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Antagonistic Gear

All gear under this heading can be ordered by anyone with an uplink, provided they know how to unlock and use it and there are enough telecrystals. Items with a green background are safe to carry/wear, while yellow are items that are illegal upon further investigation, and red backgrounds are outright contraband.

Ammunition

All items under this heading are ammo for weapons and firearms. Obviously these are all useless on their own and without a firearm.


9mm ammo
Cost: 1 TC
Used for: Reloading firearms chambering 9mm.
Strategy: Order when needed, stock up, or only order a few to easily dispose of if you get caught.
Description
A magazine storing 10 9mm parabellum rounds.



Chemical Darts
Cost: 1 TC
Used for: Reloading a dart gun.
Strategy: Create the chemical mix of your choice before ordering these.
Description
Darts that are automatically loaded into the gun from the magazine. Draws from a beaker attached to the gun. Stores 5 darts.



Submachine Gun Magazine (.45)
Cost: 1 TC
Used for: Reloading firearms chambering .45
Strategy: Order as necessary.
Description
A slim magazine utilizing powerful rounds. Stores 20 .45 rounds.


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Anti-Material Cannon Cartridge (.45)
Cost: 1 TC
Used for: Reloading the Anti-Material Cannon
Strategy: Order as necessary.
Description
Contains One Anti-Material Cannon Cartridge



Submachine Gun Drum Magazine (.45)
Cost: 2 TC
Used for: Reloading the submachine gun.
Strategy: Order if you have a room to clear out.
Description
A drum magazine with 50 .45 rounds.



.357
Cost: 1 TC
Used for: Reloading revolvers chambering .357.
Strategy: Save the loader if you want, they can be reloaded with rounds you didn't use if you accidentally empty your revolver.
Description
A speed loader with 7 .357 rounds.



Box of Shells
Cost: 1 TC
Used for: Reloading a shotgun.
Strategy: Order as necessary.
Description
Contains eight shotgun buckshot shells.



.45 Pistol Magazine
Cost: 1 TC
Used for: Reloading a .45 pistol.
Strategy: Order as necessary. Can be used to reload security's pistols.
Description
Contains seven rounds of .45 bullets.



7.62mm clip
Cost: 1 TC
Used for: Reloading a bolt action rifle
Strategy: Order as necessary.
Description
Contains five rounds of 7.62mm bullets.



Plasma Shotgun Magazine
Cost: 2 TC
Used for: Reloading the plasma shotgun.
Strategy: Order as necessary.
Description
Contains ten plasma cells.

Exosuit

This section covers exosuits that can be ordered.


Combat Exosuit Dropper
Cost: 25 TC
Used for: Deploying a combat exosuit on field.
Strategy: Useful when you are expecting a lot of resistance from the station.
Description
A device that can be used to drop in a combat exosuit. Can only be used outside station areas, unless emagged, which is hazardous.



Heavy Exosuit Dropper
Cost: 20 TC
Used for: Deploying a heavy exosuit on field.
Strategy: Useful when you are expecting a lot of resistance from the station, but can't spend too many telecrystals.
Description
A device that can be used to drop in a heavy exosuit. Can only be used outside station areas, unless emagged, which is hazardous.



Light Exosuit Dropper
Cost: 15 TC
Used for: Deploying a light exosuit on field.
Strategy: Useful when you need a faster exosuit.
Description
A device that can be used to drop in a heavy exosuit. Can only be used outside station areas, unless emagged, which is hazardous.



Powerloader Exosuit Dropper
Cost: 10 TC
Used for: Deploying a powerloader on field.
Strategy: Useful when you need an industrial exosuit.
Description
A device that can be used to drop in a powerloader exosuit. Can only be used outside station areas, unless emagged, which is hazardous.

Corporate Equipment

Crates that come with equipment related to the megacorporations that exist in the Aurora lore.


Revenant Combat Suit
Cost: 5 TC
Used for: To equip a Zavodskoi Interstellar operative.
Strategy: Order when you are in need of armor or a voidsuit.
Description
A full spaceworthy kit of a Necropolis Industries Revenant-type combat suit. Heavily resistant against fast projectiles and backpack-portable. Only wearable by Humans and Humanoid IPCs. Contains: one revenant voidsuit, magboots and an oxygen tank.



Dragon Biohazard Control Suit
Cost: 5 TC
Used for: To equip a Zeng-Hu Pharmaceuticals operative.
Strategy: Order when you are in need of armor or a voidsuit.
Description
A full spaceworthy kit of a Zeng-Hu Pharmaceuticals Dragon-type biohazard containment suit. Entirely resistant against radiation in most circumstances. Only wearable by Humans and Humanoid IPCs. Contains: one dragon biohazard voidsuit, magboots and an oxygen tank.



Caiman Drop Suit
Cost: 5 TC
Used for: To equip a Hephaestus Industries operative.
Strategy: Order when you are in need of armor or a voidsuit.
Description
A full spaceworthy kit of a Hephaestus Industries Caiman-type terraforming suit. Very resistant against slow-moving blunt force, but heavy. Only wearable by Humans and Humanoid IPCs. Contains: one caiman drop voidsuit, magboots and an oxygen tank.



Banshee Combat Suit
Cost: 5 TC
Used for: To equip a Einstein Engines operative.
Strategy: Order when you are in need of armor or a voidsuit.
Description
A full spaceworthy kit of an Einstein Engines Banshee-type infiltration suit. Resistant against lasers, but made of paper against anything else. Only wearable by Humans and Humanoid IPCs. Contains: one banshee combat voidsuit, magboots and an oxygen tank.

Exosuit Equipment

This section covers exosuits equipment that can be ordered. Only useful if you have access to an exosuit.


Mounted Electrolaser Carbine
Cost: 2 TC
Used for: Taking prisoners.
Strategy: Useful when you don't want to kill your victims.
Description
A dual fire mode electrolaser system connected to the exosuit's targetting system.



Mounted Ion Rifle
Cost: 7 TC
Used for: Disabling eletronics.
Strategy: Order when you are facing other exosuits or IPCs.
Description
A mech-mounted duplicate of the ion rifle. Two modes : stun, and lethal. Stun has ten shots, lethal has six. Can't be fitted onto shoulder slots.



Mounted Laser Rifle
Cost: 3 TC
Used for: Dealing some serious damage.
Strategy: Order when you need to mow down a lot of enemies.
Description
A A laser rifle fitted onto a mech. Ten shots, all lethal. Can't be fitted onto shoulder slots.



Mounted Machine Gun
Cost: 3 TC
Used for: Dealing some serious damage.
Strategy: Order when you need to mow down a lot of enemies.
Description
A very robust ballistic autocannon for mech usage, very lethal.



Mounted Missile Rack
Cost: 10 TC
Used for: Dealing some serious damage.
Strategy: Order when you need to mow down a lot of enemies or walls.
Description
An SRM-8 missile rack loaded with explosive missiles.



