User:Rootoo807/Traitor Items

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Ammunition

Item Icon TC Cost Description Merc Only?
Ammobox of Shotgun Shells Ammobox.png 8 An ammobox with 2 sets of shell holders. Contains 8 buckshot shells total.

Caliber: 12g. Loads shotguns, including the Combat Shotgun and Sawnoff Shotgun.

No
Ammobox of Shotgun Slugs Ammobox.png 8 An ammobox with 2 sets of shell holders. Contains 8 slugs total.

Caliber: 12g. Loads shotguns, including the Combat Shotgun and Sawnoff Shotgun.

No
Ammobox of APDS Sniper Rounds Ammobox.png 12 A container of armor piercing rounds for the anti-materiel rifle. Contains 3 rounds.

Caliber: 15mmR. Loads the Anti-Materiel Sniper Rifle. Designed specifically to deal with heavily-armored targets.

Yes
Ammobox of Sniper Rounds Ammobox.png 8 A container of rounds for the anti-material rifle. Contains 7 rounds.

Caliber: 15mmR. Loads the Anti-Materiel Sniper Rifle.

Yes
Bullpup Rifle Magazine 5.56.png 8 A magazine for bullpup assault rifles. Contains 15 rounds.

Caliber: 7mmR. Loads the Bullpup Assault Rifle (not available over uplink).

No
Dart Cartridge DartCartridge.png 4 A small cartridge for a gas-powered dart gun. Contains 5 hollow darts.

Caliber: dart. Loads the Dart Gun.

No
Flechette Rifle Magazine RifleMagazine.png 8 A rifle magazine loaded with flechette rounds. Contains 9 rounds.

Caliber: flechette munition. Loads the Flechette Rifle.

Yes
Haywire Slug HaywireSlug.png 1 Single 12-gauge shotgun slug fitted with a single-used ion pulse generator.

Caliber: 12g. Roughly equivalent to a shot from an ion rifle. Loads shotguns, including the Combat Shotgun and Sawnoff Shotgun

No
Magnum Magazine MagnumMagazine.png 8 A magazine for magnum pistols. Contains 7 rounds.

Caliber: 15mm. Loads the Magnum Pistol.

No
Magnum Speedloader MagnumSpeedloader.png 8 A speedloader for magnum revolvers. Contains 6 rounds.

Caliber: 15mm. Loads the Magnum Revolver.

No
Rifle Magazine RifleMagazine.png 8 A magazine for assault rifles. Contains 20 rounds.

Caliber: 5mmR. Loads the Assault Rifle.

No
Small EMP Ammo Box AmmoboxEMP.png 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.

No
Small Magazine SmallMagazine.png 3 A magazine for small pistols. Contains 8 rounds.

Caliber: 7mm. Loads the Small Silenced Pistol.

No
Small Speedloader Speedloader.png 3 A speedloader for small revolvers. Contains 6 rounds.

Caliber: 7mm. Loads the Small Revolver.

No
Standard Box Magazine SMGMagazine.png 8 A magazine for standard SMGs. Contains 20 rounds.

Caliber: 10mm. Loads the Standard Machine Gun.

Yes
Standard Doublestack Magazine DoublestackMagazine.png 9 A magazine for standard military pistols. Contains 15 rounds.

Caliber: 10mm. Loads the Standard Military Pistol

No
Standard EMP Ammo Box AmmoboxEMP.png 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 and the Standard Military Pistol.

No
Standard Speedloader Speedloader.png 8 A speedloader for standard revolvers. Contains 6 rounds.

Caliber: 10mm. Loads the standard revolver (not available over uplink).

No
Standard Stick Magazine StickMagazine.png 8 A magazine for standard machine pistols. Contains 16 rounds.

Caliber: 10mm. Loads the Standard Machine Pistol.

No
Stripper Clip StripperClip.png 2 A stripper clip used to load bolt action rifles. Contains just 5 rounds.

Caliber: 5mmR. Loads the Bolt Action Rifle.

No

Augments

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

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).

This augment implants in the head. Each body part can only fit one augment at a time.

