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Antagonist Uplink Catalog


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What is this?

Many people do not play antagonist very often, and the few who get their feet wet for the first time can be overwhelmed by the sheer amount of options presented by even the standard traitor uplink. This goes through the stats for the items they are important for and some suggested usages for the items. Conveniently, it also gives some info on how many hits it takes to kill someone, which is a great thing to know if you're not trying to accidently cut someone's round short at the ten minute mark. Cough. 

Opposed to my other Antagonist guide this guide, this one focuses on mechanics and how to best utilize your gear. It is up to you to have the common sense to follow escalation rules and not misuse these to gank people without a goal in mind.

 For now I've only gone over the weapons because they occupy the majority of the uplink, I'll go through the devices and other smaller weapon categories at a later date. For any commenters, please leave your personal strategies and prefered uses below, and I'll add'em on if they are particularly clever. 

PSA: All these tests are done and compiled based on my knowledge of the code, so errors are not only possible, but likely. Point them out if you see them! Anyone not wanting to comment here can find me at: Butterrobber202#1542 on any Aurora discord.

 

Highly Visible and Dangerous Weapons

Spoiler

All Weapons were tested on center mass (chest). All mentions of armored targets assume standard security plates. 

Something to note: All bullets default to having a sharp tag. This means every bullet is capable of decapping and severing limbs. Every single one. 9mm to .357.

Item Name: Gatling Machine Gun

Uplink Cost: 40 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A six-barrel rotary machine gun with an incredible rate of fire. Requires a bulky backpack power source to use.

Stats: The Gatling Gun spawns with 1000 rounds of 7.62 caliber bullets. A 7.62 bullet does 35 damage per tagged hit and has 22 armor penetration. Each shot will deal significant damage to all targets. It has 3 firing modes, full auto, short bursts, and long bursts. Bursts will root you in place, but have better accuracy. Full auto allows you to surf multiple tiles with your mouse and stop firing when you want. 

Usage: This is a tool for mass slaughter. One of these is enough to wipe out a clustered together Security Team, especially if they do not have cover. A single hit from the minigun will require medical treatment if the victim has no armor, or they will bleed out. Armored targets will not fare much better. A focused burst on a single target for 8 seconds is an execution. Do not fire this gun unless you’re ready to ride or die on a shoot out.

Notes: Whoever’s holding this thing is going to be the primary target for the opposition. Make sure you’re well armored, juiced up on painkillers, enhancers, and regenerative if you want to last longer than 3 minutes.

 

Item Name: Gatling Laser

Uplink Cost: 40 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A highly sophisticated rapid fire laser weapon.

Stats: The Gatling Laser spawns with 350 shots, but unlike its ballistic counterpart it can be recharged. Each beam does 20 damage, and has 35 armor penetration. The gatling laser has 3 modes of fire, spray, massive spray, and concentrated burst. Each of these firing modes has a loud and obvious windup before you begin firing, during which you can not move or it will cancel. 

Usage: This is another tool for mass slaughter, though likely it is the inferior of the Gatling Machine Gun. While it boasts higher armor penetration and a better damage type, the windup means you are exposed to retaliation shots, and may never get off more than two bursts before crumpling. That said, when these lasers land in a group, armored targets or not, the person will be crippled by the sudden drop of blood oxygenation and be at your mercy.

Notes: Same strategy is recommended for its brother, the Gatling Machine Gun. Consider heavier armor, as you WILL be rooted in position during the windup. This variant of minigun does not have a backpack either, and can be stowed on normal armor. 

 

Item Name: Light Machine Gun

Uplink Cost: 20 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A squad machine gun with a clunky, outdated loading mechanism. Loads from 7.62mm ammunition boxes. Gentlemen, lock and load. 

Stats: This is yet another tool for mass slaughter, but one that can actually be used for normal missions rather than the bulky. Short bursts, long bursts, and full auto. 7.62 bullets, 20 damage, 35 armor penetration, spawns with 50 rounds loaded in the magazine, but you can buy more. 

Usage: Good for groups, be sparse with suppressing fire. Works well against armored targets, bursts root you, but full auto allows you to run and gun.

Notes: Unique Action unlocks the magazine box from the gun.

