Difference between revisions of "User:Iatots"

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!class="unsortable"|info
 
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|id="357_speedloader"|.357 Speedloader
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|[[file:357_speedloader.png]]
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|This is a loaded ammo delivery device for the [[#Revolver|Revolver]]; It instantly reloads it with 7 more shots. It can be used by clicking on an empty revolver while you hold the loader in your active hand. You must add bullets to it by hand, making it as slow as a revolver to actually reload unless you happen upon a big pile of bullets on the floor, in which case clicking any of the bullets with the speedloader in hand will instantly reload it; such piles may be found near hacked autolathes, or produced by dumping a bag of them on the floor. CANNOT be fed into the autolathe so don't be afraid of feeding it to the machine.
 
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|id="9mmAmmo"|9mm Handgun Magazine
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|[[file:10mmMag.png]] <!-- WHY -->
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|This is ammo for the [[#Makarov_Pistol|Makarov Pistol]]. It can be used by either using a gun in hand to remove the old magazine and then loading it in, or do [[#Ammunition|tactical reload]]. 30 raw damage. Loose ammo boxes can be made in a hacked autolathe so it is ill-advised to order too many extra handgun magazines as it's more economical to simply handload empty magazines.
 
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|id="9mmAP"|9mm Armour Piercing Magazine
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|[[file:10mmmagAP.png]]
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|2
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|An additional 8-round 9mm magazine; compatible with the [[#Makarov_Pistol|Makarov Pistol]]. AP does 27 raw damage, but possesses 40 armor piercing capabilities.
 
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|9mm Hollow Point Magazine
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|[[file:10mmmaghollow.png]]
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|3
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|An additional 8-round 9mm magazine; compatible with the [[#Makarov_Pistol|Makarov Pistol]]. HP does 40 raw damage, but possesses -50 armor piercing capabilities.
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|9mm Incendiary Magazine
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|[[file:10mmmagfire.png]]
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|2
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|An additional 8-round 9mm magazine; compatible with the [[#Makarov_Pistol|Makarov Pistol]]. Loaded with incendiary rounds which ignite the target. 15 raw damage, adds 2 firestacks.
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|id="RiotDarts"|Box of Riot Darts
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|[[file:Foambox_riot.png]]
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|2
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|This is ammo for the [[#Toy_Gun_with_Riot_Darts|Toy Gun]]. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.
 
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Revision as of 22:28, 26 June 2020

Syndicate Items

These are the items that Traitors and Nuclear_Operative can purchase through their uplink.

Your Uplink

Traitor.png Traitors by default have a PDA Normalpda.gif serve as their uplink. This can be changed through game preferences into a headsetHeadset.png or a pen Pen.png.

The shop page is hidden for stealth purposes, and to unlock it you will need to either enter the special code you receive roundstart as your PDA's custom ringtone, select a special frequency on your special headset, or click you special pen, whichever you chose as your preference.

Generic nukesyndie.png Nuclear operatives have a radio Radio.png as uplink which starts unlocked, and can be detonated as an impromptu bomb if money is tight.


The shop interface is divided into categories. Traitors start with 20 TeleCrystals, always, while operatives receive roughly 10 Crystals for each 10 crewmembers on the station, and receive extra if they declare war on Nanotrasen.

Some items are very expensive, sometimes enough to be impossible to purchase. You can obtain more telecrystals from other traitors, or give yours away. How? In the category "bundles and telecrystals" you can "buy" TeleCrystals to eject them from your uplink, and reinsert them into any unlocked uplink. All syndicate agents know codewords with which to recognize eachother on the station, but remember that traitors are not required to cooperate: A supersurplus crate contains a *lot* of gear, but some people can still be greedy and stab you in the back while you check the contents. Afterall, why have only one double esword when you could have two? Or three?

If you don't want to chance an encounter in disposals with fishy individuals, all hope is not lost: there still are discounts: Up to three items, unique for each traitor, can be purchased once each for a randomly discounted price. Cheaper items get discounted more often and discounts tend to average around 50% off, but every once in a while you can hit the jackpot and get a revolver for 80% off. Nuclear operatives get discounts too both individually as well as a team: team discounted items have unlimited supply, you can always buy more as long as you have TC left. Woe to any station that is besieged by operatives with discounted explosives, assault cyborgs or mechs.


