Руководство по Аплинку
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 Ninja, 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 |
---|---|---|---|---|
Ammobox of Flechette Shells
|
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
|
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
|
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
|
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
|
8 | A container of rounds for the anti-material rifle. Contains 7 rounds. Caliber: 15mmR. Loads the Anti-Materiel Sniper Rifle. |
Mercenary Only | |
Bullpup Rifle Magazine
|
8 | A magazine for bullpup assault rifles. Contains 15 rounds. Caliber: 7mmR. Loads the Bullpup Assault Rifle (not available over uplink) and the Battle Rifle. |
– | |
Dart Cartridge
|
4 | A small cartridge for a gas-powered dart gun. Contains 5 hollow darts. Caliber: dart. Loads the Dart Gun. |
– | |
Flechette Rifle Magazine
|
8 | A rifle magazine loaded with flechette rounds. Contains 9 rounds. Caliber: flechette munition. Loads the Flechette Rifle. |
– | |
Haywire Slug
|
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. |
– | |
Magnum Magazine
|
8 | A magazine for magnum pistols. Contains 7 rounds. Caliber: 15mm. Loads the Magnum Pistol. |
– | |
Magnum Speedloader
|
8 | A speedloader for magnum revolvers. Contains 6 rounds. Caliber: 15mm. Loads the Magnum Revolver. |
– | |
Rifle Magazine
|
8 | A magazine for assault rifles. Contains 20 rounds. Caliber: 5mmR. Loads the Assault Rifle. |
– | |
Small EMP Ammo Box
|
6 | A box of EMP ammo for small 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
|
3 | A magazine for small pistols. Contains 10 rounds. Caliber: 7mm. Loads the Small Silenced Pistol, the Service Pistol, GCN, Light, and the Service Pistol, SCG, Light. |
– | |
Small Speedloaderdiv>
|
3 | A speedloader for small revolvers. Contains 6 rounds. Caliber: 7mm. Loads the Small Revolver. |
– | |
Standard Box Magazine
|
8 | A magazine for standard SMGs. Contains 20 rounds. Caliber: 10mm. Loads the Standard Machine Gun. |
Mercenary Only | |
Standard Doublestack Magazine
|
9 | A magazine for standard military pistols. Contains 15 rounds. Caliber: 10mm. Loads the Service Pistol, GCN, Heavy and the Service Pistol, SCG, Heavy. |
– | |
Standard EMP Ammo Box
|
8 | A box of 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 Speedloader
|
8 | A speedloader for standard revolvers. Contains 6 rounds. Caliber: 10mm. Loads the standard revolver (not available over uplink). |
– | |
Standard Stick Magazine
|
8 | A magazine for standard machine pistols. Contains 16 rounds. Caliber: 10mm. Loads the Standard Machine Pistol. |
– | |
Stripper Clip
|
2 | A 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) | 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) | 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. |
– | |
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. |
– | |
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. |
– | |
Pop-out Shotgun CBM (arm) | 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! |
– | |
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.
|
– |
Badassery
Item | Icon | TC Cost | Description | Restrictions |
---|---|---|---|---|
Crayon MRE | 130 | An exceptionally robust MRE.
|
– | |
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.
|
– | |
Modified Money Cannon | 48 | Too much money? Not enough screaming? Try the Money Cannon.
|
– | |
A Fortune Cookie | 130 | Why would you buy this?
|
– | |
Random Item | ??? | 1+ | Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals! | – |
Random Items | ??? | All | Buys you as many random items as you can afford. Convenient packaging NOT included! | – |
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 |
---|---|---|---|---|
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.'
|
– | |
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.
|
– | |
C-4 | 16 | Set this on a wall to put a hole exactly where you need it.
|
– | |
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.
|
– | |
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.
|
– | |
Diving Helmet | 12 | An antique diver's helmet that was designed to withstand immense pressures. Works as a space helmet. Only fits humans.
|
– | |
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.
|
– | |
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.
|
– | |
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.
|
– | |
Flashdark | 32 | A device similar to a flash light that absorbs the surrounding light, casting a shadowy, black mass.