 

Item Name: Assault Shotgun 

Uplink Cost: 15 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An experimental, semi-automatic combat shotgun, designed for boarding operations and law enforcement agencies.

Stats: 55 damage, 5 armor penetration. The drum starts with 8 slugs, and it fires nearly as fast as you can click. This will break bones and deal organ damage. 

Usage: It's a shotgun. Kill people with it. More importantly, this will force combatants to back out of combat for a while and seek medical treatment if the bone breaks proc.

Notes: N/A.

 

Item Name: Bullpup Assault Carbine

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: The ZI Bulldog bullpup assault carbine, Zavodskoi Industries' answer to any problem that can be solved by an assault rifle. Uses 5.56mm rounds.

Stats: 40 damage, 15 armor penetration. Starts with 30 rounds. 3 round bursts, fire grenades, semi auto. The underslung grenade launcher can only hold one grenade at a time.

Usage: This is a stock standard assault rifle. It deals good damage to both unarmored and armored targets, good recoil and rate of fire and boasts an UGL. Armor up, buy some spare mags, and go postal.

Notes: The underslung grenade launcher can fire any type of grenade. Frags, chem grenades, viscerator deliveries, anything.

 

Item Name: X-Ray Laser Rifle

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A NanoTrasen designed high-power laser rifle capable of expelling concentrated x-ray blasts.

Stats: Only 15 burn damage, but almost unblockable armor penetration at 55. Starts with 40 shots.

Usage: It's an energy rifle, so the most important thing to remember is that once you’re out of shots, it's game over unless you’re packing more heat. The counterbalance is that burn damage is simply stronger than brute damage in the short term. 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.

Notes: A wise policy for energy weapons in general is to preemptively steal a recharger and stick it somewhere hidden, so you have a place to restock if you manage to escape a fight.

 

Item Name: Shortened Assault Rifle

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

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.

Stats: 7.62 rounds,  20 damage, 35 armor penetration. Starts with a magazine with 20 bullets. It can fire semi auto or full auto.

Usage: 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.

Notes: It's quick, reliable and perfect for the tight corridors of the Horizon’s maintenance. Does not perform as well as its counterpart in more open spaces, such as the Atrium.

 

Item Name: Assault Rifle

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked.

Stats: 7.62, 20 damage, 35 armor penetration. Starts with a magazine with 20 bullets. It can be fired semi auto, 3 round burst, short bursts, or full auto.

Usage: Another assault rifle, but when compared to its cousin, it 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.

Notes: If you’re struggling to decide between the AR and the Shorty, just take a guess on where your battles are going to happen. If you do choose the AR, be sure to buy some heavy armor with it. You’ll need it. Additionally, it's hard to keep track of your bullets in the heat of battle, consider a holographic ammo counter.

 

Item Name: Laser Cannon

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A nanotrasen designed laser cannon capable of acting as a powerful support weapon.

Stats: 45 damage, 25 armor penetration. Starts with 5 shots.

Usage: This thing is dogshit. Do not buy this weapon. Not only is its damage relatively mid for its size category, it has next to no shot capacity and it's wildly inaccurate. I dumped a full capacity barrage into a dummy target and only 2 of the 5 shots actually landed. 

Notes: If you want a heavy hitting laser weapon, consider the x-ray laser rifle. Its damage is much worse, but it comes with 7x the amount of shots and over twice the armor penetration.

 

Item Name: Gauss Thumper

Uplink Cost: 12 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An outdated gauss weapon which sees sparing use in modern times.

Stats: 40 damage, 20 armor penetration. Starts with 7 rounds.

Usage: The TCFL special, it's a mean little gun, but 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.

Notes: N/A

 

Item Name: Laser Shotgun

Uplink Cost: 10 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A NanoTrasen designed laser weapon, designed to split a single amplified beam four times.

Stats: 20 damage per beam, fires 4 beams per pull of the trigger. It starts with 20 shots, with 4 per trigger pull, that's 5 shots before you’re empty.

Usage: Buy a different gun. But if you’re determined to use this one, 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.

Notes: It’s not great, to be completely honest. Unless you catch a Security Officer with their pants down at 3 paces, you’ll be better off with another weapon in most cases. Its main advantage is that it's an energy weapon, so glass is no obstacle for its shots.