Mounted RFD-C
Cost: 5 TC
Used for: Breaking into places and building walls.
Strategy: Order when you need to break into places or build extra obstacles in your way.
Description
A RFD, modified to construct walls and floors. This one can be mounted on an exosuit.



Mounted Clamp
Cost: 1 TC
Used for: Carrying things around.
Strategy: Order when you need haul things with you, can also be used in melee combat.
Description
A large, heavy industrial cargo loading clamp.



Mounted Gravitational Catapult
Cost: 2 TC
Used for: Throwing things around.
Strategy: Order when you need to move objects or people around.
Description
An exosuit-mounted gravitational catapult.



Mounted Drill
Cost: 1 TC
Used for: Drilling things.
Strategy: Order when you need to break into places, can also be used in melee combat.
Description
An exosuit-mounted drill.



Mounted Passenger Compartment
Cost: 1 TC
Used for: Carrying people around with you.
Strategy: Useful when you are operating with a fellow operative.
Description
An exosuit-mounted passenger compartment.



Mounted Sleeper
Cost: 1 TC
Used for: Healing others.
Strategy: Order when you have access to a light or medical oriented exosuit, can be used to support other operatives.
Description
An exosuit-mounted sleeper designed to maintain patients stabilized on their way to medical facilities.



Mounted Crisis Dronebay
Cost: 1 TC
Used for: Healing others.
Strategy: Order when you have access to a light or medical oriented exosuit, can be used to support other operatives by standing close to them.
Description
A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit.

Grenades and Thrown Objects

This section covers thrown explosives, among other types of grenades, ranging from making areas dark to messing people the h*ck up with shrapnel.


Viscerator Delivery Grenade
Cost: 3 TC
Used for: Spawning viscerator to spur confusion.
Strategy: It's worth mentioning that they will attack anyone indiscriminately, including luckily excluding you, so feel free to toss these around wherever.
Description
A grenade packed with quickly deploying vicerators, ready to shred anything in the way.


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Photon Disruption Grenades
Cost: 1 TC
Used for: Temporarily darkening areas completely.
Strategy: Best used in small rooms with an easy exit.
Description
A box with five grenades designed to disrupt photons and remove light from areas.



Smoke Grenades
Cost: 1 TC
Used for: Providing cover via wall of smoke.
Strategy: Best used while retreating under enemy fire.
Description
A box with five smoke grenades.


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EMP Grenades
Cost: 2 TC
Used for: Disrupting/damaging anything electronic.
Strategy: Synthetics and crew with prosthetics will all suffer greatly to a grenade like this.
Description
A box with five EMP grenades.



Frag Grenades
Cost: 6 TC
Used for: Severely injuring biological crew.
Strategy: While expensive, the fact that they explode roughly 70 pieces of shrapnel in all directions more than makes up for the cost.
Description
A box with five anti-personnel fragmentation grenades.


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Cardox Grenade
Cost: 2 TC
Used for: Severely injuring Vaurca or clear K'ois outbreaks.
Strategy: Useful for Vaurca related gimmicks, or escape strategy's.
Description
A box of five grenades that deploy cardox smoke in the thrown area. This smoke is incredibly toxic, especially to vaurca. It can also clear K'ois outbreaks with ease.


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Lubed Viscerator Delivery Grenade
Cost: 4 TC
Used for: For when you need your viscerators lubed.
Strategy: These deadly viscerators will not attack you or your allies, so use them to escape sticky situations.
Description
A grenade that deploys five lubed viscerator combat drones. Deadly in numbers, will not attack you or your allies. Works best when killed.

Highly Visible and Dangerous Weapons

Everything under here is, obviously, very illegal and will attract the attention and potential wrath of Security.


Dart Gun
Cost: 3 TC
Used for: Injecting targets with darts loaded with whatever mix you choose.
Strategy: Best ordered when you have an array of chemicals already made. Three beakers can fit on the gun, and it comes with an interface allowing you to mix any of the three into darts.
Description
A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.



Energy Crossbow
Cost: 3 TC
Used for: Shooting targets with bolts of energy.
Strategy: It recharges itself, so it's a nice weapon to fall back to if your other weapons are empty.
Description
A weapon favored by many mercenary stealth specialists.



Force Gloves
Cost: 3 TC
Used for: Punching the heck out of everything.
Strategy: A good thing to order if you're not confident in firearms and would like to just stab everything instead.
Description
These gloves bend gravity and bluespace, providing a boost to your melee damage output by 2.5x



Energy Sword
Cost: 4 TC
Used for: Stabbing everything when all else fails.
Strategy: The go-to melee weapon. The sprite is quite small which can be both good and bad. Deals about 30 brute.
Description
May the force be within you.



Silenced 9mm
Cost: 2 TC
Used for: Taking care of business... quietly.
Strategy: Doesn't do that much damage, but it's easy to overwhelm someone if you unload a full magazine into them.
Description
A silenced, small pistol for quiet business.



Kneebreaker Hammer
Cost: 3 TC
Used for: Breaking knees, obviously.
Strategy: Deals 20 brute damage, so if you wanted to interrogate someone, just aim for their hands or feet. May also double as a crowbar.
Description
A heavy hammer made of plasteel, the other end could be used to pry open doors.



Revolver
Cost: 4 TC
Used for: Taking care of business loudly.
Strategy: Uses powerful .357 magnum rounds. Want someone dead quick? Use this.
Description
The classic Necropolis Industries .357 revolver, for when you only want to shoot once.



Submachine Gun
Cost: 8 TC
Used for: Taking care of multiple instances of business quickly.
Strategy: Has multiple firing modes. Be sure to use them, since 5 round bursts can be inaccurate on top of wasting a lot of ammo.
Description
A classic submachine gun. Uses .45 rounds.



Icelance Rifle
Cost: 3 TC
Used for: Taking care of business with hand-cranked lasers.
Strategy: Tired of ammo management? Try this! Just be aware that each crank takes about two seconds to accomplish.
Description
A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually.



Bolt Action Rifle
Cost: 3 TC
Used for: Taking care of business loudly.
Strategy: A cheap and effective gun. You can print more clips in the autolathe.
Description
A Tajaran made bolt action rifle. Uses 7.62mm rounds.



Vintage .45 Pistol
Cost: 2 TC
Used for: Taking care of business loudly.
Strategy: Uses commonly found .45 rounds, security has a supply of those and you can print more magazines in the autolathe.
Description
A cheap Martian knock-off of a Colt M1911. Uses .45 rounds.



Plasma Shotgun
Cost: 9 TC
Used for: Taking care of business with fire.
Strategy: Fires deadly plasma rounds that can penetrate armor and set targets on fire. Spare ammo can't be produced or found on the station.
Description
A marvel of Elyran weapons technology which utilizes superheated plasma to pierce thick armor with gruesome results.



