Руководство по Аплинку: различия между версиями
imported>Rootoo мНет описания правки |
imported>Rootoo (Removes server-crashing TC option #34264) |
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Строка 264: | Строка 264: | ||
|Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals! | |Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals! | ||
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| Surplus Crate | | Surplus Crate |
Версия от 00:29, 3 ноября 2023
In order to carry out their evil plans, several types of antagonists are given access to an uplink – a device capable of purchasing weapons, gear, and other tools of mayhem using telecrystals ("TC") and instantly teleporting them to your location. Uplinks can also be used to give you illicit information on the Torch's crew.
When a player joins as a Traitor, Head Mutineer, Mercenary, or Operative, they will receive an uplink loaded with telecrystals – by default, 130TC. The type of uplink is determined by the player's preferences in the Roles section of Character Setup, except for Mercenaries, who always receive the “Uplink Unit” option (along with the extra TC). Options for uplinks are:
- PDA: The default type of uplink for – installed in your PDA, if one is available. Enter your uplink code into the TaxQuickly 1.45b program in order to access the uplink. Your uplink code can be checked by accessing your notes (use the “Notes” verb), and generally take the form of a three-digit number plus a greek letter (ex: “319 Delta”).
- Radio: Installed in your radio headset, if one is available. Dial the uplink frequency into the headset in order to access the uplink. As with the PDA code, the uplink frequency can be checked by accessing your notes.
- Uplink Unit: A bulky uplink unit in the shape of a shortwave radio. The uplink program is always active, making this a very indiscreet option. Starts with 30% more TC than default, for a total of 169TC. Mercenaries always receive this uplink option.
- Implant: An internal uplink installed in your head, activated by a specified emote. Starts with 20% less TC than default, for a total of 104TC.
- Telecrystals: Raw telecrystals, without a way to trade them for gear. Starts with 50% more TC than default (for a total of 195TC), but difficult to use unless you can get your hands on another uplink.
On opening your uplink, you'll be presented with a menu with two sections:
- "Request Items" allows you to purchase gear, weapons, and other tools using your TC. The list of purchasable items is broken up into different categories – a full list of items which can be purchased via uplink, along their TC costs, is included below. Note that some items are restricted to certain antagonist types.
- "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 |
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Ammobox of Flechette Shells
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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
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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. |
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Ammobox of Shotgun Slugs
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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. |
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Ammobox of APDS Sniper Rounds
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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
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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
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4 | A small cartridge for a gas-powered dart gun. Contains 5 hollow darts. Caliber: dart. Loads the Dart Gun. |
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Flechette Rifle Magazine
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8 | A rifle magazine loaded with flechette rounds. Contains 9 rounds. Caliber: flechette munition. Loads the Flechette Rifle. |
Mercenary Only | |
Haywire Slug
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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. |
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Heavy Bullpup Rifle Magazine
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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. |
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Light Bullpup Rifle Magazine
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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). |
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Magnum Magazine
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8 | A 15mm magazine for magnum pistols. Contains 7 rounds. Caliber: 15mm. Loads the Magnum Pistol. |
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Magnum Speedloader
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8 | A 15mm speedloader for magnum revolvers. Contains 6 rounds. Caliber: 15mm. Loads the Magnum Revolver. |
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Rifle Magazine
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8 | A 5mmR magazine for assault rifles like the STS-35. Contains 20 rounds. Caliber: 5mmR. Loads the Assault Rifle. |
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Shotgun Drum Magazine
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12 | A drum magazine that can hold fifteen 12g shotgun shells. Loaded with buckshot. Caliber: 12g. Loads the Auto Shotgun (not available over uplink). |
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Shotgun Flechette Drum Magazine
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12 | A drum magazine that can hold fifteen 12g shotgun shells. Loaded with slugs. Caliber: 12g. Loads the Auto Shotgun (not available over uplink). |
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Shotgun Slug Drum Magazine
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12 | A drum magazine that can hold fifteen 12g shotgun shells. Loaded with flechettes. Caliber: 12g. Loads the Auto Shotgun (not available over uplink). |
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Small EMP Ammo Box
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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). |
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Small Magazine
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3 | A 7mm magazine for holdout pistols like the P3 Whisper. Contains 8 rounds. Caliber: 7mm. Loads the Small Silenced Pistol. |
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Small Speedloader
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3 | A 7mm speedloader for holdout revolvers like the A&M Partner. Contains 6 rounds. Caliber: 7mm. Loads the Small Revolver. |
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Standard Box Magazine
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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
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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. |
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Standard EMP Ammo Box
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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). |
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Standard Singlestack Magazine
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6 | A 10mm magazine for small, light military pistols. Contains 8 rounds.
