built-in internals tank, which slowly refills over time to a maximum capacity of 1013kPa. Still requires a mask or other internals device in order to use. Not compatible with synthetic biologies.
Pop-out Shotgun CBM (arm)
Cbm.png
60 Replacing a hefty part of your forearm, this mechanism can be controlled with a flicking motion to reveal a long 12-gauge barrel that can fit a single shell. The ultimate trump card when you're out of options. It comes pre-loaded with a single buckshot shell.

Due to its bulk, it is impossible to conceal from body scanners, and will be discovered by anyone feeling your bones - install with caution!

This augment implants in the left or right arm - this can be toggled by using a screwdriver on the CBM before installation.

This augment provides a built-in, pop-out ballistic weapon - fits 1 round at a time, and can be reloaded with loose 12g rounds, such as the Haywire Slug or ammo from the Ammobox of Shotgun Shells, Ammobox of Shotgun Slugs, or Ammobox of Flechette Shells. Doesn't have a safety.

Wrist Blade CBM (arm)
Cbm.png
32 This concealed housing is mounted inside your lower arm, and can be activated to extend a vicious, lightweight blade. Useful for assassinations or self-defense. Developed especially for concealment, its presence will not be revealed by body scanners.

This augment implants in the left or right arm - this can be toggled by using a screwdriver on the CBM before installation. Each body part can only fit one augment at a time.

Badassery

Item Icon TC Cost Description Restrictions
Crayon MRE
Crayon mre.png
130 An exceptionally robust MRE.

Contains a box of crayons, three sauce packets of randomly-colored crayon powder, and a rainbow crayon for dessert. For the traitor of refined culinary taste.
Modded Foam Gun
Foam gun.png
32 It's a Jorf revolver blaster and 14 weighted darts. Even after aftermarket modification to increase its range and launch velocity, it's not a very effective weapon.

Holds up to 6 darts at a time. Doesn't hurt very much.
A Fortune Cookie
Fortunecookie.png
130 Why would you buy this?

Crunchy. Pointless.
Random Item ??? 1+ Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals!
Surplus Crate
Shipping crate.png
520 A crate containing 780 telecrystals worth of surplus leftovers. If you can find some help to pay for it, you might strike gold. Mercenary Only
Useless Balloon (Corporate)
Balloon nt.png
130 For showing that you love the company SOO much.
Useless Balloon (Criminal)
Balloon syndicate.png
130 For showing that You Are The BOSS.
Useless Balloon (Random) ??? 130 Randomly selects a ballon for you. For showing 'Whatevah~'

Devices & Tools

Item Icon TC Cost Description Restrictions
Binary Gas Bomb
Ttvbomb.png
30 A remote-activated phoron-oxygen bomb assembly with an included signaler. A flashing disclaimer begins with the warning 'SOME DISASSEMBLY/REASSEMBLY REQUIRED.'

Clicking the bomb in-hand and viewing the attached remote signaling device will allow you to view and adjust the frequency and signal required to detonate the bomb. To detonate, you'll need to send the signal over the correct frequency with a second remote signaling device (not included) - these can be found in Vendomats (there's one in Primary Tool Storage), or in the Toximate 3000 on the Petrov, among other places on the Torch. Alternatively, you can remove the attached remote signaling device and add another trigger of your choosing.

Opening the bomb's valve or sending the detonation signal while you are holding the bomb will cause the bomb to blow up in your hands, so try to avoid this.
Binary Translator Key
Cypherkey.png
20 This headset encryption key will allow you to both listen and speak on the binary channel that synthetics and AI have access to. Remember, non-synths don't normally have access to this channel, so talking in it will raise suspicion. Use a screwdriver on your headset to exchange keys.

Use the prefix ":x" to speak over this channel.
C-4
C4.png
16 Set this on a wall to put a hole exactly where you need it.

Can be placed on doors, walls, and most large objects, such as lockers and vending machines. Creates a small, targeted explosion that destroys the object it's placed on with minimal damage to surrounding tiles. Click in hand to adjust the detonation timer, to a minimum of 10 seconds. By default, the detonation occurs 10 seconds after the C-4 is planted.
Camera MIU
Camera miu.png
60 Wearing this mask allows you to remotely view any cameras you currently have access to. Take the mask off to stop viewing.

Excellent for keeping track of monitored areas on the ship, especially public spaces. Camera view can also be toggled on or off using the "Toggle MUI" button.

Cost is reduced to 30TC for mercenaries.
Cryptographic Sequencer
Emag.png
24 An electromagnetic card capable of scrambling electronics to either subvert them into serving you, or giving you access to things you normally can't. Doors can be opened with this card even if you aren't normally able to, but will destroy them in the process. This card can have its appearance changed to look less conspicuous.

Better known as an "e-mag". Can be used 10 times before breaking. The cryptographic sequencer can be disguised as a data card, blank ID, or union card for greater discretion.
Diving Helmet
Diving helmet.png
12 An antique diver's helmet that was designed to withstand immense pressures. Works as a space helmet. Only fits humans.

Provides good protection against most environmental conditions, as well as most weapons.
Door Hacking Tool
Multitool.png
24 Appears and functions as a standard multitool until a screwdriver is used to toggle it. While in hacking mode, this device will grant full access to any airlock in 20 to 40 seconds. This device will be able to continuously re-access the last 6 to 8 airlocks it was used on.

A whole world of hacking possibilities, with none of the technical know-how required.
Duct Tape
Duct tape.png
2 A roll of duct tape. Patch holes in your voidsuit, or silence your victims.
Encrypted Radio Channel Key
Cypherkey.png
1 This headset encryption key will allow you to speak on a hidden, encrypted radio channel. Use a screwdriver on your headset to exchange keys.