Random Gun
Cost: 3 TC
Used for: Taking care of business, if you are lucky.
Strategy: Spawns a random gun, might be useful if you are feeling lucky.
Description
An untraceable gun of varying quality. Acquired from unknown sources. Includes ammunition if applicable.



Land Mine
Cost: 3 TC
Used for: Dispatching intrusive crew.
Strategy: Probably best used on choke points. Just don't accidentally trap yourself in a corner with them. A verb should come up with the ability to hide them under items on the same tile.
Description
An anti-personnel explosive device used for area denial.



EMP Land Mine
Cost: 3 TC
Used for: Same as a regular mine but for synthetics.
Strategy: May be a good idea to place these near sensitive equipment.
Description
An EMP mine capable of disrupting anything electronic.



N2O Land Mine
Cost: 3 TC
Used for: Releasing anesthetic gas upon detonation.
Strategy: A good way to safely capture biological crew. Gas masks are capable of filtering out N2O.
Description
A sleepy mine that disperses N2O into the atmosphere.



Power Fist
Cost: 2 TC
Used for: Punching people. Hard.
Strategy: On top of granting stronger punches, this also knocks foes back.
Description
A metal gauntlet with a piston-powered ram on top for that extra punch in your punch.



Ballistic Gauntlet
Cost: 6 TC
Used for: Punching people. Really hard.
Strategy: This gloves will fire a shotgun shell when you punch someone, you can also recharge it with any kind of shotgun ammo.
Description
A metal gauntlet armed with a wrist-mounted shotgun.



Clawed Gauntlets
Cost: 3 TC
Used for: Shredding people.
Strategy: Given that they're sharp, the target will almost certainly start bleeding. They're also slightly armored.
Description
A pair of metal gauntlets outfited with menacing sharp blades.



Point Entry Anti-Material Cannon
Cost: 9 TC
Used for: Eliminating armored targets.
Strategy: This rifle doesn't play around, and neither does the price tag. Don't waste this on cannon fodder, aim for the big wigs in bullet proof armor.
Description
A portable anti-armour rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells.



Chainsaw
Cost: 6 TC
Used for: Shredding everything and everyone.
Strategy: A powerful saw capable of ruining anyone's day. Requires two hands to operate.
Description
A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.



Steel Throwing Star
Cost: 1 TC
Used for: Throwing sharp and pointy pieces of metal at people.
Strategy: I guess if you wanted more weeb on top of your weeb you can order this and watch stars embed into wounds.
Description
A sharp, perfectly weighted piece of metal.


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Caltrops
Cost: 1 TC
Used for: Throw down these spike traps to drop enemies to the ground.
Strategy: Think of these as road spikes for a car, but for your feet.
Description
A sharp, pantipersonnel weapon. Useful to delay advances.



Ion Rifle
Cost: 5 TC
Used for: Disabling electronics, IPC's, and stationbounds.
Strategy: Good to take down stationbounds or pesky IPC officers.
Description
The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by Nanotrasen.



One Use Recoilless Rifle
Cost: 5 TC
Used for: When you absolutely, for sure have to destroy something.
Strategy: It can take down walls, people, PunPun... The world is your oyster with one use.
Description
An inexpensive, one use anti-tank weapon used extensively by the Tajaran armed forces.


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Tesla Glove
Cost: 6 TC
Used for: Punching people with lightning.
Strategy: We'd label this as offense, and not defense... because you have to be in touch range to Thor someone.
Description
A weaponized gauntlet capable of firing lightning bolts.



Energy Carbine
Cost: 6 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: It's exactly what you expect, so strategy isn't necessary here. Take off the safety, and aim.
Description
A NanoTrasen designed energy-based carbine with two settings: Stun and kill.



Laser Rifle
Cost: 8 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: It's exactly what you expect, so strategy isn't necessary here. Take off the safety, and aim. This one does not have a stun, so you will probably be "target on sight" if seen wielding one.
Description
A NanoTrasen designed laser weapon, designed to kill with concentrated energy blasts.



Gatling Machine Gun
Cost: 30 TC
Used for: This is the POWER source for the Gatling gun.
Strategy: No holds barred. It's the power source for your gatling gun. Okay? I'm reloaded.
Description
The massive external power source for the gatling gun.



Laser Shotgun
Cost: 10 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Not a particularly good weapon unless you can catch someone very unawares. Try to exploit windows at close range. It does burn damage, which is going to drop blood oxygenation faster than brute, and laser beams do have a special eye blur debuff, so exploit darkness the best you can.
Description
A NanoTrasen designed laser weapon, designed to split a single amplified beam four times.



X-Ray Laser Rifle
Cost: 12 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: The important thing about this specific rifle is its incredible armor penetration. Only armor specially designed to resist lasers is going to avoid damage. That said, it takes about 10 good shots to put someone into fatal burns territory (though the rifle starts with 40 shots).
Description
A NanoTrasen designed high-power laser rifle capable of expelling concentrated x-ray blasts.



Combat Shotgun
Cost: 10 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: A somewhat standard shotgun. Unlike its assault counterpart, this guy needs to be pumped after every shot, so make sure you have a Unique-Action hotkey. About 3 slugs is all you need in some body to make sure they get introduced to a coffin. Armored targets will prove far more resistant.
Description
Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders.


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Automatic .45 Pistol
Cost: 5 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Portable, can be hidden, and it fires far faster than sec’s .45’s. Grab some stick magazines from the uplink and go wild. Increasingly inaccurate the further you get from semiautomatic. Takes almost a full magazine to do significant damage to an armored target.
Description
A lightweight, fast firing gun. For when you want someone dead. Uses .45 rounds.



Shortened Assault Rifle
Cost: 12 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: An assault rifle perfectly suited for fire fights. The main difference between the Shorty and the standard AR is that this one loses long-range accuracy and burst fire for a rifle that does not have a slowdown debuff when wielded.
Description
A durable, rugged-looking automatic weapon that has been heavily modified. Key changes include significant shortening of the barrel and the addition of an improvised vertical foregrip, condensing heavy firepower into a relatively small and maneuverable package intended for close-in fighting aboard ships and space stations. Affectionately referred to as the "Shorty" in some circles. Uses 7.62mm rounds.



Assault Rifle
Cost: 12 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Favors more “straight” fights in open areas thanks to its greater accuracy over distance and burst fire. It does have a slowdown debuff when wielded, and if you are planning to hit anything that’s how you’ll need to fire it. That said, this AR’s burst fire mode is exceptionally accurate and should be your primary mode of fire. Anything more than a burst or two on a single target, especially if they are unarmored, is a sure death sentence if medical services can not immediately get to them.
Description
A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked.



Laser Cannon
Cost: 12 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Not recommended given its very low accuracy and low shot count. Does relatively middling damage for its TC cost.
Description
A NanoTrasen designed laser cannon capable of acting as a powerful support weapon.