Acts as built-in binoculars.

No
Iatric Monitor CBM (head) CBM.png 20 A small computer system attached to the brain stem that monitors your life signs. It has been configured to be undetectable on body scanners. It can be activated to gain a simple readout of your current physical state that can be understood regardless of your medical skill.

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).

This augment implants in the head. Each body part can only fit one augment at a time.

Outputs health scanner information for the use. Not compatible with synthetic biologies.

No
Internal Air System CBM (chest, active) CBM.png 24 This flexible air sack housed in your torso slowly fills with safe air as you breathe, and can be used as a low-capacity internals source if nothing else is available. It will automatically filter out the safest air for your species. It has been configured to be undetectable on body scanners.

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).

This augment implants in the upper body. Each body part can only fit one augment at a time.

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.

No
Pop-out Shotgun CBM (arm) CBM.png 60 Replacing a hefty part of your forearm, this mechanism can be controlled with a flicking motion to reveal a long 12-gauge barrel that can fit a single shell. The ultimate trump card when you're out of options. It comes pre-loaded with a single buckshot shell.

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

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).

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.

A pop-out ballistic weapon - fits 1 round at a time, and can be reloaded with loose 12g rounds. Doesn't have a safety.

No
Wrist Blade CBM (arm) CBM.png 32 This concealed housing is mounted inside your lower arm, and can be activated to extend a vicious, lightweight blade. Useful for assassinations or self-defense. Developed especially for concealment, its presence will not be revealed by body scanners.

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).

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.

No

Badassery

Item Icon TC Cost Description Merc Only?
Crayon MRE CrayonMRE.png 130 An exceptionally robust MRE.

Contains a box of crayons, three sauce packets of randomly-colored crayon powder, and a rainbow crayon for dessert. For the traitor of refined culinary taste.

No
Modded Foam Gun FoamGun.png 32 It's a Jorf revolver blaster and 14 weighted darts. Even after aftermarket modification to increase its range and launch velocity, it's not a very effective weapon.

Holds up to 6 darts at a time. Doesn't hurt very much.

No
Modified Money Cannon MoneyCannon.png 48 Too much money? Not enough screaming? Try the Money Cannon.

Can be set to launch between 1 and 2,000 thaler at once. Holds up to 2,000 thaler at a time. Does more damage the more money is launched, but still not very painful in any case. Pairs nicely with Operations Funding.

No
Random Item ??? 1+ Buys you a random item for at least 1 TC. Be careful, this can spend any amount of telecrystals! No
Random Items ??? All Buys you as many random items as you can afford. Convenient packaging NOT included! No
Surplus Crate ShippingCrate.png 520 A crate containing 780 telecrystals worth of surplus leftovers. If you can find some help to pay for it, you might strike gold. Yes
Useless Balloon (Corporate) Ntballoon.png 130 For showing that you love the company SOO much. No
Useless Balloon (Criminal) Syndballoon.png 130 For showing that You Are The BOSS. No
Useless Balloon (Random) ??? 130 Randomly selects a ballon for you. For showing 'Whatevah~' No

Devices & Tools

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

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

For obvious reasons, don't open the bomb's valve or send the detonation signal while you are holding the bomb. This will cause the device to explode.

No
Binary Translator Key Cypherkey.png 20 This headset encryption key will allow you to both listen and speak on the binary channel that synthetics and AI have access to. Remember, non-synths don't normally have access to this channel, so talking in it will raise suspicion. Use a screwdriver on your headset to exchange keys.

Use the prefix ":x" to speak over this channel.

No
C-4 Plastic-explosive0.png 16 Set this on a wall to put a hole exactly where you need it.

Can be placed on doors, walls, and most large objects, such as lockers and vending machines. Creates a small, targeted explosion that destroys the object it's placed on with minimal damage to surrounding tiles. Click in hand to adjust the detonation timer, to a minimum of 10 seconds. By default, the detonation occurs 10 seconds after the C-4 is planted.