 

Item Name: Combat Shotgun

Uplink Cost: 10 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders.

Stats: 55 damage, 5 armor penetration, shotgun slugs. Comes loaded with 7.

Usage: 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.

Notes: Ironically, this weapon is great for killing anyone who is not Security. Maybe you can catch Sec with their plate carriers off on Code Green? Despite my winging about the poor armor penetration, you’ve still got a solid chance to put a bone fracture on anyone you hit with a slug. 

 

Item Name: Plasma Shotgun

Uplink Cost: 9 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A marvel of Elyran weapons technology which utilizes superheated plasma to pierce thick armor with gruesome results.

Stats: 20 damage, 60 armor penetration, 10 incinerate damage. Comes loaded with 10 plasma slugs. Impossible to reload, as the ammo can not be found on the Horizon without a RNG spawn. Despite being a plasma weapon, the slug seems to be an actual shotgun slug, and therefore deals straight brute damage.

Usage: For a weapon designed to be a solution to Elyra’s bug-phobia, it's remarkably good at killing Tajara as well, as they can’t stand the heat. Aside from that, it is a fine weapon for killing people of all species. Find a tight space away from the public hallway fire extinguisher and enjoy the lightshow. Solid rate of fire for a shotgun as well.

Notes: Most people, when getting set on fire, tend to have a strong inclination to back off and put themselves out. You can use this to either flee or press the attack while they are vulnerable on the ground.

 

Item Name: Point Entry Anti-material Cannon

Uplink Cost: 9 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An SCC-designed, man-portable cannon meant to neutralize mechanized threats. The disgustingly large accelerator capacitors make room for only one shot, so make it count.

Stats: 25 damage, 35 armor penetration, one shell in the chamber when the gun spawns.

Usage: A 9 TC solution to any and all mech problems.

Notes: Do not try and use this on people, it's too inaccurate. If you’re desperate and already bought this thing, you can always use it to delete a wall or something.

 

Item Name: Submachine Gun

Uplink Cost: 8 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An adhomian made submachine gun. Uses .45 rounds.

Stats: 30 damage, 10 armor penetration, comes loaded with .45 rounds. Comes with semi auto, 3-round bursts, short bursts, and full auto.

Usage: This gun is pretty awful against any wearing normal armor, and will only leave minor bruises. Additionally, the weapon is not incredibly accurate, especially when you full auto it. It works fine for threatening unarmored civilians though.

Notes: N/A

 

Item Name: Laser Rifle

Uplink Cost: 8 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A NanoTrasen designed laser weapon, designed to kill with concentrated energy blasts.

Stats: 30 damage, 25 armor penetration. Spawns with 15 shots.

Usage: The stock standard laser rifle is an excellent weapon for 15 trigger pulls, able to pass through windows and fire without recoil. It deals pretty solid damage and has average armor penetration for a rifle. It's an all around good choice, just make sure you have a recharger for it stashed away.

Notes: N/A

 

Item Name: Ballistic Carbine

Uplink Cost: 8 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A durable, rugged looking semi-automatic weapon of a make popular on the frontier worlds. Uses 5.56mm rounds and does not accept large capacity magazines. It is unmarked.

Stats: 30 damage, 28 armor penetration, spawns with 15 shots. Semi automatic.

Usage: A reliable weapon with a cheap price point, use it if you can’t afford a proper assault rifle. 3 shots will hurt, 5 shots start systemic organ failure on unarmored targets. Almost the same shot ratio for standard security armor.

Notes: It's a cheap gun that pierces sec armor, budget option it is, it's still a good gun. And its definitely better than that goddamn laser cannon.

 

Item Name: Combat Laser Rifle

Uplink Cost: 8 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: The Noctiluca XM/24 is a brand new model of laser rifle, developed entirely by Kumar Arms, a Zavodskoi Interstellar subsidiary. Easy to handle for users with minimal training, reliable and with a reasonable form factor, it is poised to become the new standard for laser weaponry.

Stats: 20 damage, 40 armor penetration. Comes with 12 shots.

Usage: I have no idea why this thing costs less than the NT Rifle, considering its armor penetration is far better with only a 10 point drop in damage per shot. That said, it does suffer from a lower capacity, so make sure you have a charger on hand. Other than that, standard energy rifle. Even with the lowered damage, it does moderate burn damage per shot, with minor burns to standard sec armor. You need to put about 5 shots into Sec Armor to give them critical burns.