Derringer
Cost: 1 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Need a tiny gun you can hide anywhere but your ears? Also need it to hit like a freight train? Look no further! Has low accuracy, however.
Description
A small pocket pistol, easily concealed. Uses .357 rounds.



Gauss Thumper
Cost: 12 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Ultimately outclassed by the assault rifle or assault shotgun, especially since it costs the same price. That said, it will get the job done. It doesn’t boast a great rate of fire or any unique fire modes. But, it mostly maintains its mediocre accuracy over a decent range.
Description
An outdated gauss weapon which sees sparing use in modern times.



Adhomian Heavy Pistol/.50 Caliber Pistol
Cost: 5 TC
Used for: Shooting people, fauna, flora, or Assistants.
Strategy: Despite the Tajaraization, this weapon is just a classic desert eagle. It is one of the stronger side arms in the uplink and is easily capable of dealing solid hits through standard plate.
Description
A bulk handgun used by republican commissars and high-ranking members of the Hadiist Party.


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Psionic Jumpstarter
Cost: 19 TC
Used for: Gaining psionics.
Strategy: Use to gain psionic powers.
Description
Use this to jumpstart your psionic rank to Psionically Harmonious, enabling you to use the Psionic Point Shop and buy offensive psionic abilities. This won't work on species with no Zona Bovinae, like synthetics, vaurcae or dionae! This item is definitely not canon."

Stealthy and Inconspicuous Weapons

These items are designed to be inconspicuous and hard to ascertain their true nature without intensive investigation.


Subversive Soap
Cost: 1 TC
Used for: Slipping pursuers.
Strategy: Someone chasing you? Drop this behind you. They'll probably slip over it.
Description
An untrustworthy bar of soap. Smells of fear.



Cigarette Kit
Cost: 1 TC
Used for: Flashing, smoke bombing, poisoning, healing... a whole lot.
Strategy: Cigarettes are pretty good to use in a bind, especially when guns are being pointed at your head and you're about to be arrested. Just ask for a smoke.
Description
Various cigarettes with different reagents.



Random Toxin - Beaker
Cost: 1 TC
Used for: Poisoning.
Strategy: Food works as a reagent container. Take a syringe and inject poison into the target's food and watch them suffer. May contain mindbreaker, space drugs, carpotoxin, impedrezine, or zombie powder.
Description
An apple will not be enough to keep the doctor away after this.



Paralysis Pen
Cost: 3 TC
Used for: Paralyzing.
Strategy: Probably best used when you're alone with someone, otherwise everyone will wonder why someone dropped dead directly in front of you.
Description
An inconspicuous pen full of zombie powder.



Concealed Cane Sword
Cost: 1 TC
Used for: Looking old, but dangerous.
Strategy: No one expects the old, innocent grandpa to stab them in the back! Exploit the benefit of the doubt bestowed upon you.
Description
An old cane to help with walking.



Sleepy Ring
Cost: 3 TC
Used for: Proposing to someone you really want asleep.
Strategy: It injects 15u of Chloral Hydrate the moment it's worn. Just make sure you don't put it on.
Description
A ring with a secret inside!


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Sharpened Bear Trap
Cost: 2 TC
Used for: Trapping large bears, or dumb humans.
Strategy: It's a sharpened bear trap. Put it in a doorway. Pray someone steps on it.
Description
A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off.


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Pen Injector Kit
Cost: 2 TC
Used for: Hiding your chemicals in broad daylight.
Strategy: You can carry around your healing chemicals or hyperzine and Security will never know.
Description
A kit that contains four differently coloured pens. A blue pacifying pen, a green pen containing healing chemicals, and a yellow hyperzine pen.

Stealth and Camouflage Items

Items that are really designed to be inconspicuous.


No-Slip Shoes
Cost: 1 TC
Used for: Avoiding slips.
Strategy: Best worn when combined with flooding hallways full of lube, soap, and bananas.
Description
A pair of brown shoes. They seem to have extra grip.



Bug Kit
Cost: 1 TC
Used for: Bugging rooms and people to listen in on them.
Strategy: Don't believe someone? Bug their office or work place. Configured by whacking bugs with the bug monitor. Activating the bug in hand will tell you the monitoring frequency.
Description
Nothing to see here.



Agent ID Card
Cost: 1 TC
Used for: Avoiding AI tracking, stealing access, renaming.
Strategy: A pretty safe item to buy, gives you access to syndicate facilities, lets you rename and set your job, and can copy access from another card.
Description
An ID capable of a variety of things.



Chameleon Kit
Cost: 1 TC
Used for: Stealth.
Strategy: Good for impersonating ranks and the like.
Description
Contains chameleon jumpsuit, hat, suit, shoes, backpack, gloves, masks, glasses, and a gun that can all be configured and changed!



Voice Changer
Cost: 1 TC
Used for: Impersonation.
Strategy: This is, for the most part, just a gas mask. Activate in-hand to set what voice you want to impersonate.
Description
A face-covering mask that can be connected to an air supply. It seems to house some odd electronics.



Chameleon-Projector
Cost: 2 TC
Used for: Hiding.
Strategy: Want to leave sec officers stumped? Scan any object and activate in hand to camo yourself as that object. Note that anyone trying to interact with whatever you're impersonating as will cause the disguise to fail.
Description
A device that scans and impersonates.



Vial of Venenum
Cost: 1 TC
Used for: Simulating an identity crisis.
Strategy: Useful when you are trying to hide yourself or someone else's identity
Description
A vial that contains 30u of venemum. Changes DNA structure randomly, effectively masking your appearance until it wears off. Good for 15 minutes of appearance changes. Note that this only works if injected.



Balaclava
Cost: 1 TC
Used for: Hiding your face.
Strategy: Order when you want to hide your face or if you are planning a heist.
Description
Designed to both hide identities and keep your face comfy and warm.


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Closet Teleporation Set Up
Cost: 1 TC
Used for: Teleporting from closet to closet.
Strategy: It's easy to evade when you can teleport into a closet.
Description
A box of closet teleporters, devices that can be inserted into closets to set up a teleportation network. Has a one minute cooldown after a batch teleport.


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Stealthpops
Cost: 1 TC
Used for: Evading! Or beging a Magician!
Strategy: It's an evasive tactic when you can throw a snap pop and poof out of a smoke cloud.
Description
Snap pops with a compound added which deploys a small smokescreen upon exploding.

Devices and Tools

Name says it all. An assortment of tools of varying levels of illegal to help you do things you're probably not allowed to do under normal circumstances.


Fully Loaded Toolbox
Cost: 1 TC
Used for: Having a lot of tools.
Strategy: Like hacking but too lazy to gather tools up? Here you are.
Description
A suspicious looking toolbox.