No
Camera MIU S-ninja.png 60 Wearing this mask allows you to remotely view any cameras you currently have access to. Take the mask off to stop viewing.

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

Cost is reduced to 30TC for mercenaries.

No
Cryptographic Sequencer Emag.png 24 An electromagnetic card capable of scrambling electronics to either subvert them into serving you, or giving you access to things you normally can't. Doors can be opened with this card even if you aren't normally able to, but will destroy them in the process. This card can have its appearance changed to look less conspicuous.

Better known as an "e-mag". Can be used 10 times before breaking. The cryptographic sequencer can be disguised as a data card, blank ID, or union card for greater discretion.

A(n incomplete) list of machines and electronics that can be affected by the cryptographic sequencer can be found here.

No
Door Hacking Tool Multitool.png 24 Appears and functions as a standard multitool until a screwdriver is used to toggle it. While in hacking mode, this device will grant full access to any airlock in 20 to 40 seconds. This device will be able to continuously re-access the last 6 to 8 airlocks it was used on.

A whole world of hacking possibilities, with none of the technical know-how required.

No
Duct Tape Taperoll.png 2 A roll of duct tape. Patch holes in your voidsuit, or silence your victims. No
Encrypted Radio Channel Key Cypherkey.png 1 This headset encryption key will allow you to speak on a hidden, encrypted radio channel. Use a screwdriver on your headset to exchange keys.

Use the prefix ":t" to speak over this channel.

No
Extra-Strength Polychromic Dye Polychromicdye.png 10 15 units of a tasteless dye that causes chemical mixtures to take on the color of the dye itself. Very useful for disguising poisons to the untrained eye; even large amounts of reagents can be fully recolored with only a few drops of dye. Like the mundane variety of polychromic dye, you can use the bottle in your hand to change the dye's color to suit your needs.

A chemical analysis of any dyed liquid will show its true identity, but won't reveal the presence of the dye itself.

No
Flashdark Flashdark.png 32 A device similar to a flash light that absorbs the surrounding light, casting a shadowy, black mass.

Fantastic for obscuring vision or for lurking ominously.

No
Fully Loaded Toolbox SyndicateToolbox.png 8 A hefty toolbox filled with all the equipment you need to get past any construction or electrical issues. Instructions and materials not included.

Contains a wrench, screwdriver, welding tool, crowbar, multitool, a pair of wire cutters, and a pair of insulated gloves.

No
Hacked Supply Beacon Beacon.png 52 Wrench this large beacon onto an exposed power cable, in order to activate it. This will call in a drop pod to the target location, containing a random assortment of (possibly useful) items. The ship's computer system will announce when this pod is en route. No
Hacked AI Upload Module Std mod.png 52 A module that can be used anonymously add a singular, top level law to an active AI. All you need to do is write in the law and insert it into any available AI Upload Console.

Note that without an AI, this is effectively useless.

No
Handheld Shield Diffuser Hdiffuser off.png 16 A small device used to disrupt energy barriers, and allow passage through them.

For breaching energy shields - namely, those around the ship.

No
Heavy Armor Vest and Helmet Satchel-norm.png 16 This satchel holds a combat helmet and fully equipped plate carrier. Suit up, and strap in, things are about to get hectic.

The armor provides good protection against against ballistics and energy weapons, as well as melee attacks. Causes slowdown.

No
Morphic Clerical Kit Satchel-norm.png 16 Comes with everything you need to fake paperwork, assuming you know how to forge the required documents.

Contains a hand labeler, a destination tagger, a chameleon stamp, a chameleon pen, and and enough package wrapper for 25 uses.

No
Operations Funding Secure.png 8 A briefcase with 10,000 untraceable thaler. Makes a great bribe if they're willing to take you up on your offer.

Briefcase is secure and password-protectable. Keeps your ill-gotten gains nice and safe!

No
Personal Shield Batterer.png 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. No
Powersink Powersink0.png 40 A device, that when bolted down to an exposed wire, spikes the surrounding electrical systems, draining power at an alarming rate. Use with caution, as this will be extremely noticeable to anyone monitoring the power systems. No
Radio Intercepter BulkyRadio.png 30 A receiver-like device that can intercept secure radio channels. This item is too big to fit into your pockets.