Contract Kit

"Contract Kit"
"Contract Kit"
Found in: Ordered via syndicate uplink, costs 20 telecrystals.
Used for: Completing kidnapping contracts for TC-rewards.
Strategy: A high risk, high reward choice for a traitor who wants a real challenge.
Description
20+ players only
The Syndicate have a number of urgent contracts for you to take on, become a contractor and complete them for TC and cash payments. Upon purchase, you'll be granted your own contract uplink embedded within a supplied tablet computer. Additionally, you'll be granted contractor gear to help with your mission. Comes supplied with the tablet, a specialist contractor space suit, chameleon jumpsuit and mask, agent card, three randomly selected low cost items, and a unique, electrified baton. Can include items from nuke ops.

Use the new contract uplink to select a contract, and bring the assigned target dead or alive to the designated drop off location. Call for the extraction pod and send them off for your payment, with much higher rewards for keeping them alive. Extracted targets will be sent to the ninja jail and held for ransom by the Syndicate, alerting the crew after a small delay. Ransom will be payed automatically by Nanotrasen, taking an amount of the station budget to offset the cost. These targets will later be returned to the station, with even targets brought and extracted dead being returned to the crew. The contractor always earns a portion of the ransom when they're extracted into their equipped ID.

Victims that're extracted will have their items stored until they're brought back, with their items coming along with the pod they're dropped with. Extracted targets always get dropped back in the same area they were launched from.

Aborting or completing contracts will make them unavailable to take on again, so be mindful of this when choosing which target to pick. Extraction will come when requested, but only if both yourself and the target is inside the dropoff location.

The average for the total TC you can earn with this kit is around 34 TC, with the minimum never being below 30, should you extract all your targets alive. This is on top of the actual value this kit gives you initially, making this an incredibly viable choice if you can justify a weaker early game, and feel up to the challenge.

Currently, when first assigning yourself to the uplink, you'll always be given 6 contracts.

Unique items are available to purchase with "Contractor Rep" through the available Hub inside the uplink. You acquire two Rep per completed contract, with five different purchases available:

  • Contract Reroll - 2 Rep: Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available.
  • Contractor Pinpointer - 1 Rep: A pinpointer that only activates for its owner, which is the first person to activate it. Locks on to crew on the same z-level, ignoring suit sensors, but is much less accurate. Will show you're at the location when within ~25 units.
  • Fulton Extraction Kit - 1 Rep: Gives both a beacon and fulton kit to move targets/items across the station. Place the beacon down, and use the bag in hand to link it. Using the bag on items and crew will send them to the beacon. They must be outside - so in space or on lavaland - to be sent to the beacon.
  • Reinforcements - 2 Rep: Call in a Syndicate agent to help you with your mission. Role is polled to ghosts, and comes with very basic items and their own 0 TC uplink. When an agent is found, they'll be sent via pod, so be sure to call when by yourself.
  • Blackout - 3 Rep: Cuts station power for a short duration.

Contractor baton retracted.pngContractor BatonContractor baton extended.png

This baton comes in every contract kit. If extended and used on someone when not on harm intent it causes 1.5 seconds of knockdown and 85 stamina damage, which means it will stamcrit someone with 2 hits. Has a 2.5 second cooldown between non-harm hits. Fits in a pocket when retracted. Use in hand to extend or retract. Unlike other batons, this one works on cyborgs.

Traitor.pngTraitor Items

Bundles

Item Icon Cost description info
Bundle A:
Syndi-kit Tactical
Box.png 20tc Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle A, containing tactical item sets.

Possible Sets:

Recon

Spy

Stealth

Guns

Screwed

Murder

Implant

Hacker

Lord Singulo

Sabotage

Sniper

Meta Ops

Bundle B:
Syndi-kit Special
Box.png 20tc Weightedly picks a set of Syndicate items and spawns them in a common box. The total cost of items you get is always more than 20 telecrystals. You get more than you would normally be able to at the cost of not knowing what you're going to get. This is bundle B, containing special item sets.

Possible Sets:

Bond

Ninja

Dark Lord

White Whale, Holy Grail

  • Kinetic Speargun
  • Quiver with 20 Magspears
  • Carp space suit
  • Carp mask
  • Carp delivery grenade

Mad Scientist

Bee

  • Bee objective
  • Bee costume
  • Bee mask
  • Yellow fanny pack
  • 2x buzzkill grenades
  • Beesease reagent
  • The Stinger - A fast attacking bee sabre which injects 4 units of histamine on every hit.