Use the prefix ":t" to speak over this channel.
Energy Shield 24 An extendable hardlight shield projector.

For self-defense. If hit with an EMP, stops working for 30 - 90 seconds.

Extra-Strength Polychromic Dye
Polychromic dye.png
10 15 units of a tasteless dye that causes chemical mixtures to take on the color of the dye itself. Very useful for disguising poisons to the untrained eye; even large amounts of reagents can be fully recolored with only a few drops of dye. Like the mundane variety of polychromic dye, you can use the bottle in your hand to change the dye's color to suit your needs.

A chemical analysis of any dyed liquid will show its true identity, but won't reveal the presence of the dye itself.
Flashdark
Flashlight.png
32 A device similar to a flash light that absorbs the surrounding light, casting a shadowy, black mass.

Fantastic for obscuring vision or for lurking ominously.
Fully Loaded Toolbox
Syndicate toolbox.png
8 A hefty toolbox filled with all the equipment you need to get past any construction or electrical issues. Instructions and materials not included.

Contains a wrench, screwdriver, welding tool, crowbar, multitool, a pair of wire cutters, and a pair of insulated gloves.
Hacked Supply Beacon (DANGER!)
Hacked beacon.png
52 Wrench this large beacon onto an exposed power cable, in order to activate it. This will call in a drop pod to the target location, containing a random assortment of (possibly useful) items. The ship's computer system will announce when this pod is en route.

Note: The supply pod will crush whatever is underneath it.

Hacked AI Upload Module
Ai upload.png
52 A module that can be used anonymously add a singular, top level law to an active AI. All you need to do is write in the law and insert it into any available AI Upload Console.

Also applies to the laws of stationbound synthetics.
Handcuffs
Handcuffs box.png
5 A box of 7 handcuffs.
Handheld Shield Diffuser
Handheld shield diffuser.png
16 A small device used to disrupt energy barriers, and allow passage through them.

For breaching energy shields - namely, those around the ship.
Heavy Armor Vest and Helmet
Satchel.png
16 This satchel holds a combat helmet and fully equipped plate carrier. Suit up, and strap in, things are about to get hectic.

The armor provides good protection against against ballistic rifles and energy handguns, as well as melee attacks. Causes slowdown.
Morphic Clerical Kit
Box of doom.png
16 Comes with everything you need to fake paperwork, assuming you know how to forge the required documents.

Contains a hand labeler, a destination tagger, a chameleon stamp, a chameleon pen, and and enough package wrapper for 25 uses.
Operations Funding
Secure briefcase.png
8 A briefcase with 10,000 untraceable thaler. Makes a great bribe if they're willing to take you up on your offer.

Briefcase is secure and password-protectable. Keeps your ill-gotten gains nice and safe!
Personal Shield
Personal shield.png
40 A very expensive device that uses energy to block bullets and lasers from tearing you a new hole, as long as it holds a charge.
Portable Radio Jammer 24 A pocket sized portable radio jammer that can intercept outgoing radio signals in a given distance. However, radios attempting to send outgoing transmissions will emit a faint buzzing noise. The jammer can be signaled remotely using assembly signalers.

Blocks outgoing radio transmission in an adjustable range from 1 to 10 tiles. Higher ranges drain the jammer's battery faster. The jammer can also be remotely signaled and configured with a remote frequency code, similar to an implant, allowing for its use in traps. Great for pre-emptively silencing targets who might scream for help over comms.
Powersink (DANGER!)
Powersink.png
40 A device, that when bolted down to an exposed wire, spikes the surrounding electrical systems, draining power at an alarming rate. Use with caution, as this will be extremely noticeable to anyone monitoring the power systems.
Radio Intercepter
Radio intercepter.png
30 A receiver-like device that can intercept secure radio channels. This item is too big to fit into your pockets.

Allows access the Common, Entertainment, and Hailing channels aboard the SEV Torch. Primarily for antagonists who wouldn't normally have access to these channels.
Suit Sensor Jamming Device
Suitsensorjammer.png
20 This tiny device can temporarily change sensor levels, report random readings, or false readings on any suit sensors in your vicinity. The range at which this device operates can be toggled as well. All of these options drain the internal battery.

Has a maximum charge of 1000W. Can be toggled between several modes: "Cap Data - Binary", "Cap Data - Off", and "Cap Data - Vital", which limit sensor data to the specified level; "Random - Minor", Random - Moderate", and "Random - Major", which randomizes sensor output with varying degrees of severity; and "Healthy" and "Dead", which cause sensors to report that targets are uninjured or dead, respectively, regardless of health. The range in meters (i.e. tiles) can be also adjusted. The device will display the current power consumption and level of charge - the internal power cell can be removed and recharged with a crowbar.
Syndicate Coins
Syndicate coin.png
50 A packet of five coins that unlock a secret compartment in any vending machine.

Each coin unlocks on average 15 TCs worth of items. Depending on your luck, you may half or more than triple your TCs worth!

These compartments cannot be accessed by hacking.

Note: Using a challenge coin on a vending machine makes it scream anti-Sol slogans for the benefit of all nearby non-Traitors
Thermal Imaging Glasses (Goggles)
Optical meson scanner.png
24 A pair of meson goggles that have been modified to instead show synthetics or living creatures, through thermal imaging. Traitor Only
Thermal Imaging Glasses (Aviators)
Aviator mesons.png
24 A pair of aviator sunglasses that have been modified to instead show synthetics or living creatures, through thermal imaging.

Works the same as the standard goggles version.
Traitor Only
Voidsuit and Tactical Mask
Satchel.png
28 A satchel containing a non-regulation voidsuit, voidsuit helmet, tactical mask, and oxygen tank. Conceal your identity, while also not dying in space.