Fully Loaded Tool-belt
Cost: 1 TC
Used for: Having a lot of tools around your waist.
Strategy: Like hacking but too lazy to gather tools up? Here you are.
Description
A fully loaded tool-belt even Nanotrasen's top Chief Engineer would be proud to wear.



Operations Funding
Cost: 1 TC
Used for: Funding.
Strategy: Besides being able to buy pretty much anything, from an RP perspective you can use this for bribing.
Description
A briefcase with 10,000 untraceable credits for funding your sneaky activities.



Firing Pin
Cost: 1 TC
Used for: Unlocking weapons.
Strategy: Essentially, if you have a weapon that won't fire, shove this inside.
Description
A Syndicate-branded Firing pin - It should be compatible with nearly every weapon onboard.



Morphic Clerical Kit
Cost: 1 TC
Used for: Falsification.
Strategy: Provided you know how to write, you can use this to imitate anyone's writing.
Description
Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons.



C-4
Cost: 1 TC
Used for: Making shortcuts Breaching into places.
Strategy: Want a wall blown up? C4. Trapped? C4. Vent atmosphere into space? C4.
Description
Used to put holes in specific areas without too much extra hole.



Heavy Armor Kit
Cost: 2 TC
Used for: Extra defense.
Strategy: Excellent all-around defense against melee, bullets, and lasers. May save your life, but you're not invincible.
Description
A high-quality armor vest and helmet in a fetching tan. It is surprisingly flexible and light, even with the added webbing and armor plating.



Encrypted Radio Channel Key
Cost: 1 TC
Used for: Listening in on everyone.
Strategy: Pop this into your headset to get access to channels you normally wouldn't be able to listen to.
Description
None



Binary Translator Key
Cost: 1 TC
Used for: Listening in on stationbounds.
Strategy: AI's going hard and making your life miserable? Ordering this might give you more insight into what they've got on you.
Description
None



Cryptographic Sequencer
Cost: 1 TC
Used for: Messing up electronics in various ways.
Strategy: A favorite. Can be used on anything electronic and acts differently depending on what you swipe it on. Doors (if unbolted) will short out and open, medibots will inject poison, prosthetic limbs will explode when removed, etc.
Description
It's a card with a magnetic strip attached to some circuitry.



Door Hacking Tool
Cost: 1 TC
Used for: Hacking doors in particular.
Strategy: An Emag for doors minus the obvious damage. This is, to everyone else, just a regular multitool until it's unlocked with a screwdriver, in which case it's basically a skeleton key.
Description
Appears and functions as a standard multitool until the mode is toggled by applying a screwdriver appropriately. When in hacking mode this device will grant full access to any standard airlock within 20 to 40 seconds. This device will also be able to immediately access the last 6 to 8 hacked airlocks.



Space Suit
Cost: 2 TC
Used for: Conducting EVA activities.
Strategy: It's red, which is pretty obnoxious and screams "Hi I'm evil," (not that anyone should believe that ICly right off the bat), otherwise it's just a space suit that keeps you from succumbing to vacuum.
Description
A box that comes with a space suit, helmet, gas mask, and double extended emergency oxygen tanks.



Thermal Imaging Glasses
Cost: 2 TC
Used for: Seeing who's behind where.
Strategy: Where Mesons show turfs and material scanners show objects, thermal glasses show mobs. They also look like regular meson goggles.
Description
Just a regular pair of meson goggles.



Powersink
Cost: 6 TC
Used for: Sinking power.
Strategy: If you want power knocked out in an area (or the whole station if you're lucky), go ahead and setup this device on a knotted wire. NOTE: It will only drain power from the grid it's connected to; if engineering has setup substations and disabled bypasses, the effectiveness of a powersink will be greatly limited.
Description
A nulling power sink which drains energy from electrical systems.



Hacked AI Upload Module
Cost: 4 TC
Used for: Subverting the AI.
Strategy: Obviously this should only be ordered if an AI is actually present. Make sure you word the law right with no obvious loopholes.
Description
None



Hacked Supply Beacon
Cost: 4 TC
Used for: Getting supplies.
Strategy: Wrench onto a power cable and it'll dispense gear where it was deployed. WARNING: This is a ballistic supply pod, meaning it doesn't teleport in, it crashes into the target destination. Also sends out a rather obvious CC announcement. Can drop anything from botany seeds to laser weapons.
Description
An inactive, hacked supply beacon stamped with the Tau Ceti Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment.



Advanced Pinpointer
Cost: 5 TC
Used for: Locating people.
Strategy: Order when you really want to find someone. Won't give you their coordinates, but will instead point you in the direction they are relative to you. NOTE: May not work on changelings.
Description
An advanced pinpointer that can find any target with DNA along with various other items.



Syndicate Cyborg Teleporter
Cost: 20 TC
Used for: Spawning a synthetic with a bunch of neat tools.
Strategy: Unless you're a Mercenary, you'll need the cooperation of a few other traitors to get this. For the most part, it's a borg designed to assist you in any way possible.
Description
A single-use teleporter used to deploy a Syndicate Cyborg on the field. Due to budget restrictions, it is only possible to deploy a single cyborg at time.



Thermal HUDPatch
Cost: 2 TC
Used for: Seeing who's behind where, but with one eye!
Strategy: Works the same as the thermal glasses, just as an eye patch. This one is also less subtle.
Description
A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes.



Night-Vision HUDPatch
Cost: 2 TC
Used for: Seeing in the dark, but with one eye!
Strategy: Name says it all, you can see in the dark.
Description
A light-amplifying display that connects directly to the optic nerve of the user. Helps you avoid a battery charge from bumping an officer in the dark.



Aviators, Thermal
Cost: 2 TC
Used for: Seeing who's behind where.
Strategy: Works the same as the thermal glasses. This one is also less subtle.
Description
A pair of thermal-vision glasses disguised as aviator shades.



Aviators, Night-Vision
Cost: 2 TC
Used for: Seeing in the dark.
Strategy: Name says it all, you can see in the dark.
Description
A pair of night-vision glasses disguised as aviator shades.



Portable suit cooling unit
Cost: 1 TC
Used for: Doing EVA as an IPC.
Strategy: Order when you are planning to do EVA as an IPC.
Description
A suit cooling unit with a high capacity power cell.



Keypad Mag-Lock
Cost: 1 TC
Used for: Used to lock airlocks.
Strategy: Order when you need stop someone from opening some airlocks.
Description
A maglock that requires the user to enter a passcode to lock and then later unlock.



Personal AI
Cost: 2 TC
Used for: Used to acquire your very own Personal AI.
Strategy: Order when you need you need a trustworthy sidekick.
Description
An unmodified personal AI that can assist you in your ventures.



Jetpack
Cost: 1 TC
Used for: Used to navigate environments without gravity.
Strategy: Order when you need you need to do EVA.
Description
A tank of compressed gas for use as propulsion in zero-gravity areas. Use with caution.