Mr Freeze

Surplus Crate GrayCrate.png 20 Contains 50 telecrystals worth of completely random Syndicate items. This can be anything from an Emag to a Deck of Cards. It can be useless junk or really good. It can be fun to buy if you have an easy objective or want to switch up your strategy. 25+ players only
Super Surplus Crate GrayCrate.png 40 Contains 125 TC worth of items. If you feel you can trust other traitors, why not? 40+ players only
Raw Telecrystals Tc.png 1 per Eject telecrystals from your uplink one at a time, or in bundles of 5, 10 and 20.
Random Item ??? ??? Receive a random item from the uplink for which you have enough telecrystals, no discounts unless it selects an item in the discout category. Like a surplus crate, but without the value or the 100% commitment. While the cost displays 0, it's not a freeby: you pay the item full price!

Conspicuous and Dangerous Weapons

Item Icon Cost description info
Box of Throwing Weapons Syndie box.png 3 This kit contains five throwing stars and two reinforced bolas.
Throwing stars will deal heavy brute damage on hit and automatically embed, causing further brute and bleeding over time.
Reinforced bolas cause a 3.5 second knockdown and will slow targets down on hit until they are removed. They take longer to remove than normal bolas.
Energy Sword Sword.gif 8 This is a melee weapon that will do a lot of (30) brute damage. It also has a high chance to knock someone down, or outright uncouncious. It has two states, on and off. When it's off, you can fit it into your pocket, but it's a terrible weapon. Activate it to switch between the two states, but be warned, turning it on or off causes a very loud and distinct noise. You have a decent chance of reflecting projectiles with it when turned on. Very good combo combined with the Mini Energy Crossbow's knockdown.

You can also hit it with a multitool to make a RAINBOW SWORD.

Double-bladed Energy Sword DoubleESword.png 16 The double energy sword is an immensely powerful weapon, capable of sending unarmored victims into critical in just 3 hits (and likely stunning them, dismembering, or knocking them unconscious long before that). Like the single-bladed Energy Sword, it must be turned on to be used properly, and can still be stored in your pocket when turned off. The main reason why this weapon is so powerful compared to its predecessor is because it will reflect all energy and laser bolts sent at it back at the person who shot at you, guaranteed. This makes unrobust Security completely and totally useless at range, and makes them easy kills if they get hit by their own disabler shots. This sword is not unstoppable, however. It also has a chance to reflect bullets, but this is somewhat unreliable. It will also not stop melee attacks, so try to avoid the inevitable jousting matches with stunbatons and disarm intent. Temperature gun shots go right through this. 25+ players only.
Gloves of the North Star North star.png 8 A pair of gloves that lets you punch things extremely fast. You can even set a battlecry from your favorite Japanese anime! Does not work with weapons and hulk hands. AAAATATATATATA!!
Holoparasite injector kit Syndibox.png 18 Contains a Holoparasite injector. When injected, it will attempt to summon a Ghost player to take on the role of a spirit-like entity living in your body, capable of using different powers to help you, decided by its type. If no ghost accepts the role, you can get a TC refund. 25+ players only
Power fist Powerfist.png 6 A gas-powered metal fist, it will send anyone you hit flying as long as the gas lasts. It is piston powered, and said piston is activated by gas coming from a gas tanks (not provided). To mount a gas tank, simply click on the powerfist with the tank in your hand. The pressure valve can be adjusted with a wrench to the setting 1,2 and 3. Setting one has force 20 and launches people 1 tile away. Setting two and three double and triple these values respectively, so 40/60 damage and 2/3 tiles thrown.

From a standard, filled tank of air one should expect 4 full punches on setting two and 3 on setting three. To remove an empty tank, use a screwdriver on the powerfist.