|
– | |
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.
|
– | |
Hacked Supply Beacon | 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. | – | |
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.
|
– | |
Handcuffs | 5 | A box of 7 handcuffs. | – | |
Handheld Shield Diffuser | 16 | A small device used to disrupt energy barriers, and allow passage through them.
|
– | |
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.
|
– | |
Morphic Clerical Kit | 16 | Comes with everything you need to fake paperwork, assuming you know how to forge the required documents.
|
– | |
Operations Funding | 8 | A briefcase with 10,000 untraceable thaler. Makes a great bribe if they're willing to take you up on your offer.
|
– | |
Personal Shield | 60 | 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 | 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.
|
– | |
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.
|
– | |
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.
|
– |
Disguised & Inconspicuous Weaponry
Item | Icon | TC Cost | Description | Restrictions |
---|---|---|---|---|
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!
|
– | |
Concealed Cane Sword | 8 | A cane used by a true gentlemen, especially ones with sharp intentions.
|
– | |
Concealed Cane Gun | 25 | A cane used by true gentlemen, especially ones with a penchant for loud weaponry!
|
– | |
Dehydrated Space Carp | 10 | An innocuous-looking space carp plushie. Add water and step back for a nasty surprise!
|
– | |
Disguised Syringe Gun | 10 | A syringe gun disguised as an electronic cigarette with 4 darts included in the box. Chemicals not included!
|
– | |
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.
|
– | |
Plushie Bomb | 20 | A cuddly plushie implanted with a voice-activated bomb. Set the trigger phrase and run for an explosive ending!
|
– | |
Random Toxin Vial | 8 | Contains one of an assortment of nasty toxins, with a single syringe included. Don't worry, its labeled.
|
– | |
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.
|
– | |
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 |
---|---|---|---|---|
EMP Grenade (1x) | 8 | A grenade that will send electronics into a frenzy, or possibly fry them altogether. The timer is adjustable with a screwdriver.
|
– | |
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.
|
Mercenary Only | |
Fragmentation Grenade (1x) | 10 | A military fragmentation grenade, designed to explode in a deadly shower of fragments, while avoiding massive structural damage.
|
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) | 10 | Weaker than standard fragmentation grenades, these devices can be fired from a 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) | 4 | An experimental device for temporarily removing light in a limited area for a small amount of time.
|
– | |
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) | 4 | A grenade that will erupt into a vision obscuring cloud of smoke. Makes for great getaways!
|
– | |
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.
|
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 |
---|---|---|---|---|
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.
|
– | |
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.
|
– | |
Explosive Implant | 40 | An explosive implant activated with a vocal trigger or radio signal. Use the included pad to adjust the settings before implanting.
|
– | |
Freedom Implant | 24 | An implant with an emotive trigger that can break you free of restraints. Show Security who has the real upper hand!
|
– | |
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.
|
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.
|
– |
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.
|
– | |
Complete Suit Sensor Shutdown | 40 | A single-use device, that when activated, completely disables all suit sensors for 10 minutes.
|
– | |
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!
|
– | |
Ion Storm Announcement | 8 | A single-use device, that when activated, fakes an announcement, so people think all their electronic readings are wrong.
|
– | |
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!
|
– |
Loud & Dangerous Weaponry
Item | Icon | TC Cost | Description | Restrictions |
---|---|---|---|---|
Advanced Energy Gun
|
60 | A highly experimental heavy energy weapon, with three different lethality settings.
|
– | |
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.
|
Mercenary Only | |
Anti-Materiel Sniper Rifle
|
68 | A secure briefcase that contains an immensely powerful penetrating rifle, as well as seven extra sniper rounds.
|
Mercenary Only | |
Assault Rifle
|
60 | A common rifle with three togglable fire modes.
|
Mercenary Only | |
Battle Rifle
|
65 | Predecessor to the Assault Rifle, works just as well as the new guns.
|
Mercenary Only | |
Bolt Action Rifle
|
12 | For arming your comrades on the cheap!