Allows access the Common, Entertainment, and Hailing channels aboard the SEV Torch. Primarily for antagonists who wouldn't normally have access to these channels.

No
Suit Sensor Jamming Device Jammer.png 20 This tiny device can temporarily change sensor levels, report random readings, or false readings on any suit sensors in your vicinity. The range at which this device operates can be toggled as well. All of these options drain the internal battery. No
Thermal Imaging Glasses Meson.png 24 A pair of meson goggles that have been modified to instead show synthetics or living creatures, through thermal imaging. No
Voidsuit and Tactical Mask Satchel-norm.png 28 A satchel containing a non-regulation voidsuit, voidsuit helmet, tactical mask, and oxygen tank. Conceal your identity, while also not dying in space.

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

No

Disguised & Inconspicuous Weaponry

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

Each pack contains 6 cigarettes of the specified type. Flashes and Smokes can be lit to activate - other cigarettes can be smoked as normal. Comes with a Zippo lighter.

No
Concealed Cane Sword Cane.png 8 A cane used by a true gentlemen, especially ones with sharp intentions.

Despite the name, actually contains a switchblade. Other types of folding knives can also be sheathed in the cane.

No
Disguised Syringe Gun Pcigoff1.png 10 A syringe gun disguised as an electronic cigarette with 4 darts included in the box. Chemicals not included! No
Paralytic Pen Pen.png 20 Looks and works like a pen, but prick someone with it, and 30 seconds later, they'll be on the ground mumbling.

Instantly injects all chemicals in the pen into the target when stabbed. Starts with 15u Vercuronium Bromide loaded. Refillable. Holds up to 30u of chemicals.

No
Random Toxin Vial Box of doom.png 8 Contains one of an assortment of nasty toxins, with a single syringe included. Don't worry, its labeled.

Vial contains one of the following: 15u Carpotoxin, 15u Impedrezene, 10u Zombie Powder, or a cocktail of 10u MindBreaker Toxin and 20u Space Drugs.

No
Subversive Soap Soap.png 1 Wash out the blood stains and slip pursuing MAAs in equal measure. Comes in a variety of delicious scents! No

Grenades

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

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.

No
EMP Grenades (5x) GrenadeBox.png 24 A box of grenades that will send electronics into a frenzy, or possibly fry them altogether. The timer is adjustable with a screwdriver. These ones are packaged in a box of five for a discount. No
Fragmentation Bomb FragmentationBomb.png 24 Larger and heavier than a standard fragmentation grenade, this device is extremely dangerous. It cannot be thrown as far because of its weight.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.

Yes
Fragmentation Grenade (1x) FragmentationGrenade.png 10 A military fragmentation grenade, designed to explode in a deadly shower of fragments, while avoiding massive structural damage.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.

Yes
Fragmentation Grenade (5x) GrenadeBox.png 40 A military fragmentation grenade, designed to explode in a deadly shower of fragments, while avoiding massive structural damage. These ones are packaged in a box of five for a discount. Yes
Fragmentation Shell (1x) FragmentationShell.png 10 Weaker than standard fragmentation grenades, these devices can be fired from a grenade launcher.

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.

Yes
Fragmentation Shell (5x) GrenadeBox.png 40 Weaker than standard fragmentation grenades, these devices can be fired from a grenade launcher. These ones are packaged in a box of five for a discount. Yes
Photon Disruption Grenade (1x) EMPGrenade.png 4 An experimental device for temporarily removing light in a limited area for a small amount of time.

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.

No
Photon Disruption Grenade (5x) GrenadeBox.png 16 An experimental device for temporarily removing light in a limited area for a small amount of time. These ones are packaged in a box of five for a discount. No
Smoke Grenade (1x) SmokeGrenade.png 4 A grenade that will erupt into a vision obscuring cloud of smoke. Makes for great getaways!

Clicking in-hand will activate the grenade and automatically put the user into throw mode. Can be used as ammunition in the Grenade Launcher.