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Standard Speedloader
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8 | A 10mm speedloader for standard revolvers like the Lumoco Solid. Contains 6 rounds. Caliber: 10mm. Loads the standard revolver (not available over uplink). |
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Standard Stick Magazine
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8 | A 10mm magazine for standard machine pistols like the MP6 Vesper. Contains 16 rounds. Caliber: 10mm. Loads the Standard Machine Pistol. |
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Stripper Clip
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2 | A 5mmR stripper clip used to load bolt action rifles. Contains just 5 rounds. Caliber: 5mmR. Loads the Bolt Action Rifle. |
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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) | 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. |
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Concealed Powerfist CBM (arm) | 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. |
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Iatric Monitor CBM (head) | 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. |
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Internal Air System CBM (chest, active) | 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. |
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Pop-out Shotgun CBM (arm)
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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! |
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Wrist Blade CBM (arm) | 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. |
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Badassery
Item | Icon | TC Cost | Description | Restrictions |
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Crayon MRE | 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. |
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Modded Foam Gun | 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. |
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A Fortune Cookie | 130 | Why would you buy this? Crunchy. Pointless. |
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Random Item | ??? | 1+ | Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals! | – |
Surplus Crate | 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) | 130 | For showing that you love the company SOO much. | – | |
Useless Balloon (Criminal) | 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 |
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Binary Gas Bomb | 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. |
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Binary Translator Key | 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. |
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C-4 | 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. |
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Camera MIU | 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. |
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Cryptographic Sequencer | 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. |
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Diving Helmet | 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. |
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Door Hacking Tool | 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. |
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Duct Tape | 2 | A roll of duct tape. Patch holes in your voidsuit, or silence your victims. | – | |
Encrypted Radio Channel Key | 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. |
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Energy Shield | 24 | An extendable hardlight shield projector.
For self-defense. If hit with an EMP, stops working for 30 - 90 seconds. |
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Extra-Strength Polychromic Dye | 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. |
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Flashdark | 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. |
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Fully Loaded Toolbox | 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. |
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Hacked Supply Beacon (DANGER!) | 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. |
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Hacked AI Upload Module | 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. |
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Handcuffs | 5 | A box of 7 handcuffs. | – | |
Handheld Shield Diffuser | 16 | A small device used to disrupt energy barriers, and allow passage through them. For breaching energy shields - namely, those around the ship. |
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Heavy Armor Vest and Helmet | 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. |
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Morphic Clerical Kit | 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. |
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Operations Funding
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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! |
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Personal Shield | 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. | – | |
Powersink (DANGER!) | 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 | 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. |
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Suit Sensor Jamming Device | 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. |
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Syndicate Coins
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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 |
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Thermal Imaging Glasses | 24 | A pair of meson goggles that have been modified to instead show synthetics or living creatures, through thermal imaging. | Traitor Only | |
Voidsuit and Tactical Mask | 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. |
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Disguised & Inconspicuous Weaponry
Item | Icon | TC Cost | Description | Restrictions |
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Box of Tricky Cigarettes | 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. |
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Concealed Cane Sword | 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. |
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Concealed Cane Gun | 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. |
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Dehydrated Space Carp
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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. |
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Disguised Syringe Gun | 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. |
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Paralytic Pen | 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. |
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Plushie Bomb | 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. |
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Random Toxin Vial | 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. |
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Razor-Brimmed Bowler Hat | 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. |
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Subversive Soap | 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 |
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EMP Grenade (1x)