Not worn like gloves, but held in your hand. The gas in the tank is expelled into the enviroment after each punch.
Makarov Pistol Stetchkin.png 7 A small gun, fits into your pocket. Has an 8-round magazine and is semi-automatic - meaning it'll eject bullet casings as it fires making evidence clean up harder. Issued ammo does 30 brute damage on an unarmoured target per shot, but dumping the magazine will usually kill or crit all but the most well-prepared and/or armoured foes. Can be fitted with a suppressor, which makes it much quieter, however this increases the size to normal and will no longer fit in your pocket. Uses 9mm ammunition. Formerly named Stechkin. Can be found off station sometimes.
.357 Revolver Revolver.png 13 The bigger gun, makes a very loud and distinct noise. Standard ammo does 60 brute damage per shot on an unarmoured target, considerably less on an armoured one. It's a very reliable weapon for a quick and bloody murder, as most people cannot react in time before being shot twice. This gun comes loaded with 7 rounds, more can be bought from your uplink or created with a hacked autolathe. The damage is high enough to quickly blow up a supermatter crystal. Uses .357 ammunition.
Toy Gun with Riot Darts Toy gun.png 3 An innocent-looking toy pistol designed to fire foam darts. Comes loaded with riot-grade darts effective at incapacitating a target by draining stamina.

Stealthy and Inconspicuous Weapons

Item Icon Cost description info
Dart Pistol Dart pistol.png 2 This pistol can load chemical-filled syringes and shoot them at people. Only fits one syringe at a time, but it can fit in pockets.
Dehydrated Space Carp Carp plush.png 1 Looks like a plush toy carp, but just add water and it becomes a real-life space carp! Activate in your hand before use so it knows not to kill you.
Energy Dagger Edagger.gif 2 A pen that once activated in your hand becomes an energy dagger that does 18 brute on hit, and 35 brute when thrown. It's better than most improvised weapons, very cheap, and easily concealable, especially in your PDA. A nice fallback in case your injured target manages to disarm you of your primary weapon.
Martial Arts Scroll Scroll.png 11 This scroll will teach you the Sleeping Carp style, making you immune to ranged attacks while throw mode is active but also unable to use guns, while making your hits stronger. You must keep reading the scroll until you get a message saying you have mastered the ability. This will take some time and you will see several smaller flavor messages while reading.

The Sleeping Carp style was overhauled in Feb, 2020 and now has the following effects:

  • You will not be able to use any ranged weapon, as that would be dishonorable.
  • If throw mode is active you deflect all ranged attacks, whether energy or physical (but not thrown items).
  • Immunity to syringes, sutures and ninja stars. (Unconfirmed if piercing syringes work or not).
  • Your ordinary punches deal 10-15 brute.
  • Space carp won't attack you.
  • You gain the ability to perform combo attacks while unarmed and having the Sleeping Carp martial art.

You execute a combo step by successfully attacking a person while on a certain intent. Example: To perform Crashing Wave Kick you click a person while on harm intent to attack them once, switch to disarm intent, then spamclick the same person until you successfully perform the second combo step. Basically you attack with one intent, wait for the 0.8ish second attack cooldown to go away, and then click the same person again with the next required intent.

Combo name Combo Effect Attack message
Crashing Wave Kick Intent Harm.png Harm Intent Disarm.png Disarm Launch people brutally across rooms, and away from you. Deals 15 brute. X kicks Y square in the chest, sending them flying!
Keelhaul Intent Harm.png Harm Intent Grab.png Grab Kick opponents to the floor, dealing 10 brute and 4 seconds of knockdown if they are standing. Against prone targets, deal 40 stamina damage and disarm them. X kicks Y in the head, sending them face first into the floor!

X kicks Y in the head!