No
Smoke Grenade (5x) GrenadeBox.png 16 A grenade that will erupt into a vision obscuring cloud of smoke. Makes for great getaways! These ones are packaged in a box of five for a discount. No
Supermatter Grenade (1x) SupermatterGrenade.png 15 This grenade contains a small supermatter shard which will delaminate upon activation and pull in nearby objects, irradiate lifeforms, and eventually explode.

Clicking in-hand will activate the grenade and automatically put the user into throw mode.

Yes
Supermatter Grenade (5x) RadBox.png 60 This grenade contains a small supermatter shard which will delaminate upon activation and pull in nearby objects, irradiate lifeforms, and eventually explode. Yes

Hardsuit Modules

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

Contains a hardsuit voice synthesiser and an electrowarfare module. Note that the electrowarfare module has no effect without an AI. 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. Detailed instructions for hardsuit operation can be found here.

No
Maneuvering Jets ThrustersModule.png 32 A module capable of giving your suit an active thrust system, so that you can maneuver in zero gravity.

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. Detailed instructions for hardsuit operation can be found here.

No
Mounted Energy Gun MountedEnergyGunModule.png 48 A module that drains your power reserves in order to fire an arm mounted energy gun.

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. Detailed instructions for hardsuit operation can be found here.

No
Mounted Laser Cannon MountedLaserCannonModule.png 64 A module capable of draining your suit's power reserves in order to fire a shoulder mounted laser cannon.

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. Detailed instructions for hardsuit operation can be found here.

Yes
Net Projector NetProjectorModule.png 20 A module capable of creating an energy net device that can be thrown in order to capture targets like the prey they are.

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. Detailed instructions for hardsuit operation can be found here.

No
Power Sink PowerSinkModule.png 48 A module capable of recharging your suit's power reserves, by tapping into an exposed, live wire.

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. Detailed instructions for hardsuit operation can be found here.

No
Thermal Scanner Thermal.png 16 A module capable of giving vision of synthetic or living creatures, through thermal imaging.

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. Detailed instructions for hardsuit operation can be found here.

No

Implants

Item Icon TC Cost Description Merc Only?
Compressed Matter Implant Box of doom.png 32 An implant with an emotive trigger used to hide a handheld item in your body. Activating it materializes the item in your hand.

To compress an item, toggle the implanter's safeties off, then target that item with the implanter. You may then implant the item in a body part of your choice, and select an emote from the list provided to act as a trigger to rematerialize the item. One-time use only.

No
Explosive Implant Box of doom.png 40 An explosive implant activated with a vocal trigger or radio signal. Use the included pad to adjust the settings before implanting.

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

Warning: Blowing yourself up with the explosive implant falls under server rules about suicide - if you intend to blow yourself up, you must ahelp for staff permission. Doing otherwise is a potentially bannable offense.

No
Freedom Implant Box of doom.png 24 An implant with an emotive trigger that can break you free of restraints. Show Security who has the real upper hand!

Upon implanting, you'll be prompted to select an emote from a list. Using this emote will instantly free you of any restraints.

No
Neural Imprinting Implant Box of doom.png 20 An implant able to be used on someone who is under the influence of Mindbreaker Toxin to give them a set of law-like instructions to follow. This kit contains a dose of Mindbreaker Toxin.

Use the implanter on the implant pad to program. This will allow you to add, remove, or edit rules on the implant, much like a synthetic's laws. The target must be under the influence of Mindbreaker Toxin, or otherwise hallucinating, in order for the implant to take full effect - otherwise, the laws will only present themselves as suggestions.

Only purchasable by traitors.

No
Uplink Implant Box of doom.png 65 This implant holds an uplink containing 63 telecrystals, activatable with an emotive trigger. You will have access to it, as long as it is still inside of you.

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

No

Jamming and Announcements

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

Functions like an ion storm, but much longer.

No
Complete Suit Sensor Shutdown Sflash.png 40 A single-use device, that when activated, completely disables all suit sensors for 10 minutes.