Notes: N/A

 

Item Name: Burst Rifle

Uplink Cost: 8 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: The Jingya A-1 is the first of a new line of NanoTrasen rifles, developed in cooperation with Zavodskoi Interstellar's Kumar Arms subsidiary. Primarily made of high strength polymers, the rifle is designed to be cheap to mass produce while remaining reliable.

Stats: 25 damage, 34 armor penetration, comes loaded with 15 rounds of 5.56 lethal polymer. The polymer rounds are what gives this weapon its penetration bonus. 2 round burst and semi auto modes.

Usage: Use it on two burst mode, those 2 bullets will give anyone significant physical damage and almost guarantee a bone fracture. A few bursts into an armored target will give them critical damage. Any more than that will likely execute them on the spot.

Notes: This gun does NOT take RIFLE magazine. You need carbine magazines to load it. After your first clip of polymer, you’re downgraded to normal 5.56 mags in the uplink.

 

Item Name: Ballistic Gauntlet

Uplink Cost: 6 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A metal gauntlet armed with a wrist-mounted shotgun.

Stats: Comes preloaded with two shotgun shells loaded with buckshot. 25 damage per pellet, each shell launches 3 pellets. 

Usage: Alright this is where we get into looney tunes territory. The pellets have no AP, so they work best on unarmored targets or limbs. You activate the gauntlet by punching someone on harm intent. Each punch fires one of the barrels. This is one of the only weapons I tested on a head, and it instantly dropped my target to 50% brain activity with critical physical trauma and bone fractures. Armored target had significant physical damage, but no bone breaks or internal organ damage.

Notes: After firing both barrels, the gauntlet has to be removed, and clicked on in your active hand to empty the chambers, then reloaded normally. It can be loaded with slugs, but the buckshot shells are massively cheaper. The results were nearly the same on the unarmored target, so you might as well run buckshot.

 

Item Name: Chainsaw

Uplink Cost: 6 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A robust tree-cutting chainsaw intended to cut down various types of invasive spaceplants that grow on the station.

Stats: Code says 20 force damage per hit, but this guy does way more than that. 

Usage: 1 hit on unarmored targets will cause major damage, 3 sends them into severe oxygen deprivation and systemic organ failure. Any more than that and you’re getting into “It is so over” territory. Additionally, this weapon has sweep, which means you will attack adjacent targets to the one you clicked. 

Notes: With two-hand melee weapons, the name of the game is speed. You need to be on your targets before they can react, much less begin to run. So, buy hyperzine. Additionally, it's generally wise to get some armor and flash/gas protection on your face. One thing to remember is that with a chainsaw in hand, normal walls are no obstacle for you. Neither are airlocks for that matter. 

 

The chainsaw has to be activated with a verb called “Toggle power” in the object tab. Then there’s a progress bar that has a RNG chance to turn the chainsaw on, and the process is very loud and obvious, as no other object in the game shares the chainsaw’s midi file. 

 

Item Name: Energy Carbine

Uplink Cost: 6 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A NanoTrasen designed energy-based carbine with two settings: Stun and kill.

Stats: 30 damage, no armor penetration. 10 shots.

Usage: The laser’s rifle’s less aggressive brother, the carbine is compact and fits into a backpack and boasts a nonlethal fire mode. That said, everyone and their mother knows what an energy carbine firing sounds like, so don’t expect to stay under the radar for too long if you use one. With no armor penetration, it takes 3 shots to give officers moderate burns, so consider shooting their feet instead, those are usually unarmored.

Notes: Have a recharger. Or multiple Carbines. Security would never expect TWO carbines! That said, this weapon is a one handed firearm, and maintains its accuracy while doing so. Pair it with an energy shield, or if you’re feeling really aggressive, an energy sword.

 

Item Name: Tesla Glove

Uplink Cost: 6 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A weaponized gauntlet capable of firing lightning bolts.

Stats: The stats on this weapon are mildly confusing, but on a harm intent touch attack, it does 20 electrocute + the standard punch damage, and on a ranged harm attack it shoots a mildly inaccurate lightning bolt at your foe that does 10 burn damage. It has a 8-10 second cooldown between uses.