The voidsuit provides good protection against against ballistic handguns and energy handguns, as well as melee attacks. Causes slowdown.

Disguised & Inconspicuous Weaponry

Item Icon TC Cost Description Restrictions
Box of Tricky Cigarettes
Box of doom.png
8 A box with some 'special' packs in the following order: 2x Flashes, 2x Smokes, 1x Mindbreaker Toxin, and 1x Tricordrazine. Try not to mix them up!

Each pack contains 6 cigarettes of the specified type. Flashes and Smokes can be lit to activate - other cigarettes can be smoked as normal. Comes with a Zippo lighter.
Concealed Cane Sword
Cane.png
8 A cane used by a true gentlemen, especially ones with sharp intentions.

Despite the name, actually contains a switchblade. Other types of folding knives can also be sheathed in the cane.
Concealed Cane Gun
Cane.png
25 A cane used by true gentlemen, especially ones with a penchant for loud weaponry!

Ballistic weapon. Caliber: 12g. Can be loaded using loose 12g rounds, such as Shotgun Shells, Shotgun Slugs, Flechette Shells, or the Haywire Slug - holds 1 round at a time.

This cane conceals a single-shot shotgun. Ctrl-click the weapon to toggle the concealed trigger, acting in place of a safety. Inaccurate, so you'll want to be close to your victim.
Dehydrated Space Carp
Carpplushie.png
10 An innocuous-looking space carp plushie. Add water and step back for a nasty surprise!

Turns into a space carp a few seconds after water is added, which is hostile to everything around it, including you! Less deadly variant of the Pike Cube.
Disguised Syringe Gun
Electronic cigarette.png
10 A syringe gun disguised as an electronic cigarette with 4 darts included in the box. Chemicals not included!

Comes with 4 empty syringes and 4 syringe gun cartridges. To operate: fill a syringe with the desired chemical, click a syringe gun cartridge with the syringe to attach, insert cartridge into the gun, click the gun to pull back its bolt, and fire.
Paralytic Pen
Pen.png
20 Looks and works like a pen, but prick someone with it, and 30 seconds later, they'll be on the ground mumbling.

Instantly injects all chemicals in the pen into the target when stabbed. Starts with 15u Vercuronium Bromide loaded. Refillable. Holds up to 30u of chemicals.
Plushie Bomb
Kittenplush.png
20 A cuddly plushie implanted with a voice-activated bomb. Set the trigger phrase and run for an explosive ending!

Comes in variety of cute plush facades, including kitten, carp, diona, deer, squid, th'oom, or spider!

Use the plushie in-hand on grab intent to set an activation phrase - once the phrase is set, grab intent will act as it would for a normal plushie. You can't change the phrase after setting it, so choose wisely. If the plushie hears the trigger phrase spoken in its vicinity, it'll activate a 5 second timer, then explode.
Random Toxin Vial
Vial.png
8 Contains one of an assortment of nasty toxins, with a single syringe included. Don't worry, its labeled.

Vial contains one of the following: 15u Carpotoxin, 15u Impedrezene, 10u Zombie Powder, or a cocktail of 10u Mindbreaker Toxin and 20u Hextromycosalinate.
Razor-Brimmed Bowler Hat
Bowlerhat.png
15 This dapper hat hides several microrazors in its brim, and also provides some head protection. Land a trickshot for maximum damage.

Can be used as a melee or thrown weapon - deals substantially more damage when thrown, and has a high chance of sticking in the wound.
Subversive Soap
Soap.png
1 Wash out the blood stains and slip pursuing MAAs in equal measure. Comes in a variety of delicious scents!

Grenades

Item Icon TC Cost Description Restrictions
EMP Grenade (1x)
Grenade emp.png
8 A grenade that will send electronics into a frenzy, or possibly fry them altogether. The timer is adjustable with a screwdriver

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.
EMP Grenades (5x)
Grenade box.png
24 A box of grenades that will send electronics into a frenzy, or possibly fry them altogether. The timer is adjustable with a screwdriver. These ones are packaged in a box of five for a discount.
Fragmentation Bomb
Grenade fragmentation bomb.png
24 Larger and heavier than a standard fragmentation grenade, this device is extremely dangerous. It cannot be thrown as far because of its weight.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.
Mercenary Only
Fragmentation Grenade (1x)
Grenade fragmentation.png
10 A military fragmentation grenade, designed to explode in a deadly shower of fragments, while avoiding massive structural damage.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.
Mercenary Only
Fragmentation Grenade (5x)
Grenade box.png
40 A military fragmentation grenade, designed to explode in a deadly shower of fragments, while avoiding massive structural damage. These ones are packaged in a box of five for a discount. Mercenary Only
Fragmentation Shell (1x)
Grenade fragmentation shell.png
10 Weaker than standard fragmentation grenades, these devices can be fired from a grenade launcher.

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.
Mercenary Only
Fragmentation Shell (5x)
Grenade box.png
40 Weaker than standard fragmentation grenades, these devices can be fired from a grenade launcher. These ones are packaged in a box of five for a discount. Mercenary Only
Photon Disruption Grenade (1x)
Grenade emp.png
4 An experimental device for temporarily removing light in a limited area for a small amount of time.

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.
Photon Disruption Grenade (5x)
Grenade box.png
16 An experimental device for temporarily removing light in a limited area for a small amount of time. These ones are packaged in a box of five for a discount.
Smoke Grenade (1x)
Grenade smoke.png
4 A grenade that will erupt into a vision obscuring cloud of smoke. Makes for great getaways!