Leave sensors blind and helpless while you murder your victims!

No
Crew Arrival Announcement and Records Sflash.png 16 A single-use device, that when activated, creates a fake crew arrival announcement as well as fake crew records, using your current appearance (including held items!) and worn ID card. Prepare well!

Great for secret identities!

No
Ion Storm Announcement Sflash.png 8 A single-use device, that when activated, fakes an announcement, so people think all their electronic readings are wrong.

Note that this doesn't actually affect readings - unless paired with another jamming device, anyone looking at sensors will be able to tell that nothing's actually wrong.

No
Radiation Storm Announcement Sflash.png 24 A single-use device, that when activated, fakes an announcement, so people run to the tunnels in fear of being irradiated!

Also unlocks maintenance and the safe rooms for real.

No

Loud & Dangerous Weaponry

Item Icon TC Cost Description Merc Only?
Advanced Energy Gun Nucgun.png 60 A highly experimental heavy energy weapon, with three different lethality settings.

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

Has a maximum capacity of 10 shots worth of power. Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip.

No
Advanced Railgun AdvancedRailgun.png 130 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.

Yes
Anti-Materiel Sniper Rifle Heavysniper.png 68 A secure briefcase that contains an immensely powerful penetrating rifle, as well as seven extra sniper rounds.

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

Includes a magnifying optical scope, toggled with the "Use Scope" verb. Best fired with a two-handed grip.

Yes
Assault Rifle Arifle.png 60 A common rifle with three togglable fire modes.

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

Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip.

Yes
Bolt Action Rifle BoltActionRifle.png 12 For arming your comrades on the cheap!

Ballistic weapon. Caliber: 5mmR. Can be loaded using single 5mmR rounds or the Stripper Clip - holds up to 5 rounds at a time.

Only purchasable by mutineers.

No
Combat Shotgun Cshotgun.png 52 A high capacity, pump-action shotgun regularly used for repelling boarding parties in close range scenarios.

Ballistic weapon. Caliber: 12g. Can be loaded using loose 12g rounds, such as Shotgun Shells, Shotgun Slugs, 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.

Yes
Dart Gun Dartgun-0.png 20 A gas-powered dart gun capable of delivering chemical payloads across short distances. Uses a unique cartridge loaded with hollow darts.

Ballistic weapon. Caliber: darts. Can be loaded using the Dart Cartridge. Fill with horrible toxins or what-have-you before firing! Note that darts won't penetrate most thick clothing, like armor or voidsuits.

No
Energy Crossbow Crossbow.png 24 A self-recharging, almost silent weapon employed by stealth operatives.

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

Has a maximum capacity of 8 shots worth of power. Energy crossbow bolts are toxic, and will poison your target in addition to applying a stun effect. Can be concealed in your pocket or bag.

No
Energy Gun Energy100.png 32 A energy based sidearm with three different lethality settings.

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

Has a maximum capacity of 10 shots worth of power. Has multiple firemodes, which can be cycled by clicking the gun in-hand.

No
Energy Sword Sword0.png 32 A hilt, that when activated, creates a solid beam of pure energy in the form of a sword. Able to slice through people like butter! No
Explosive Harpoon ExplosiveHarpoon.png 12 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. No
Flechette Rifle Flechette gun.png 60 A railgun with two togglable fire modes, able to launch flechette ammunition at incredible speeds.

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

Uses the Flechette Rifle Magazine as ammunition, fitting one magazine at a time. Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip. Causes significant slowdown when held or worn.

Yes
Grenade Launcher Riotgun.png 60 A pump action grenade launcher loaded with a random assortment of grenades.

Ballistic weapon. Can be loaded with EMP Grenades, Photon Disruption Grenades, Smoke Grenades, and Fragmentation Shells, and starts with a random assortment of EMP Grenades, Photon Disruption Grenades, and Smoke Grenades inserted. Holds up to 6 grenades in a revolving chamber at a time. To pump, click weapon in-hand.