Usage: Feel the power of Hotak running through your fingers and send the ALA’s enemies to their graves with their own technology! That said, the tesla glove is more of a backup weapon than a primary tool. The shocks will slow people down and deal damage, but the slowness is the main point.

Notes: You can not take the glove off to challenge someone with a duel and proc the electrocution damage sadly.  

 

Item Name: Random Gun

Uplink Cost: 6 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An untraceable gun of varying quality. Acquired from unknown sources. Includes ammunition if applicable.

Stats: N/A

Usage: Do you want to add some spice to everyone’s life? Buy a random gun. It may be a dog-water 9mm, or a Fat Man from Fallout 4. It includes everything on the uplink and many weapons that are not.

Notes: Do note the RNG has far more low-tier guns than high end ones in the equation.

 

Item Name: Adhomian Recoilless Rifle

Uplink Cost: 5 TC

Uplink Category: Highly Visible and Dangerous Weaponry

Description: An inexpensive, one use anti-tank weapon used extensively by the Tajaran armed forces.

Stats: 30 damage, 30 armor penetration, anti-material flag, 1 shot.

Usage: Aim at desired target, remove desired target. If this hits a person dead on, it shouldn’t instantly kill them, but they're going to wish it had. Unlike the PEAC, this weapon is actually mildly accurate. 

Notes: It will likely cause a floor breach, so be careful using it on shuttles or Deck 1 of the Horizon. 

 

Item Name: Ion Rifle

Uplink Cost: 5 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: The NT Mk70 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NanoTrasen.

Stats: The shot deals 0 damage, but provokes an ion surge on the tile it hits on. This does a few things, but the primary thing to know is that it will destroy special equipment, energy weapon charges, mechs, and IPCs. 4 shots, but quick to recharge.

Usage: Enemy has nightvision or thermals? Ion’em. Enemy is defying the Fifth or Tenth Edict? Ion’em. Enemy has the entire armory’s energy weapons on their person? Ion’em. Then Ion them again because weapons backpacks don’t get hurt. 

Notes: Do note that repeated Ion Surges will usually execute synthetic life, IPC, stationbound, AI or otherwise.

 

Item Name: Automatic .45 Pistol

Uplink Cost: 5 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A lightweight, fast firing gun. For when you want someone dead. Uses .45 rounds.

Stats: 30 damage, 10 armor penetration. Comes loaded with a .45 stick magazine with 16 rounds. Has semi auto, 3 round burst, short bursts, and full auto.

Usage: 3 rounds on an unarmored target is crit. Anything higher than 6 is a sure death sentence unless medical is on top of them in moments. Its portable, it 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. 

Notes: More of a backup than a primary, but it’s one handed so maybe grab a shield or a melee weapon.

 

Item Name: .50 Pistol / Adhomian Heavy Pistol

Uplink Cost: 5 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A bulk handgun used by republican commissars and high-ranking members of the Hadiist Party.

Stats: 40 damage, 25 armor penetration. 7 rounds.

Usage: 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. 

Notes: Fight for the honor of Hadii, comrade! Praise the Suns!

 

Item Name: Energy Sword

Uplink Cost: 4 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An energy sword. Quite rare, very dangerous.

Stats: 30 damage, 25 armor penetration. Oddly enough, 25 thrown damage. Can be toggled on and off. While in your active hand, it has a % to block incoming projectiles. Special sharp buff to severing targeted limbs.

Usage: The long reigning king of CQC. An energy sword is the last thing anyone wants to face unless they are fifty meters away. It's one handed, so pair it with an energy shield, some heavy armor, and combat stims. You won’t be quite as good as a Jedi, but you’ll be pretty damn close.

Notes: As an excellent side usage, energy swords can tear through walls. They are also strong enough to gradually peel back reinforced walls. Don’t expect to do it quietly or quickly though.

 

Item Name: Revolver

Uplink Cost: 4 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: The revised Mark II Zavodskoi Interstellar revolver, chambering .357 rounds and utilizing a robust firing mechanism to deliver deadly rounds downrange. This is a monster of a hand cannon with a beautiful cedar grip and a transparent plastic cover so as to not splinter your hands while firing.