Firing Pin Extractor
Cost: 1 TC
Used for: Removing firing pins from weapons without breaking them.
Strategy: Order when you plan to steal a firing pin or replace the one in your gun.
Description
An extractor tool capable of extracting firing pins from most firearms.



Radio Jammer
Cost: 2 TC
Used for: Blocking radio, pda and hivenet signals.
Strategy: Order when you need total radio silence from your targets.
Description
A small jammer that can fit inside a pocket. Capable of disrupting nearby radios and hivenet transmitters.



IPC surge prevention module
Cost: 3 TC
Used for: Protecting IPCs from EMP.
Strategy: Order when you are an IPC facing enemies using EMP.
Description
An internal module that allow operative IPC frames to be protected from EMP pulse. The device has limited use that varies between two to five pulses.



Electropack
Cost: 1 TC
Used for: To shock people.
Strategy: It goes on the victim's back, they can not remove it without someone's else help.
Description
A backpack wired with electrodes. Sync up with a signaller, attach to an unwilling host and pulse the signal to shock them.



Mounted Suit Cooling Unit
Cost: 1 TC
Used for: A suit cooler you can mount to your hardsuit.
Strategy: Don't overheat in your nice rig.
Description
A mounted suit cooling unit for use with hardsuits.



Earmuff Headset
Cost: 1 TC
Used for: Hearing the radio and having earmuffs on at the same time.
Strategy: It'll keep you from losing your hearing to loud gunfire, but you'll still use the radio!
Description
This set of earmuffs has a secret compartment housing radio gear, allowing it to function as a standard headset.



Optical Material Scanners
Cost: 1 TC
Used for: Seeing objects through walls!
Strategy: Dead useful when you need to see if that disk is still in the Captains bedroom, and worth hacking the door.
Description
These glasses make use of scanning technology to allow the wearer to see objects through solid walls and floors.



Optical Meson Scanners
Cost: 1 TC
Used for: Seeing through solid walls
Strategy: Dead useful when you need to see if that disk is still in the Captains bedroom, and worth hacking the door... Or seeing if he's also in that office.
Description
These glasses make use of meson-scanning technology to allow the wearer to see through solid walls and floors.


[[File:|64px]]
Holographic Ammo Display
Cost: 1 TC
Used for: Shows you how much ammo you have left
Strategy: Useful for big gunfights so you know when to shoot, and when to hide.
Description
A device that can be attached to most firearms, providing a holographic display of the remaining ammunition to the user.



Personal Shield
Cost: 1 TC
Used for: It's a shield... A personal shield.
Strategy: It's a shield... a personal shield?
Description
A personal shield that, when kept in your hand and activated, will protect its user from five projectile shots



Thermal Safe Drill
Cost: 3 TC
Used for: Drilling in to a safe
Strategy: When you want whatever's in a vault. It does take some time to crack it, though.
Description
A tungsten carbide thermal drill with magnetic clamps for the purpose of drilling hardened objects. Guaranteed 100% jam proof.

Implants

All items here go into whatever you implant. Getting put in a body scanner will probably reveal the presence of these, so keep that in mind.


Freedom Implant
Cost: 3 TC
Used for: Freeing yourself.
Strategy: If you're pretty sure you're going to get caught, injecting this is a safe bet. Lets you escape cuffs and shackles with an emote. Has between one and five uses.
Description
None



Compressed Matter Implant
Cost: 1 TC
Used for: Hiding objects in a tiny space.
Strategy: Indeed, you can hide anything you can hold in your hand inside this implant. Just make sure you put the item in before implanting yourself.
Description
None



Explosive Implant
Cost: 3 TC
Used for: Exploding individuals.
Strategy: If you're pretty sure you're going to die, at least make it look pretty. Size of the explosion can be adjusted from simply blowing a limb off to clearing the width of a hallway. Simply say the set phrase and kaboom! Alternatively, you can implant this in someone else for giggles. EMPs can set these off as well.
Description
None



Uplink Implant
Cost: 7, but it has 6 crystals inside it. TC
Used for: Keeping the uplink if you lose your other stuff.
Strategy: While it does remove quite a bit of TC available to you, you'll have access to this unless you get operated on. Good for when you're stuck in the brig.
Description
None

Medical

A number of medical-related items here, mostly to help rather than harm you or others.


Box of Sin-Pockets
Cost: 1 TC
Used for: Quick combat heals.
Strategy: Contains Doc's Delight, Hyperzine, and Synaptizine, good for healing and getting stimulant buffs.
Description
The food of choice for the veteran. Do NOT overconsume.



Combat Hypospray
Cost: 1 TC
Used for: Quick application of various medicines.
Strategy: Pre-loaded with Oxycodone, Synaptizine, Hyperzine, and Arithrazine, mainly to get someone back on their feet rather than actually heal them.
Description
A hypospray loaded with combat stimulants.



Surgery Kit
Cost: 1 TC
Used for: Surgery, obviously.
Strategy: Contains all of the surgical tools needed to perform, well, surgery. Be sure to consult the surgery guide to ensure you do things right.
Description
Contains tools for surgery. Has precise foam fitting for safe transport



Standard First-Aid Kit
Cost: 1 TC
Used for: Healing an assortment of injuries.
Strategy: Contains three rolls of gauze, two ointment tubes, one health analyzer and one inaprovaline autoinjector.
Description
Contains basic medical treatments.



Combat Medical Kit
Cost: 1 TC
Used for: Healing an assortment of injuries.
Strategy: Contains pill bottles full of Bicaridine, Dermaline, Dexalin Plus, Dylovene, Tramadol, (non-functional) Thetamycin pills, and splints.
Description
Contains advanced medical treatments.



Box of Combat Stimulants
Cost: 1 TC
Used for: Doping up on "winner" drugs.
Strategy: This comes with drugs that you inhale and breathe, and even comes with an empty cartridge to use if you have access to chemistry. These three cartridges hold 30u of reagents, and the combat inhaler sprays all of the contents of a cartridge in one go. You probably shouldn't inhale the hyperzine cartridge seriously what the hell.
Description
Comes with a combat inhaler, a large cartridge of hyperzine, a large cartridge of Inaprovaline, and a large empty cartridge.



Fully Loaded Combat Medic Belt
Cost: 3 TC
Used for: A belt full of every chemical you could possibly imagine, that'd help you in combat.
Strategy: Know your medicines before you use anything from this belt. Great for team use when your team is half-dead and needing a doc.
Description
A fully loaded medical belt even Zeng-Hu's top First Responders would be dying to wear. It contains liquid medicines and a hypospray. Combat hypo sold seperately.



Box of Side-Effect-Be-Gone Injectors
Cost: 1 TC
Used for: Removing pesky drug side-effects.
Strategy: 4 Injectors with 2 uses each. Use them wisely.
Description
Comes with 4x autoinjectors filled with drugs to counter chemical side-effects. Each injector has 2 uses.