|
Mutineer Only | |
Box of Shurikens
|
12 | A small box with six shuriken, notably dangerous.
|
– | |
Broomstick Pistol
|
40 | An antique pistol stolen from a museum. Be warned, it may be faulty and comes unloaded.
|
– | |
Carbine Rifle
|
55 | For arming your comrades on the (not so) cheap!
|
Mercenary and Mutineer Only | |
Combat Shotgun
|
52 | A high capacity, pump-action shotgun regularly used for repelling boarding parties in close range scenarios.
|
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.
|
– | |
Energy Crossbow
|
24 | A self-recharging, almost silent weapon employed by stealth operatives.
|
– | |
Energy Gun
|
32 | A energy based sidearm with three different lethality settings.
|
– | |
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! | – | |
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.
|
Mercenary Only | |
Grenade Launcher
|
60 | A pump action grenade launcher loaded with a random assortment of grenades.
|
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.
|
– | |
Ion Pistol
|
40 | Ion rifle in compact form. Designed to disable mechanical threats.
|
– | |
Katana
|
24 | A large sharpened steel blade capable of cutting through anything but the thickest armor.
|
– | |
Magnum Pistol
|
52 | A high-caliber pistol that uses 15mm ammunition.
|
– | |
Magnum Revolver
|
56 | A high-caliber revolver. Includes an extra speedloader of ammo.
|
– | |
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.
|
– | |
Pulse Rifle
|
68 | A triple burst, heavy laser rifle, with a large battery capacity.
|
Mercenary Only | |
Railgun
|
65 | An anti-armour magnetic launching system fed by a high-capacity matter cartridge, capable of firing slugs at intense speeds.
|
Mercenary Only | |
Sawnoff Shotgun
|
45 | A shortened double-barrel shotgun, able to fire either one, or both, barrels at once.
|
– | |
Service Pistol, GCN, Heavy
|
40 | A HelTek Optimus. A heavy pistol best known as one of the Confederation Navy's service weapons.
|
– | |
Service Pistol, GCN, Light
|
32 | An Amaranth Armorers P87 Bobcat. A light pistol issued as a Confederation Navy service weapon.
|
– | |
Service Pistol, SCG, Heavy
|
40 | A Hephaestus Industries M22F. A large pistol issued as an SCGDF service weapon.
|
– | |
Service Pistol, SCG, Light
|
32 | A Hephaestus Industries M19. A light pistol issued as an SCGDF service weapon.
|
– | |
Small Energy Gun
|
16 | A pocket-sized energy based sidearm with three different lethality settings.
|
– | |
Small Revolver
|
24 | A pocket-sized holdout revolver. Easily concealable.
|
– | |
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.
|
– | |
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.
|
– | |
Standard Submachine Gun
|
52 | A quick-firing weapon with three togglable fire modes.
|
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.
|
– | |
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.
|
– | |
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!
|
– | |
Combat Stimulants | 14 | A single-use medical injector filled with performance enhancing drugs
|
– | |
Slimline Stabilisation Kit | 16 | A pocket-sized medkit filled with lifesaving equipment.
|
– | |
Stasis Bag | 24 | Reusable bag designed to slow down life functions of occupant, especially useful if short on time or in a hostile environment.
|
– | |
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.
|
– |
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.
|
– | |
Balaclava | 1 | Designed to both hide identities and keep your face comfy and warm.
|
– | |
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.
|
– | |
Chameleon Kit | 20 | Comes with a full set of appearance changing clothing you need to impersonate most people. Accessories, backpack, and gun included!
|
– | |
Chameleon Projector | 32 | Use this to scan a small, portable object in order to disguise yourself as said object.
|
– | |
Concealable Armor | 15 | An armor vest that can be worn under a jacket. About as tough as a light plate.
|
– | |
Concealable Tactical Armor | 25 | An armor vest that can be worn under a jacket. About as tough as a medium plate.
|
– | |
Fake Moustache | 1 | A simple fiber moustache that will conceal the wearer's face.
|
– | |
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!
|
– | |
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. | – |