Stats: 40 damage, 15 armor penetration. Loaded with 8 rounds.

Usage: If you call the revolver a hammer, all your problems are nails. A devastating weapons to unarmored opponents and a threat to armored ones. 3 rounds sends plate carriers into severe damage, and the same sends unarmored into crit.

Notes: Dual wield and scream ‘TAHITI”!

 

Item Name: Super Heavy Pistol

Uplink Cost: 4 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A big, bulky and extremely powerful pistol, intended to pierce even your strongest enemy. You should wield this thing with two hands, if you want your wrists to stay intact.

Stats: 60 damage. No armor penetration. 5 bullets of .599.

Usage: Sends unarmored targets straight to hell in 3 shots. Tickles armored targets due to a lack of AP.

Notes: Yeah so this gun uses the root bullet item, rather than a specialized caliber round, so it deals max damage with absolutely no AP. Kinda disappointing, but it is only 4 TC.

 

Item Name: Dart Gun

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weaponry

Description: A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances.

Stats: 5 damage, dart injects on hit. Load a chemical cocktail of your choosing by loading the dart gun with a beaker. Bottles are not accepted.

Usage: Limitless uses. Need to medicate your merc friends from afar? Need to hit Officers with sleep drugs? Polytrinic Acid? The usefulness of this weapon scales directly with your chemistry knowledge.

Notes: Amusingly, this is a Vaurca Antagonist’s best friend. Blend Kois, insert into a dart gun. Spread K’ois, praise the Lii’dra.

 

Item Name: Miniature Energy Crossbow

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weaponry

Description: [Missing]

Stats: 1 damage, 45 agony, 10 stutter.

Usage: Won’t kill anyone, but man it’ll make their day a lot worse. Shoot the legs to prevent them from using them without lasting harm, or the arms. 

Notes: Easily hidden, hard to see the darts, and best of all, there’s no fire message, so unless someone sees you, they won’t know. By the way, the ammo regenerates over time and agony damage doesn’t give a single care for armor.

 

Item Name: Force Gloves

Uplink Cost: 3 TC

Uplink Category: Highly Dangerous and Visible Weapons

Description: These gloves bend gravity and bluespace, dampening inertia and augmenting the wearer's melee capabilities.

Stats: 2.5 amplification

Usage: So, how this works is that the force gloves take any melee damage you are doing and multiplies it 2.5 times. This only applies to fisticuffs or martial art moves due to several incidents with force glove enhanced energy sword attacks decapping innocent Security Officers in single hits. 

Notes: Needs testing, but these gloves paired with the Wrestling Martial art would likely ruin someone’s day.

 

Item Name: Kneebreaker Hammer

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A heavy hammer made of plasteel, the other end could be used to pry open doors.

Stats: 25 damage, 0 armor penetration. It's also mechanically a crowbar.

Usage: It's a hammer. Pretend everyone’s knees are nails.

Notes: Since it has no AP, it's not great on security, but hey, it’ll make that Operations Technician wish he hadn’t clocked in to work today. 

 

Item Name: Land Mine

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An anti-personnel explosive device used for area denial.

Stats: Must be deployed by activating in hand. It’ll deploy on the tile under you, safely allowing you to step off the tile. Next person to step there triggers the mine. It's a 3x3 explosion, likely to completely destroy the floor.

Usage: Plant mine in the doorway. Wait for the hapless Officer to walk through it. Cackle as their leg goes flying in the opposite direction. For non-doorway plants, throw some paper scraps, trash, or empty magazines on the mine to hide it better in dark maintenance tunnels. Mines do best when there’s only one way to go. Or, if you are holding one angle, plant mines on the other accessible paths, Security does love a good crack flanking maneuver. 

Notes: These can be disarmed by a brave Officer or Engineer with wire cutters. RNGJesus decides if they survive the attempt.

 

Item Name: EMP Mine

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: An anti-personnel explosive device used for area denial.

Stats: Same as the Land Mine, but this one procs a wide-area ion surge and burns on the victim.

Usage: Use this to absolutely ruin electronics, IPCs, or Security’s drawn energy weapons.

Notes: Plant this near the Engine SMES. Local Engineers will curse your name for generations. Plant it near the tesla containment system, abscond with the containment beacon and the crew will curse your name for generations.