Yes
Incendiary Laser Blaster IncendiaryLaserBlaster.png 40 A laser weapon developed and subsequently banned in Sol space, it sets its targets on fire with dispersed laser technology. Most of these blasters were swiftly bought back and destroyed - but not this one.

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

Has a maximum capacity of 4 shots worth of power. Does what it says on the tin.

No
Ion Pistol Ionpistol100.png 40 Ion rifle in compact form. Designed to disable mechanical threats.

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

Has a maximum capacity of 4 shots worth of power.

No
Magnum Pistol MagnumPistol.png 52 A high-caliber pistol that uses 15mm ammunition.

Ballistic weapon. Caliber: 15mm. Can be loaded using the Magnum Magazine.

Best fired with a two-handed grip.

No
Magnum Revolver MagnumRevolver.png 56 A high-caliber revolver. Includes an extra speedloader of ammo.

Ballistic weapon. Caliber: 15mm. Can be loaded using loose 15mm rounds and the Magnum Speedloader - holds up to 6 rounds at a time.

Best fired with a two-handed grip.

No
Pulse Rifle Pulse100.png 68 A triple burst, heavy laser rifle, with a large battery capacity.

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

Fires 3 shots at a time, and has a maximum capacity of 36 shots worth of power. Best fired with a two-handed grip.

Yes
Railgun Railgun.png 109 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.

Yes
Replica Pistol ReplicaPistol.png 16 A cheap replica of an earth handgun. To reload, buy another.

Ballistic weapon. Can't be reloaded except with more replica ammunition, so may as well buy a whole 'nother pistol. Best fired with a two-handed grip.

No
Sawnoff Shotgun Sawnshotgun.png 45 A shortened double-barrel shotgun, able to fire either one, or both, barrels at once.

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

Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip.

No
Small Energy Gun Smallgunstun100.png 16 A pocket-sized energy based sidearm with three different lethality settings.

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

Has a maximum capacity of 5 shots worth of power. Has multiple firemodes, which can be cycled by clicking the gun in-hand.

No
Small Revolver SmallRevolver.png 24 A pocket-sized holdout revolver. Easily concealable.

Ballistic weapon. Caliber: 7mm. Can be loaded using loose 7mm rounds and the Small Speedloader, or with ammo from the Small EMP Ammo Box - holds up to 6 rounds at a time.

No
Small Silenced Pistol SmallSilencedPistol.png 32 A kit with a pocket-sized holdout pistol, silencer, and an extra magazine. Attaching the silencer will make it too big to conceal in your pocket.

Ballistic weapon. Caliber: 7mm. Can be loaded using the Small Magazine, or with ammo from the Small EMP Ammo Box.

No
Standard Machine Pistol StandardMachinePistol.png 45 A high rate of fire weapon in a smaller form factor, able to sling standard ammunition almost as quick as a submachine gun.

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

Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip.

No
Standard Military Pistol StandardMilitaryPistol.png 40 A regularly used and reliable weapon that is standard issue in the Navy.

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

No
Standard Submachine Gun C20r-20.png 52 A quick-firing weapon with three togglable fire modes.

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

Has multiple firemodes, which can be cycled by clicking the gun in-hand. Best fired with a two-handed grip.

Yes
Zip Gun Zipgun.png 8 A pipe attached to crude wooden stock with firing mechanism, holds one round. Yarr, matey!

Ballistic weapon. Uses one of the following calibers, determined randomly when purchased: 7mm, 10mm, 15mm, 5mmR, 7mmR, 12g. Only fits 1 round at a time, and casings must be removed manually. Doesn't have a safety.

No

Medical & Food

Item Icon TC Cost Description Merc Only?
Box of Sin-Pockets Sin donkpockets.png 8 A box of filled dough pockets. Great for a quick meal when you're hiding from Security. Instructions included on the box.

Contains six Sin-Pockets. When heated, each Sin-Pocket is filled with 5u Doctor's Delight, 0.75 Hyperzine, and 0.25 Synaptizine. Do not overconsume.