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.
Smoke Grenade (5x)
Grenade box.png
16 A grenade that will erupt into a vision obscuring cloud of smoke. Makes for great getaways! These ones are packaged in a box of five for a discount.
Supermatter Grenade (1x)
Grenade supermatter.png
15 This grenade contains a small supermatter shard which will delaminate upon activation and pull in nearby objects, irradiate lifeforms, and eventually explode.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.
Mercenary Only
Supermatter Grenade (5x)
Radbox.png
60 This grenade contains a small supermatter shard which will delaminate upon activation and pull in nearby objects, irradiate lifeforms, and eventually explode. Mercenary Only

Hardsuit Modules

Hardsuit modules, used to upgrade any hardsuits you might have (or steal). Hardsuit modules can be installed by unlocking or hacking into the hardsuit (if it has an ID lock), opening the maintenance panel with a crowbar, and applying the module to the hardsuit. See Guide to EVA and Internals: Hardsuits for more details on hardsuit operation.

Item Icon TC Cost Description Restrictions
Electrowarfare Suite and Voice Synthesiser
Satchel.png
24 Includes two modules that, once installed and activated, are capable of masking your voice and disrupting the AI from tracking you.

Contains a hardsuit voice synthesiser and an electrowarfare module. Note that the electrowarfare module has no effect without an AI.
Maneuvering Jets
Module thrusters.png
32 A module capable of giving your suit an active thrust system, so that you can maneuver in zero gravity.
Mounted Energy Gun
Module mountedegun.png
48 A module that drains your power reserves in order to fire an arm mounted energy gun.
Mounted Laser Cannon
Module mountedlasercannon.png
64 A module capable of draining your suit's power reserves in order to fire a shoulder mounted laser cannon. Mercenary Only
Net Projector
Module netgun.png
20 A module capable of creating an energy net device that can be thrown in order to capture targets like the prey they are.
Power Sink
Module powersink.png
48 A module capable of recharging your suit's power reserves, by tapping into an exposed, live wire.

Implants

Item Icon TC Cost Description Restrictions
Compressed Matter Implant
Implanter compressed.png
32 An implant with an emotive trigger used to hide a handheld item in your body. Activating it materializes the item in your hand.

To compress an item, toggle the implanter's safeties off, then target that item with the implanter. You may then implant the item in a body part of your choice, and select an emote from the list provided to act as a trigger to rematerialize the item. One-time use only.
Explosive Implant (DANGER!)
Implanter.png
40 An explosive implant activated with a vocal trigger or radio signal. Use the included pad to adjust the settings before implanting.

Use the implanter on the implant pad to program. The explosive yield of the implant can be set to "Localized Limb", which destroys the implanted limb with some damage to adjacent tiles, "Destroy Body", which gibs the implanted individual, or "Full Explosion", which gibs the individual and causes significant damage to the surrounding area. You may also use the programming pad to set the activation phrase and the frequency and signal required to detonate the implant - note that you can have both a vocal trigger and a radio trigger active on the same implant. A remote signaling device is required to activate the implant via radio. Finally, you can use the pad to program the tampering warning given over comms by the implant when it's exposed via surgery. Note that a removed explosive implant is still capable of detonating outside the body.

Warning: Blowing yourself up with the explosive implant falls under Server Rules about suicide. If you intend to blow yourself up, you must ahelp for staff permission. Doing otherwise is a potentially bannable offense.
Freedom Implant
Implanter.png
24 An implant with an emotive trigger that can break you free of restraints. Show Security who has the real upper hand!

Upon implanting, you'll be prompted to select an emote from a list. Using this emote will instantly free you of any restraints.
Neural Imprinting Implant
Implanter.png
20 An implant able to be used on someone who is under the influence of Mindbreaker Toxin to give them a set of law-like instructions to follow. This kit contains a dose of Mindbreaker Toxin.

Use the implanter on the implant pad to program. This will allow you to add, remove, or edit rules on the implant, much like a synthetic's laws. The target must be under the influence of Mindbreaker Toxin, or otherwise hallucinating, in order for the implant to take full effect - otherwise, the laws will only present themselves as suggestions.
Traitor Only
Uplink Implant
Implanter.png
65 This implant holds an uplink containing 63 telecrystals, activatable with an emotive trigger. You will have access to it, as long as it is still inside of you.

Upon implanting, you'll be prompted to select an emote from a list. Using this emote will open your uplink, as if you had opened it from your PDA.

Jamming and Announcements

Item Icon TC Cost Description Restrictions
Complete Suit Sensor Jamming
Jamming and announcements.png
16 A single-use device, that when activated, garbles all suit sensor data for 10 minutes.

Functions like an ion storm, but much longer.
Complete Suit Sensor Shutdown
Jamming and announcements.png
40 A single-use device, that when activated, completely disables all suit sensors for 10 minutes.

Leave sensors blind and helpless while you murder your victims!
Crew Arrival Announcement and Records
Jamming and announcements.png
16 A single-use device, that when activated, creates a fake crew arrival announcement as well as fake crew records, using your current appearance (including held items!) and worn ID card. Prepare well!
Fake Command Report
Jamming and announcements.png
24 A single-use device, that when activated, fakes an custom configured command report!

Use the device in-hand for a selection of options to configure the fake report, and to send the report once configured. You can set the command report's title, message, and whether the full message is broadcast to everyone on the ship, or only to command communications software.

You can examine the device in-hand to view the configured title, message, and publicity. Be warned: These are visible even after the device is used. Be sure to properly dispose of it after use!
Ion Storm Announcement
Jamming and announcements.png
8 A single-use device, that when activated, fakes an announcement, so people think all their electronic readings are wrong.

Note that this doesn't actually affect readings - unless paired with another jamming device, anyone looking at sensors will be able to tell that nothing's actually wrong.
Radiation Storm Announcement
Jamming and announcements.png
24 A single-use device, that when activated, fakes an announcement, so people run to the tunnels in fear of being irradiated!