 

Item Name: N20 Land Mine

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weaponry

Description: An anti-personnel explosive device used for area denial.

Stats: Works the same as the last two mines, but deploys a considerable amount of N20 into the local atmosphere. 

Usage: So, N20. It was a more popular tool when more of the playerbase understood how atmospherics worked, but the gist of it is that its knockout gas. Not incredibly fast acting and obvious, but it forces people to take the time to don their internals or they will get knocked out.

Notes: For amusing results, steal atmospheric tech access and set the local air alarms N20 filters off and it won’t go anywhere. Hell, turn the alarms off too and no one will know a mine went off until someone screams.

 

Item Name: Clawed Gauntlets

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A pair of metal gauntlets outfitted with menacing sharp blades.

Stats: Count as excellent armor from melee damage. Increase punch force, add sharp tag to punches.

Usage: Despite their enhancements over a regular punch, these gauntlets’ only real advantage over an energy sword is that they can’t be disarmed.

Notes: Sideburns required.

 

Item Name: Icelance Rifle

Uplink Cost: 3 TC

Uplink Category: Highly Dangerous and Visible Weapons

Description: A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually.

Stats: 25 damage, 10 armor penetration. 5 shots.

Usage: This is honestly a sleeper choice. This rifle overcomes the biggest disadvantage of energy weapons, which is that they need to be recharged once expended. Even with the lowered damage, a 5 shot dump in an unarmored target gives them critical burns.

Notes: The description is wrong, it holds 5 shots.

 

Item Name: Bolt-Action Rifle

Uplink Cost: 3 TC

Uplink Category: Highly Dangerous and Visible Weapons

Description: A cheap ballistic rifle often found in the hands of Tajaran conscripts. Uses 7.62mm rounds.

Stats: 35 damage, 22 armor penetration. Bolt-action, holds 5 rounds. Obviously semi automatic.

Usage: It's a cheap 7.62 rifle. Mildly accurate. Make sure you have a unique action key bound to pull the bolt back.

Notes: Fun fact. 7.62 bullets don’t care much for walls. Get some thermals on and take your target’s head off from the room over.

 

Item Name: Kinetic Laser Assembly

Uplink Cost: 3 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A very minimal kinetic accelerator frame that holds cheap and inexpensive parts.

Stats: Laser Fire KA. 20 or so damage.

Usage: It's for breaking rocks on the Aurora Station map. Next to no use in modern Horizon gameplay.

Notes: N/A.

 

Item Name: Silenced 9mm

Uplink Cost: 2 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: 9mm with silencer kit.

Stats: 25 damage, 10 penetration. 12 rounds.

Usage: For shooting people, quietly. Pair with a radio jammer if you don’t want your victims mouth making up for the lack of a gunshot. 9mm still shreds unarmored targets, just don’t expect Security to slow down much when you turn it on them.

Notes: Despite what the description says, what you get is a suppressor, not a silencer. The gunshot can be heard in neighboring rooms, so pick your location carefully.

 

Item Name: Power Fist

Uplink Cost: 2 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A metal gauntlet with a piston-powered ram ontop for that extra punch in your punch.

Stats: Increases punch force by 10.

Usage: I’m not entirely sure this thing works. The damage increase if it does work is very minimal, so don’t buy it.

Notes: N/A

 

Item Name: Vintage .45 Pistol

Uplink Cost: 2 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A robust metal-framed semi-automatic pistol produced in the system of San Colette. Uses .45 rounds.

Stats: 30 damage, 10 penetration. 9 rounds.

Usage: It's a .45. Apply to the enemy, do decent damage. Takes standard magazines, so you can loot your Officer victims!

Notes: N/A

 

Item Name: Energy Pistol

Uplink Cost: 2 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A NanoTrasen energy-based pistol gun with two settings: Stun and kill.

Stats: 25 damage, 5 armor penetration. 7 shots.

Usage: The carbine and rifle’s even tinier cousin. Honestly, as far as side arms go, pick a ballistic counterpart. A backup weapon is no good if it only fires 7 times.

Notes: Some people may tell you weapons do more damage to certain aliens because of “damage values” and “lore.” This is a lie. The guns are racist.