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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. |
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EMP Grenades (5x) | 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 | 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) | 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) | 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)
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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) | 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)
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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. |
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Photon Disruption Grenade (5x) | 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)
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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. |
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Smoke Grenade (5x) | 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) | 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) | 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 |
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Electrowarfare Suite and Voice Synthesiser | 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. |
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Maneuvering Jets | 32 | A module capable of giving your suit an active thrust system, so that you can maneuver in zero gravity. | – | |
Mounted Energy Gun | 48 | A module that drains your power reserves in order to fire an arm mounted energy gun. | – | |
Mounted Laser Cannon | 64 | A module capable of draining your suit's power reserves in order to fire a shoulder mounted laser cannon. | Mercenary Only | |
Net Projector | 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 | 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 | 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. |
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Explosive Implant (DANGER!) | 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. |
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Freedom Implant | 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. |
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Neural Imprinting Implant | 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 | 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 | 16 | A single-use device, that when activated, garbles all suit sensor data for 10 minutes. Functions like an ion storm, but much longer. |
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Complete Suit Sensor Shutdown | 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 | 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 | 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 | 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. |
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Radiation Storm Announcement | 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. |
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Loud & Dangerous Weaponry
Item | Icon | TC Cost | Description | Restrictions |
---|---|---|---|---|
Advanced Energy Gun
|
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
|
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
|
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
|
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
|
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
|
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
|
18 | A small box with six shuriken, notably dangerous. Contains six shuriken, small bladed weapons meant for throwing. Made of uranium for extra poisonousness! |
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Broomstick Pistol
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
24 | A large sharpened steel blade capable of cutting through anything but the thickest armor. Very pointy. |
– | |
Magnum Pistol
|
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
|
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 | 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
|
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
|
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
|
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
|
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
|
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
|
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. |
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Service Pistol, SCG, Heavy
|
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
|
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
|
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
|
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
|
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
|
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
|
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 | 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 | 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 | 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 | 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 | 14 | A single-use medical injector filled with performance enhancing drugs Contains 10u Inaprovaline, 3u Hyperzine, and 1u Synaptizine. |
– | |
Slimline Stabilisation Kit | 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 | 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 | 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 | 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 | 1 | Designed to both hide identities and keep your face comfy and warm. Snug and secure. Make sure to hide your ID. |
– | |
Bug Kit | 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 | 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. The appearance of each item can be changed using the "Change Appearance" verb. Note that each item changes its appearance individually, and can be disguised as nearly any item of the appropriate slot in the game - you may want to plan your disguise ahead of time. |
– | |
Chameleon Projector | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 4 | These shoes have a non-slip grip on them, so those pesky janitors can't ruin your operations! | – | |
Smuggler's Satchel | 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 | 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. | – |
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) | 1 | Remove 1 telecrystals from this uplink. | – | |
Telecrystals (5x) | 5 | Remove 5 telecrystals from this uplink. | – | |
Telecrystals (10x) | 10 | Remove 10 telecrystals from this uplink. | – | |
Telecrystals (25x) | 25 | Remove 25 telecrystals from this uplink. | – | |
Telecrystals (50x) | 50 | Remove 50 telecrystals from this uplink. | – | |
Empty Uplink | All | Completely empties this uplink of all remaining telecrystals. | – |
Guide for New Players ∙ Map of the SEV Torch ∙ Character Creation ∙ Roleplaying ∙ Controls ∙ User Interface ∙ Skills ∙ How to Sol Gov ∙ Paperwork | |
Alert Procedure ∙ General Regulations ∙ SCG Law ∙ Sol Code of Uniform Justice ∙ Standard Operating Procedure ∙ Uniform Guide ∙ Court Martial SOP | |
EVA and Internals ∙ Exploration ∙ Mining ∙ Ships ∙ Supply ∙ OFD | |
Chemistry ∙ Medicine ∙ Surgery | |
Atmospherics ∙ Computing ∙ Construction ∙ Hacking ∙ Robotics ∙ SMES Units ∙ Solars ∙ Supermatter ∙ Telecommunications ∙ R-UST | |
Anomalies ∙ Integrated Circuits ∙ Research and Development ∙ Xenoarchaeology ∙ Xenobiology ∙ Xenobotany | |
Combat ∙ Forensics | |
Cooking ∙ Drinks ∙ Hydroponics | |
Antagonist Uplinks ∙ Psionics | |
Appeals and Complaints ∙ Coding with NanoUI ∙ Server Moderation ∙ How to Apply: Moderator ∙ How to Apply: Species Apps ∙ Wiki Contribution |