Also unlocks maintenance and the safe rooms for real.

Loud & Dangerous Weaponry

Item Icon TC Cost Description Restrictions
Advanced Energy Gun
Advancedenergygun.png
60 A highly experimental heavy energy weapon, with three different lethality settings.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger. This particular energy weapon is self-charging, and will refill itself overtime.

Has a maximum capacity of 10 shots worth of power. Can be cycled between the firemodes stun, shock, and kill by clicking the gun in-hand. Best fired with a two-handed grip.
Advanced Railgun
Advancedrailgun.png
75 A modified prototype of the original railgun implement, this time boring slugs out of steel rods loaded into the chamber, now with even MORE stopping power.

Magnetic weapon - firing uses both ammunition and charge from the gun's capacitor. Click the gun to unload, and click the gun while unloaded to remove and recharge its internal power cell.

Uses steel rods as ammunition, with a maximum capacity of 6. Best fired with a two-handed grip. Causes significant slowdown when held or worn.
Mercenary Only
Anti-Materiel Sniper Rifle
Amsrsniper.png
68 A secure briefcase that contains an immensely powerful penetrating rifle, as well as seven extra sniper rounds.

Ballistic weapon. Caliber: 15mmR. Load with loose 15mmR rounds, such as Sniper Rounds or APDS Sniper Rounds - holds up to 1 round at a time.

Includes a magnifying optical scope, toggled with the "Use Scope" verb. Best fired with a two-handed grip.
Mercenary Only
Assault Rifle
Assaultrifle.png
60 A common rifle with three togglable fire modes.

Ballistic weapon. Caliber: 5mmR. Load with the Rifle Magazine.

Can be cycled between the firemodes "semi auto" (one shot), "3-round bursts" (three shot), and "short bursts" (five shots) by clicking the gun in-hand. Best fired with a two-handed grip.
Mercenary Only
Battle Rifle
Battlerifle.png
65 Predecessor to the Assault Rifle, works just as well as the new guns.

Ballistic weapon. Caliber: 7mmR. Load with the Heavy Bullpup Rifle Magazine.

Can be cycled between semi auto and full auto firemodes by clicking the gun in-hand. Best fired with a two-handed grip.
Mercenary Only
Bolt Action Rifle
Boltactionrifle.png
12 For arming your comrades on the cheap!

Ballistic weapon. Caliber: 5mmR. Can be loaded using single 5mmR rounds or the Stripper Clip - holds up to 5 rounds at a time.
Mutineer Only
Box of Shurikens
Box of doom.png
18 A small box with six shuriken, notably dangerous.

Contains six shuriken, small bladed weapons meant for throwing. Made of uranium for extra poisonousness!
Broomstick Pistol
Broomstickpistol.png
40 An antique pistol stolen from a museum. Be warned, it may be faulty and comes unloaded.

Ballistic weapon. Caliber: 7mm. Can be loaded using loose 7mm rounds and the Small Speedloader, or with ammo from the Small EMP Ammo Box - holds up to 10 rounds at a time.
Carbine Rifle
Carbinerifle.png
55 For arming your comrades on the (not so) cheap!

Ballistic weapon. Caliber: 15mm. Can be loaded using single 15mm rounds or the Pistol Stripper Clip (not available over uplink, but printable via hacked autolathe) - holds up to 10 rounds at a time.
Mercenary and Mutineer Only
Combat Shotgun
Combatshotgun.png
52 A high capacity, pump-action shotgun regularly used for repelling boarding parties in close range scenarios.

Ballistic weapon. Caliber: 12g. Can be loaded using loose 12g rounds, such as Shotgun Shells, Shotgun Slugs, Flechette Shells, or the Haywire Slug - holds up to 7 rounds at a time.

To pump it, click the gun in-hand. Best fired with a two-handed grip.
Mercenary Only
Dart Gun
Dartgun.png
20 A gas-powered dart gun capable of delivering chemical payloads across short distances. Uses a unique cartridge loaded with hollow darts.

Ballistic weapon. Caliber: darts. Can be loaded using the Dart Cartridge. The gun itself draws from an internal reservoir of up to three beakers, loaded by the user - the user can toggle which beaker or beakers darts are drawing reagents from when fired, in any combination. Each dart fires 15u of reagents at a time. Note that darts won't penetrate most thick clothing, like armor or voidsuits.
Energy Crossbow
Energycrossbow.png
24 A self-recharging, almost silent weapon employed by stealth operatives.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger. This particular energy weapon is self-charging, and will refill itself overtime.

Has a maximum capacity of 8 shots worth of power. Energy crossbow bolts are toxic, and will poison your target in addition to applying a stun effect. Can be concealed in your pocket or bag.
Energy Gun
Energygun.png
32 A energy based sidearm with three different lethality settings.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger.

Has a maximum capacity of 10 shots worth of power. Can be cycled between the firemodes stun, shock, and kill by clicking the gun in-hand.
Energy Sword
Esword.png
32 A hilt, that when activated, creates a solid beam of pure energy in the form of a sword. Able to slice through people like butter!

If hit with an EMP, stops working for 30 - 90 seconds.

Explosive Harpoon
Explosiveharpoon.png
68 A short throwing spear with a deep barb and an explosive fitted in the head. Traditionally fired from some kind of cannon to harvest big game.
Flechette Rifle
Flechetterifle.png
60 A railgun with two togglable fire modes, able to launch flechette ammunition at incredible speeds.

Magnetic weapon - firing uses both ammunition and charge from the gun's capacitor. Click the gun to unload, and click the gun while unloaded to remove and recharge its internal power cell.