Gnashing Teeth Intent Harm.png Harm Intent Harm.png Harm Deal additional damage every second punch. 20 damage. Precisely kick, brutally chop, cleanly hit or viciously slam.
Mini Energy Crossbow Ebow.png 10 This weapon is not meant for killing, rather it is intended for stunning. Though this weapon does make a sound when fired, it is still very quiet, and does not provide any message that it has been fired. Easily concealed in your pocket, strong when paired with a strong melee weapon such as the energy sword. It has no shot limit, but takes a while to charge each shot. On targets without energy armor each shot deals 15 toxin damage, 60 stamina damage, knocks down for 1 second, and blurs the vision of the target. It takes two hits to stamcrit someone unless they have armor. 25+ players only
Boxed Origami Kit Syndibox.png 6 The box contains a book able teach you The Art of Origami, and 5 ordinary papers. Activate the book in hand to read it until you get the message "You feel like you've got a good handle on origami!". This will give you a new HUD icon. Click the HUD icon to toggle origami folding on. When on any paper airplane you fold (by alt-clicking a paper) will turn into a deadly throwing weapon which looks the same as an ordinary paper airplane. These planes will deal 20 brute damage on thrown hit and cause bleeding. Victims not wearing any eyewear will also be paralyzed for 4 seconds and take eye damage. These planes will always hit people in the eyes, regardless of which body part you're aiming at.
Poison Kit Syndibox.png 6 This kit contains a bottle each of Polonium, Venom, Fentanyl, Formaldehyde, Cyanide, Histamine, Initropidil, Pancuronium, Sodium Thiopental, Coniine, Curare and Amanitin, with a free syringe to inject them with.
Romerol Syndibox.png 25 Romerol adds a zombie infection organ to victims. When those victims die, they will revive as zombies who can infect other people. It can be applied to corpses directly, allowing creation of zombies from corpses in the Morgue.
Sleepy Pen Pen.png 4 This is a very devious little item. It is a refillable instant injector that looks like a pen. The pen can hold up to 45u reagents and starts with 20u Chloral Hydrate, 15u Mute-Toxin, and 10u Tirizene, which prevents people from talking and causing them to fall asleep after about 20 seconds at most. They can still see and hear everything around them, until they actually fall asleep. Does not penetrate hardsuits. The victim will feel a tiny prick but the stab will be invisible to others. The default chemicals inside are completely non-lethal, so if you want to kill with it you need something else.
Universal Suppressor Universal suppressor.png 3 A universal syndicate small-arms suppressor for maximum espionage. Can be fitted to weapons such as the Makarov Pistol, C-20r Submachine Gun, Sniper Rifle or Surplus Rifle. Remove it by alt-clicking the firearm.
Syndicate Holster Syndicate holster.png 1 An empty chameleon belt capable of holding up to two pistols, revolvers, disablers, mini energy guns or pulse carbines. Wearing a holster of any variety allows you to spin guns around by using them in hand. Doing it twice in rapid succession allows you to eject the bullets as normal.

Ammunition

Item Icon Cost description info
.357 Speedloader 357 speedloader.png 4 This is a loaded ammo delivery device for the Revolver; It instantly reloads it with 7 more shots. It can be used by clicking on an empty revolver while you hold the loader in your active hand. You must add bullets to it by hand, making it as slow as a revolver to actually reload unless you happen upon a big pile of bullets on the floor, in which case clicking any of the bullets with the speedloader in hand will instantly reload it; such piles may be found near hacked autolathes, or produced by dumping a bag of them on the floor. CANNOT be fed into the autolathe so don't be afraid of feeding it to the machine.
9mm Handgun Magazine 10mmMag.png 1 This is ammo for the Makarov Pistol. It can be used by either using a gun in hand to remove the old magazine and then loading it in, or do tactical reload. 30 raw damage. Loose ammo boxes can be made in a hacked autolathe so it is ill-advised to order too many extra handgun magazines as it's more economical to simply handload empty magazines.
9mm Armour Piercing Magazine 10mmmagAP.png 2 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. AP does 27 raw damage, but possesses 40 armor piercing capabilities.
9mm Hollow Point Magazine 10mmmaghollow.png 3 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. HP does 40 raw damage, but possesses -50 armor piercing capabilities.
9mm Incendiary Magazine 10mmmagfire.png 2 An additional 8-round 9mm magazine; compatible with the Makarov Pistol. Loaded with incendiary rounds which ignite the target. 15 raw damage, adds 2 firestacks.
Box of Riot Darts Foambox riot.png 2 This is ammo for the Toy Gun. Buy this if you cannot get it from an autolathe, or reuse the ones you shot.

Grenades and Explosives

Item Icon Cost description info
[[file:]]

Stealth and Camouflage Items

Item Icon Cost description info
[[file:]]

Space Suits and Hardsuits

Item Icon Cost description info
[[file:]]

Devices and Tools

Item Icon Cost description info
[[file:]]

Implants

Item Icon Cost description info
[[file:]]

Role Restricted

Item Icon Role Cost description info
[[file:]]

(Pointless) Badassery

Item Icon Cost description info
[[file:]]


|Generic nukesyndie.png Operative Bundles

Item Icon Cost description info
[[file:]]