O- Blood Pack
Cost: 1 TC
Used for: Blood loss, and a lot of it.
Strategy: You can use this without an IV. Hold it, configure the transfer rate, and then pray.
Description
If transferring to self or others without a stand, hold firmly in hand, configure the transfer rate and attach the tubing carefully.

Hardsuit Modules

If you don't have a hardsuit, this section is probably best left alone. If you do, however, have a hardsuit, almost all of these items will be hidden within your control module as long as they're inactive.


Thermal Scanner
Cost: 1 TC
Used for: Seeing where people are.
Strategy: Unless someone else decides to wear the suit, you'll be the only one who knows that you can see everyone.
Description
A layered, translucent visor system for a hardsuit.



Net Projector
Cost: 3 TC
Used for: Capturing/ensnaring people.
Strategy: This will fire a net at whoever you click on and, should it hit them, will prevent them from moving. They can, however still use items. Uses 60 energy per use. Costs 4 TC if you're a ninja.
Description
An unlimited use net, if the user has enough power, that can be thrown at others causing them to be trapped. The net can be broken with brute force.



Electrowarfare Suite and Voice Synthesiser
Cost: 1 TC
Used for: Impersonation and hiding from the AI.
Strategy: Box contains a voice changer and a suite to keep the AI from tracking you.
Description
A bewilderingly complex bundle of fiber optics and chips.



Maneuvering Jets
Cost: 1 TC
Used for: Maneuvering in space.
Strategy: Because the RIG you're wearing is occupying your pack, this is one of very few ways of navigating through space.
Description
A compact gas thruster system for a hardsuit.



Mounted Energy Gun
Cost: 6 TC
Used for: Shooting things dead. Look ma', no hands!
Strategy: Considering you don't need hands to use RIG modules, this is a neat thing to have if your hands are occupied with other items.
Description
A forearm-mounted energy projector.



Power Sink
Cost: 2 TC
Used for: Draining power, recharging.
Strategy: Using this on a knotted wire can drain power from an area and recharge your suit with it. Pretty useful since manually recharging your battery can leave you terribly exposed. Costs 4 TC if you're a ninja.
Description
An [sic] heavy-duty power sink.



Mounted Laser Cannon
Cost: 8 TC
Used for: Shooting things deader.
Strategy: Basically a much more powerful version of the mounted e-gun, capable of dealing massive amounts of incapacitating burn damage quickly.
Description
A shoulder-mounted battery-powered laser cannon mount.

Services

Fake announcements. That's about it. All of these will activate the moment you invest in them.


Central Command Update Announcement
Cost: 5 TC
Used for: Making false announcements.
Strategy: These can really be about anything: inform the crew that someone is totally a bad guy, intimidate people, pretend to be CC! Just put in the title of the announcement and the message in the next prompt.
Description
Causes a falsified update. Triggers immediately after supplying additional data.



Ion Storm Announcement
Cost: 2 TC
Used for: Making a false ion storm announcement.
Strategy: Informs the crew that an ion storm has passed by. Not entirely useful on it's own, it's a good fallback in case you need to place the blame of chaos on synthetics. Works particularly well if you've already subverted some.
Description
Interferes with the station's ion sensors. Triggers immediately upon investment.



Radiation Storm Announcement
Cost: 3 TC
Used for: Influencing crew to go into maintenance tunnels.
Strategy: If you'd like to get into places you're not supposed to be in and would like no one to see, this is a nice thing to buy, since anyone that bothered to pay attention to the announcements will be cowering in the tunnels.
Description
Interferes with the station's radiation sensors. Triggers immediately upon investment.

Badassery

How to be a cool kid: the guide: the subheading: the text.


Useless Balloon
Cost: All TC
Used for: Immediately validating your demise.
Strategy: I mean... hats off to you for blowing all of your crystals on this. It's just a balloon. There's also a NT variant.
Description
There is a tag on the back that reads "FUK NT!11!".



Random Item
Cost: Variable TC
Used for: Whenever you're indecisive.
Strategy: Exhausted all of your options and can't decide what to do for a gimmick? This'll hopefully give you an idea.
Description
Buys you one random item.



Random Items
Cost: Variable TC
Used for: When you're really indecisive.
Strategy: Will buy you multiple random items. Might be good, might be awful. Also it all spawns at your feet. Good luck.
Description
Buys you as many random items you can afford. Convenient packaging NOT included.

Martial Arts

These are manuels that will teach you martial arts, or swordsmanship.

[[File:|64px]]
Wrestling
Cost: 2 TC
Used for: Wrestlemania 2.01
Strategy: We really don't know of a good strategy for this. Challenge people to a fight at the holodeck and claim your heavy weight title? Throw Officers against a wall?
Description
A manual designated to teach the user about the art of wrestling


[[File:|64px]]
Swordsmanship
Cost: 2 TC
Used for: Learning the art of the sword.
Strategy: Sometimes, you want to go hand to hand with another fencer.
Description
A manual containing basic swordsmanship instruction and techniques.


[[File:|64px]]
Gun-Kata
Cost: 1 TC
Used for: Perfecting the art of reload.
Strategy: This one can allow you to reload by just using a gun on a magazine. Empty mag's will eject.
Description
A manual containing basic Gun-Kata instruction and techniques. This is for projectile weapons, allowing you to reload by using a gun on a magazine, and automatically ejecting the magazine when it's empty.


[[File:|64px]]
GSolCom
Cost: 2 TC
Used for: Being a Solarian Marine in CQC.
Strategy: Solarian martial arts. Good to get out of a sticky hand-to-hand situation.
Description
A manual designated to teach the user about the martial art of solarian combat, a style based on traditional human martial arts.

Telecrystals

Various options to empty your uplink of telecrystals, mainly used if you'd like to transfer them to another uplink. Sharing is caring

Mercenary Only

All items under here are only unlocked if the round has mercenaries.


Crew Arrival Announcement/Records
Cost: 8 TC
Used for: Making crew believe you and your team are crew!
Strategy: This will basically announce your arrival to the station as whatever job you pick, and uploads medical, employment, and security records along with your picture (which uses whatever you're wearing/holding for the picture) so that you can run around freely to discretely do your mercenary work.
Description
Creates a fake crew arrival announcement as well as fake crew records, using your current appearance (including held items!) and worn id card. Trigger with care!



Teleporter Circuit Board
Cost: 10 TC
Used for: Teleporting onto the station.
Strategy: If your team doesn't really want to dock with the station, getting this will allow you to teleport onto the station.
Description
A circuit board to build a teleporter.



Surplus Crate
Cost: 100 TC
Used for: When, not only you, but your entire team is indecisive.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate. Contains about six uplinks worth of uplink items.
Description
A crate containing x telecrystals worth of surplus leftovers

Gear Loadout

Those crates contains items related to one of the factions in Aurora's lore. Very useful for gimmicks.