Uses the Flechette Rifle Magazine as ammunition, fitting one magazine at a time. Can be cycled between the firemodes "semi-auto" (one shot) and "short bursts" (three shots) by clicking the gun in-hand. Best fired with a two-handed grip. Causes significant slowdown when held or worn.
Mercenary Only
Grenade Launcher
Grenadelauncher.png
60 A pump action grenade launcher loaded with a random assortment of grenades.

Ballistic weapon. Can be loaded with EMP Grenades, Photon Disruption Grenades, Smoke Grenades, and Fragmentation Shells, and starts with a random assortment of EMP Grenades, Photon Disruption Grenades, and Smoke Grenades inserted. Holds up to 6 grenades in a revolving chamber at a time. To pump, click weapon in-hand.
Mercenary Only
Incendiary Laser Blaster
Incendiarylaserblaster.png
40 A laser weapon developed and subsequently banned in Sol space, it sets its targets on fire with dispersed laser technology. Most of these blasters were swiftly bought back and destroyed - but not this one.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger.

Has a maximum capacity of 4 shots worth of power. Does what it says on the tin.
Ion Pistol
Ionpistol.png
40 Ion rifle in compact form. Designed to disable mechanical threats.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger. As an ion weapon, this weapon is specifically designed to damage machines and electronics, including IPCs, synthetics, and prosthetics.

Has a maximum capacity of 4 shots worth of power.
Katana
Katana.png
24 A large sharpened steel blade capable of cutting through anything but the thickest armor.

Very pointy.
Magnum Pistol
Magnumpistol.png
52 A high-caliber pistol that uses 15mm ammunition.

Ballistic weapon. Caliber: 15mm. Can be loaded using the Magnum Magazine. Best fired with a two-handed grip.
Magnum Revolver
Magnumrevolver.png
56 A high-caliber revolver. Includes an extra speedloader of ammo.

Ballistic weapon. Caliber: 15mm. Can be loaded using loose 15mm rounds and the Magnum Speedloader - holds up to 6 rounds at a time. Best fired with a two-handed grip.
Modified Money Cannon
Money cannon.png
48 Too much money? Not enough screaming? Try the Money Cannon.

Can be set to launch between 1 and 2,000 thaler at once. Holds up to 2,000 thaler at a time. Does more damage the more money is launched, but still not very painful in any case. Pairs nicely with Operations Funding.
Pike Cube
Pikecube.png
44 While it looks like a normal monkey cube, the animal produced is, instead, a space pike. Note: The space pike does not like you.

Spawns a space pike as soon as it gets wet, which is hostile to everything around it, including you! Not safe for human consumption, unless you like chest-bursters. For slightly less deadliness at a cheaper price, try the Dehydrated Space Carp.
Pulse Rifle
Pulserifle.png
68 A triple burst, heavy laser rifle, with a large battery capacity.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger.

Fires 3 shots at a time, and has a maximum capacity of 36 shots worth of power. Most effective on unarmored targets. Best fired with a two-handed grip.
Mercenary Only
Railgun
Railgun.png
65 An anti-armour magnetic launching system fed by a high-capacity matter cartridge, capable of firing slugs at intense speeds.

Magnetic weapon - firing uses both ammunition and charge from the gun's capacitor. Click the gun to unload, and click the gun while unloaded to remove and recharge its internal power cell.

Uses the compressed matter cartridge as ammunition, with a maximum capacity of 1. Best fired with a two-handed grip. Causes significant slowdown when held or worn.
Mercenary Only
Sawnoff Shotgun
Sawnoffshotgun.png
45 A shortened double-barrel shotgun, able to fire either one, or both, barrels at once.

Ballistic weapon. Caliber: 12g. Can be loaded using loose 12g rounds, such as Shotgun Shells, Shotgun Slugs, Flechette Shells, or the Haywire Slug - holds up to 2 rounds at a time.

Can be cycled between single-barrel and double-barrel firemodes by clicking the gun in-hand. Best fired with a two-handed grip.
Service Pistol, GCN, Heavy
Servicepistol gcc heavy.png
40 A HelTek Optimus. A heavy pistol best known as one of the Confederation Navy's service weapons.

Ballistic weapon. Caliber: 10mm. Can be loaded using the Standard Doublestack Magazine. Rounds from the Standard EMP Ammo Box or other loose 10mm ammo can be loaded into an empty Standard Doublestack Magazine in order to fire them from the Service Pistol.
Service Pistol, GCN, Light
Servicepistol gcc light.png
32 An Amaranth Armorers P87 Bobcat. A light pistol issued as a Confederation Navy service weapon.

Ballistic weapon. Caliber: 7mm. Can be loaded using the Standard Singlestack Magazine. Rounds from the Standard EMP Ammo Box or other loose 10mm ammo can be loaded into an empty Standard Singlestack Magazine in order to fire them from the Service Pistol.
Service Pistol, SCG, Heavy
Servicepistol scg heavy.png
40 A Hephaestus Industries M22F. A large pistol issued as an SCGDF service weapon.

Ballistic weapon. Caliber: 10mm. Can be loaded using the Standard Doublestack Magazine. Rounds from the Standard EMP Ammo Box or other loose 10mm ammo can be loaded into an empty Standard Doublestack Magazine in order to fire them from the Service Pistol.
Service Pistol, SCG, Light
Servicepistol scg light.png
32 A Hephaestus Industries M19. A light pistol issued as an SCGDF service weapon.

Ballistic weapon. Caliber: 10mm. Can be loaded using the Standard Singlestack Magazine. Rounds from the Standard EMP Ammo Box or other loose 10mm ammo can be loaded into an empty Standard Singlestack Magazine in order to fire them from the Service Pistol.
Small Energy Gun
Smallenergygun.png
16 A pocket-sized energy based sidearm with three different lethality settings.