No
Combat Defibrillator Defibcombact combat.gif 24 A belt-equipped defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits. No
Combat Medical Kit Bezerk.png 48 Contains most medicines you need to recover from injuries and illnesses, all in a convenient pill form. Splints for broken bones also included!

Contains one pill bottle each of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, and Spaceacillin, as well as a set of splints.

No
Stabilisation First Aid Kit Stabilisation.png 16 Contains five easy-use emergency medical pouches.

Has one pouch for each of the following types of injuries: trauma, burns, oxygen loss, toxin, and radiation.

No
Stasis Bag Cryobag folded.png 24 Reusable bag designed to slow down life functions of occupant, especially useful if short on time or in a hostile environment.

Also functions as a closed atmosphere. Comes with a limited oxygen tank, and gradually loses stasis power over time.

No
Surgery Kit Surgerykit.png 40 Contains all the tools needed for on the spot surgery, assuming you actually know what you're doing with them. Floor sterilization not included.

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

No

Stealth & Camouflage Accessories

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

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

No
Balaclava Balaclava.png 1 Designed to both hide identities and keep your face comfy and warm.

Snug and secure. Make sure to hide your ID.

No
Bug Kit Box of doom.png 8 For when you want to conduct voyeurism from afar. Comes with 6 bugs to plant, and a monitoring device to pair them with.

Use a bug on the monitoring device to pair, and place the bug in any location you want to monitor. Using the monitoring device will allow you to see all paired bugs, as if viewing the location through a security camera.

No
Chameleon Kit Box of doom.png 20 Comes with a full set of appearance changing clothing you need to impersonate most people. Accessories, backpack, and gun included!

Includes a chameleon jumpsuit, cap, set of armor (serving as an outer layer), shoes, backpack, gloves, mask, goggles, and radio headset, as well as a chameleon gun and three chameleon ties serving as customizable accessories. 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.

No
Chameleon Projector Shield0.png 32 Use this to scan a small, portable object in order to disguise yourself as said object.

Disguise functions as long as you hold the projector, or until someone tries to interact with the object you're disguised as. Comes with a cigarette butt scanned by default.

No
Concealable Armor Undervest.png 15 An armor vest that can be worn under a jacket. About as tough as a light plate.

To wear under outer clothing, equip the armor vest as an accessory on your uniform. Provides some protection from melee attacks and very limited protection from ranged weaponry, but doesn't protect from stuns. Can't be layered under other armor.

No
Concealable Tactical Armor Undervest.png 25 An armor vest that can be worn under a jacket. About as tough as a medium plate.

To wear under outer clothing, equip the armor vest as an accessory on your uniform. Provides some protection from melee attacks and ballistic weaponry as well as very limited protection from energy weapons, but doesn't protect from stuns. Can't be layered under other armor.

No
Fake Moustache Fake-moustache.png 1 A simple fiber moustache that will conceal the wearer's face.

Wearing the fake moustache will cause your name to appear as "Scoundrel" on mouse-over or examination, and won't show your ID name even if you're wearing an ID. Your ID can still be examined and read directly, however.

No
Modified Gas Mask Fullgas.png 20 A fully functioning gas mask that is able to conceal your face and has a built in voice modulator, so you can become a true shadow operative!

The voice modulator can be toggled on or off. While on, the voice can be set to any name of your choosing.

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

Telecrystal Materialization

Item Icon TC Cost Description Merc Only?
Telecrystal (1x) Telecrystal.png 1 Remove 1 telecrystals from this uplink.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No
Telecrystals (5x) Telecrystal.png 5 Remove 5 telecrystals from this uplink.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No
Telecrystals (10x) Telecrystal.png 10 Remove 10 telecrystals from this uplink.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No
Telecrystals (25x) Telecrystal.png 25 Remove 25 telecrystals from this uplink.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No
Telecrystals (50x) Telecrystal.png 50 Remove 50 telecrystals from this uplink.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No
Empty Uplink Telecrystal.png All Completely empties this uplink of all remaining telecrystals.

Telecrystals can be placed back in an uplink, if desired. Telecrystals also teleport the user in a random direction if crushed in-hand.

No