Coalition of Colonies Assets (Group)
Cost: 100 TC
Used for: To equip an entire mercenary team.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate.
Description
A crate containing Coalition of Colonies gear. Contains: One equipped gunslinger hardsuit control module, five coalition vulture voidsuits, one mateba revolver, two retrolasers and three gauss thumpers.



Coalition of Colonies Assets (Single)
Cost: 25 TC
Used for: To equip one mercenary.
Strategy: One mercenary can spend all of their TCs in to get this crate.
Description
A crate containing Coalition of Colonies gear. Contains: One coalition vulture voidsuit and one gauss thumpers.



Eridani Corporate Federation Assets (Group)
Cost: 100 TC
Used for: To equip an entire mercenary team.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate.
Description
A crate containing Eridani Federation gear. Contains: One equipped strike hardsuit control module, five cruiser voidsuits, two advanced energy gun, two stun revolvers, one netgun and one Lawgiver.



Eridani Corporate Federation Assets (Single)
Cost: 25 TC
Used for: To equip one mercenary.
Strategy: One mercenary can spend all of their TCs in to get this crate.
Description
A crate containing Eridani Federation gear. Contains: One cruise voidsuit, one advanced energy gun and one stun revolver.



Republic of Elyra Assets (Group)
Cost: 100 TC
Used for: To equip an entire mercenary team.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate.
Description
A crate containing Republic of Elyra gear. Contains: One equipped elyran battlesuit control module, five valkyrie voidsuits, two plasma shotguns, four plasma bolters and three cardox grenades.



Republic of Elyra Assets (Single)
Cost: 25 TC
Used for: To equip one mercenary.
Strategy: One mercenary can spend all of their TCs in to get this crate.
Description
A crate containing Eridani Federation gear. Contains: One valkyrie voidsuit, one plasma bolters, a 9mm pistol and one cardox grenades.



Sol Alliance Assets (Group)
Cost: 100 TC
Used for: To equip an entire mercenary team.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate.
Description
A crate containing Sol Alliance gear. Contains: Solarian Uniforms, one equipped military control module, five military voidsuits, one naval shotgun, two battle rifles and three service pistols.



Sol Alliance Assets (Single)
Cost: 25 TC
Used for: To equip one mercenary.
Strategy: Solarian uniform, one mercenary can spend all of their TCs in to get this crate.
Description
A crate containing Sol Alliance gear. Contains: One military voidsuit, one battle rifle and one service pistol.



Frontier Cowboy Assets (Group)
Cost: 50 TC
Used for: To equip an entire mercenary team.
Strategy: Four mercenaries will need to pitch all of their TCs in to get this crate.
Description
A crate containing Frontier Cowboy gear. Contains: Cowboy clothing, six revolvers and six whips.



Frontier Cowboy Assets (Single)
Cost: 12 TC
Used for: To equip one mercenary.
Strategy: One mercenary can spend all of their TCs in to get this crate.
Description
A crate containing Frontier Cowboy gear. Contains: Cowboy clothing, one revolver and one whip.

Ninja Only

These items are only available to ninjas. Some items found in other sections are cheaper here!


Emergency Power Generator
Cost: 4 TC
Used for: Getting suit power in a hurry.
Strategy: If you don't buy a power sink and don't like carrying around a cell charger, this is a pretty safe thing to buy.
Description
An emergency use power generator that gives 1000 power to the suits battery. Has a long cooldown.



Stealth Field
Cost: 6 TC
Used for: S T E A L T H
Strategy: Unless you're a real hardcore ninja, this will help keep you invisible to the crew.
Description
A module that allows the user to go invisible. Consumes power when active.



Standard Grenade Launcher
Cost: 6 TC
Used for: Deploying useful grenades.
Strategy: Has three of each support grenade, useful for smoke bombing and fleeing from danger.
Description
A shoulder mounted grenade launcher with 3 EMP, Smoke, and flashbang grenades. It can be refilled with more grenades.



Energy Blade and Dart Launcher
Cost: 8 TC
Used for: Slicing and sleeping.
Strategy: Energy blade is basically an e-sword that doesn't drop when you fall over. It can also cut things open like lockers and bolted doors. Stun darts stun instantly and deal minor toxins.
Description
A module that can produce a powerful energy blade in the users hand. It can also shoot stun-darts.



Matter Fabricator
Cost: 4 TC
Used for: Producing shurikens.
Strategy: If you really like throwing stuff, this may be the module for you.
Description
A hardsuit matter fabricator that can produce sharp steel ninja stars used for throwing.



EMAG Hand Module
Cost: 5 TC
Used for: Emagging.
Strategy: I mean... it's an Emag in your hand. Emag stuff.
Description
A module that allows the user to apply an EMAG effect to the targeted item.



Chemical Injector
Cost: 3 TC
Used for: Injecting yourself with useful stuff.
Strategy: Contains Tricordrazine, Tramadol, Dexalin Plus, Thetamycin, Dylovene, Nutrients, Hyronalin, and Radium.
Description
A chemical injector that allows the user to inject themsleves [sic] with medical chemicals.



Combat Injector
Cost: 4 TC
Used for: Injecting yourself with other useful stuff.
Strategy: Contains Synaptizine, Hyperzine, Oxycodone, and Nutrients.
Description
A chemical injector that allows the user to inject themsleves [sic] with combat chemicals.



Active EMP Shielding
Cost: 4 TC
Used for: Shielding from EMP and ionospherics.
Strategy: Best way to take out a hardsuit is to EMP it. Using this will help reduce the damage you may receive from ion rifles from security.
Description
A very complicated module for a hardsuit that protects it to some degree from EMPs.

Revolution Only

These items are only available to revolutionaries. Some items found in other sections are cheaper here!


Armory Dropper
Cost: 45 TC
Used for: Arming your fellow revolutionaries.
Strategy: Useful when you can not acquire the weapons on station or cargo. Remember to be ready to collect the weapons outside of the station.
Description
A device that can be used to drop in an armory-worth of guns. Can only be used outside station areas, unless emagged, which is hazardous.



Box of Aggression Implants
Cost: 10 TC
Used for: Making someone very angry.
Strategy: Useful when you need a help when convincing the crew to join your revolution.
Description
A box containing implants that will make their owners increasingly aggressive.



Box of Encryption Keys
Cost: 10 TC
Used for: Coordinating with other revolutionaries.
Strategy: Very useful item when you need to remain in contact with other revolutionaries.
Description
A box of encryption keys that gives the user a safe channel to chatter in. Access safe channel with :x.



Crate of Softsuits
Cost: 10 TC
Used for: Preparing up your revolutionaries for space
Strategy: Useful when you plan to go on EVA and not everyone has a voidsuit.
Description
A crate containing six softsuits, their helmets, and oxygen tanks. Useful for getting out of a pinch.