Energy weapon - can be recharged by placing in a wall- or table-mounted charger.

Has a maximum capacity of 5 shots worth of power. Can be cycled between the firemodes stun, shock, and kill by clicking the gun in-hand.
Small Revolver
Smallrevolver.png
24 A pocket-sized holdout revolver. Easily concealable.

Ballistic weapon. Caliber: 7mm. Can be loaded using loose 7mm rounds and the Small Speedloader, or with ammo from the Small EMP Ammo Box - holds up to 6 rounds at a time.
Small Silenced Pistol
Smallsilencedpistol.png
32 A kit with a pocket-sized holdout pistol, silencer, and an extra magazine. Attaching the silencer will make it too big to conceal in your pocket.

Ballistic weapon. Caliber: 7mm. Can be loaded using the Small Magazine. Rounds from the Small EMP Ammo Box or other loose 7mm ammo can be loaded into an empty Small Magazine in order to fire them from the Small Silenced Pistol.
Standard Machine Pistol
Standardmachinepistol.png
45 A high rate of fire weapon in a smaller form factor, able to sling standard ammunition almost as quick as a submachine gun.

Ballistic weapon. Caliber: 10mm. Can be loaded using the Standard Stick Magazine. Rounds from the Standard EMP Ammo Box or other loose 10mm ammo can be loaded into an empty Standard Stick Magazine in order to fire them from the Standard Machine Pistol.

Can be cycled between the firemodes "semi auto" (one shot), "3-round bursts" (three shot), and "short bursts" (five shots) by clicking the gun in-hand. Best fired with a two-handed grip.
Standard Submachine Gun
Standardsubmachinegun.png
52 A quick-firing weapon with three togglable fire modes.

Ballistic weapon. Caliber: 10mm. Can be loaded using the Standard Box Magazine.

Can be cycled between the firemodes "semi auto" (one shot), "3-round bursts" (three shot), and "short bursts" (five shots) by clicking the gun in-hand. Best fired with a two-handed grip.
Mercenary Only

Medical & Food

Item Icon TC Cost Description Restrictions
Advanced Medical Toolkit
Duffle syndiemed.png
24 A duffle bag containing a roller bed, syringes, health analyzer, health HUD, auto-compressor, auto-resuscitator, NanoBlood, an advanced first-aid kit, and a pair of nitrile gloves.

All the tools you need to play medic for the bad guys, barring the chemicals.
Box of Premium Donk-Pockets
Sin donkpockets.png
8 A box of healthy fruit turnovers. Great for a quick meal when you're hiding from Security. Instructions included on the box.

Contains four premium donk-pockets. When heated, each donk-pocket contains 4u Nutriment, 4u Doctor's Delight, 0.5 Hyperzine, and 0.1 Synaptizine.
Combat Defibrillator
Combat defibrillator.gif
24 A belt-equipped defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits.
Combat Medical Kit
Combat kit.png
48 Contains most medicines you need to recover from injuries and illnesses, all in a convenient pill form. Splints for broken bones also included!

Contains one pill bottle each of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, and Spaceacillin, as well as a set of splints.
Combat Stimulants
Combat stimulants.png
14 A single-use medical injector filled with performance enhancing drugs

Contains 10u Inaprovaline, 3u Hyperzine, and 1u Synaptizine.
Slimline Stabilisation Kit
Medical stabkit.png
16 A pocket-sized medkit filled with lifesaving equipment.

Contains a set of seven 5u auto-injectors, allowing an unskilled character to perform emergency aid. Small enough to fit in pockets.

Auto-injectors include: 2x Inaprovaline, 1x Tramadol, 1x Adrenaline, 1x Dexalin Plus, 1x Dylovene, and 1x Coagulant, a chemical unique to the Slimline Kit capable of staunching both internal and external bleeding.
Stasis Bag
Stasis bag.png
24 Reusable bag designed to slow down life functions of occupant, especially useful if short on time or in a hostile environment.

Also functions as a closed atmosphere. Comes with a limited oxygen tank, and gradually loses stasis power over time.
Surgery Kit
Surgical kit.png
40 Contains all the tools needed for on the spot surgery, assuming you actually know what you're doing with them. Floor sterilization not included.

Contains a bonesetter, cautery, circular saw, hemostat, retractor, scalpel, surgical drill, bone gel, FixOVein, and an advanced trauma kit.

Stealth & Camouflage Accessories

Item Icon TC Cost Description Restrictions
Agent ID Card
Agent id.png
12 A unique ID card that is completely configurable. Scan another ID card with it to clone its access capabilities.

You may edit the card, changing its appearance to your liking, as well as the displayed name, age, rank, job assignment, gender, branch, DNA, and fingerprint. You may also update the card's photo ID, setting it to your current appearance, and toggle electronic warfare on or off, which prevents the AI from tracking the user. The factory reset function sets the card's appearance and data back to default.
Balaclava
Balaclava.png
1 Designed to both hide identities and keep your face comfy and warm.

Snug and secure. Make sure to hide your ID.
Bug Kit
Box of doom.png
8 For when you want to conduct voyeurism from afar. Comes with 6 bugs to plant, and a monitoring device to pair them with.

Use a bug on the monitoring device to pair, and place the bug in any location you want to monitor. Using the monitoring device will allow you to see all paired bugs, as if viewing the location through a security camera.
Chameleon Kit
Satchel.png
20 Comes with a full set of appearance changing clothing you need to impersonate most people. Accessories, backpack, and gun included!

Includes a chameleon jumpsuit, cap, set of armor (serving as an outer layer), shoes, backpack, gloves, mask, goggles, and radio headset, as well as a chameleon gun and three chameleon ties serving as customizable accessories. There are several options for changing the appearance of chameleon clothing:
  • The "Change Appearance (Selected Only)" verb allows the user to select from a list of predefined outfits. If the outfit includes an article of clothing in the same slot as the chameleon clothing selected, the chameleon clothing will change its appearance to match that item. Chameleon gear that does not have a corresponding item in the selected outfit will keep its current appearance.
  • The "Change Appearance (All Equipped)" verb allows the user to select from a list of predefined outfits. All chameleon clothing currently equipped will change their appearance to match the selected outfit, provided the selected outfit includes an article of clothing in the same slot. Chameleon gear that does not have a corresponding article of clothing in the selected outfit will keep its current appearance.
  • The "Change Appearance – Flexible" verb allows the user to change the appearance of the selected chameleon clothing to match nearly any item of the appropriate slot in the game, and rename the item if desired. This offers the most customization, but may be an overwhelming number of options – you may want to plan your disguise ahead of time.

Being hit with an EMP will cause all chameleon gear to randomize its appearance.

Chameleon Projector
Chameleon projector.png
32 Use this to scan a small, portable object in order to disguise yourself as said object.

Disguise functions as long as you hold the projector, or until someone tries to interact with the object you're disguised as. Comes with a cigarette butt scanned by default.
Concealable Armor
Undervest.png
15 An armor vest that can be worn under a jacket. About as tough as a light plate.

To wear under outer clothing, equip the armor vest as an accessory on your uniform. Provides some protection from melee attacks, but very little protection from ranged weaponry and doesn't protect from stuns. Can't be layered under other armor.
Concealable Tactical Armor
Undervest.png
25 An armor vest that can be worn under a jacket. About as tough as a medium plate.

To wear under outer clothing, equip the armor vest as an accessory on your uniform. Provides some protection from melee attacks and ballistic handguns, but provides very little protection from energy weapons and doesn't protect from stuns. Can't be layered under other armor.
Cosmetic Surgery Auto-Kit
Chameleon projector.png
12 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.

Allows the user to reset their name and physical appearance. To use, click on yourself with the device in hand. Single use.
Fake Corpse Cube
Corpse cube.png
20 For when reports of death were greatly exaggerated. Bundled with a DNA sampler for extracting a target's DNA to inject into the cube.

To activate, acquire a DNA sample using the included sampler, then inject the cube. Great for faking your death – or someone else's. Do not consume.
Fake Moustache
Fakemoustache.png
1 A simple fiber moustache that will conceal the wearer's face.

Wearing the fake moustache will cause your name to appear as "Scoundrel" on mouse-over or examination, and won't show your ID name even if you're wearing an ID. Your ID can still be examined and read directly, however.
Modified Gas Mask
Gas mask.png
20 A fully functioning gas mask that is able to conceal your face and has a built in voice modulator, so you can become a true shadow operative!

The voice modulator can be toggled on or off. While on, the voice can be set to any name of your choosing.
No-Slip Shoes
No slip shoes.png
4 These shoes have a non-slip grip on them, so those pesky janitors can't ruin your operations!
Smuggler's Satchel
Smugglers satchel.png
20 This satchel is thin enough to be hidden in the gap between plating and tiling, great for stashing your stolen goods. Comes with a crowbar and a floor tile.
Sneakies
Dress-shoes.png
4 A fashionable pair of polished dress shoes. The soles are made in a way so that any tracks you leave look like they are traveling in the opposite direction.

Structures & Vehicles

Item Icon TC Cost Description Restrictions
EM2-QUASAR Charge
OFD charge emp.png
80 An obstruction field disperser charge that emits an electromagnetic pulse.

Serves as ammunition for obstruction field dispersers, such as the one the Mercenary shuttle comes equipped with. For a detailed guide to operation, see Guide to the Obstruction Field Disperser.
Mercenary Only
FR1-ENFER Charge
OFD charge fire.png
80 An obstruction field disperser charge that causes a localised fire.

Serves as ammunition for obstruction field dispersers, such as the one the Mercenary shuttle comes equipped with. For a detailed guide to operation, see Guide to the Obstruction Field Disperser.
Mercenary Only
MN3-BERGBAU Charge
OFD charge mining.png
80 An obstruction field disperser charge that extracts ore.

Serves as ammunition for obstruction field dispersers, such as the one the Mercenary shuttle comes equipped with. For a detailed guide to operation, see Guide to the Obstruction Field Disperser.
Mercenary Only
XP4-INDARRA Charge
OFD charge explosive.png
80 An obstruction field disperser charge that explodes.

Serves as ammunition for obstruction field dispersers, such as the one the Mercenary shuttle comes equipped with. For a detailed guide to operation, see Guide to the Obstruction Field Disperser.
Mercenary Only

Telecrystal Materialization

Materializes the telecrystals (TC) from your uplink as physical crystals. Telecrystals can be placed back in an uplink (yours, or someone else's if you're feeling generous) if desired. Telecrystals also teleport the user in a random direction if a stack of 7 or more is crushed in-hand.

Item Icon TC Cost Description Restrictions
Telecrystal (1x)
Telecrystal.png
1 Remove 1 telecrystals from this uplink.
Telecrystals (5x)
Telecrystal.png
5 Remove 5 telecrystals from this uplink.
Telecrystals (10x)
Telecrystal.png
10 Remove 10 telecrystals from this uplink.
Telecrystals (25x)
Telecrystal.png
25 Remove 25 telecrystals from this uplink.
Telecrystals (50x)
Telecrystal.png
50 Remove 50 telecrystals from this uplink.
Empty Uplink
Telecrystal.png
All Completely empties this uplink of all remaining telecrystals.

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