 

Item Name: Caltrops

Uplink Cost: 1 TC

Uplink Category: Highly Dangerous and Visible Weapons

Description: A sharp antipersonnel weapon. Useful to delay advances.

Stats: These do a varying amount of damage based on two factors: is the victim currently running and are they wearing shoes? Regardless of damage, the person who stops on these always falls over.

Usage: People are relatively vulnerable when they are prone, I’m sure an enterprising traitor could make use of their momentary weakness.

Notes: Fun fact. Throw a few caltrops on the same tile and watch the damage stack.

 

Item Name: Steel Throwing Star / Shuriken

Uplink Cost: 1 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A sharp, perfectly weighted piece of metal.

Stats: It is a material weapon, so the damage is directly based on what material was used in its construction. For the uplink Shuriken that damage is somewhere in the upper 20’s and always embed, even through armor.

Usage: Hilarious and cool, but not much tactical use besides maybe forcing a careful officer to visit medical for awhile.

Notes: N/A

 

Item Name: Derringer

Uplink Cost: 1 TC

Uplink Category: Highly Visible and Dangerous Weapons

Description: A small pocket pistol, easily concealed. Uses .357 rounds.

Stats: 40 damage, 15 armor penetration, 2 shots.

Usage: Need a tiny gun you can hide anywhere but your ears? Also need it to hit like a freight train? Look no further!

Notes: Accuracy is kinda mid, so feel free to point blank your victim to negate this.

Stealthy and Inconspicuous Weapons

Spoiler

Item Name: Paralysis Pen

Uplink Cost: 3 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A kit containing: a red parapen (lasts approximately 5 minutes) and a green pen loaded with a purging chemical if you want to remove the paralytic early.

Usage: Poke someone with this, and they won’t be able to do anything but crawl and scream for a few minutes. Great way to capture a target you want alive.

Notes: Make sure you RP with someone quite a bit if you hit them with this, because that’s all they are going to be able to do for a few good minutes. Or use the green pen and remove their victimhood.

 

Item Name: Sleepy Ring

Uplink Cost: 3 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A silver ring that will quickly put its wearer to sleep. WARNING: Do not wear this yourself. It'll end about as well as you expect it to.

Usage: I suppose you want to give this to someone as a gift? Then watch them drop themselves? Or just club them and force it on? Kinda defeats the purpose, so waggle that silver tongue of yours.

Notes: It injects polysomnine into the victim, about 10u. They will still be able to talk and crawl for a few seconds after injection.

 

Item Name: Pen-jector Kit

Uplink Cost: 2 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A kit that contains four differently coloured pens. A blue pacifying pen, a green pen containing healing chemicals, and a yellow hyperzine pen.

Usage: To know the real value of this kit, let’s explore each one’s composition. On a side note, stabbing someone with a pen only gives them a message, no one else. They’ll feel a small prick. So if you want to inject someone and get aware with it, ALT-arrow keys to force face a direction, then hide the pen in your pocket the moment you are done injecting.

The blue pen has a chemical payload that is designed around making someone both mute and non-violent. The mute bit does not last very long, so it's best just to grab and go once you’ve injected someone. That said, the person can not use any intent but help while this is active, so they won’t be much fighting back besides sprinting away.

The green pen injects a little bit of every healing chemical, but no painkillers. So if you have light damage, this will get you back on your feet in a pinch.

The yellow pen injects raw hyperzine, which makes you sprint very quickly and replenishes your stamina bar at an accelerated rate. 

Notes: Hyperzine is a hilariously effective combat chemical. The target that can not be clicked on can not be hit. 

 

Item Name: Sharpened Bear Trap

Uplink Cost: 2 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A mechanically activated leg trap. Low-tech, but reliable. Looks like it could really hurt if you set it off.

Usage: Unleash your inner SAW and chomp off some feet. This bear trap has an increased chance of penetrating armor and locking victims in place. Its one way to stop an assault dead in its tracks.

Notes: With bear traps and mines, once Security sees one, they’re going to start right clicking every suspiciously dark or trashy tile, so don’t expect to rely on them too heavily. That said, you can just place one and force security to be far more cautious as they search for you.

 

Item Name: Subversive Soap

Uplink Cost: 1 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A lackluster bar of soap. It smells like cranberries.

Usage: Will slip almost anyone unless they are a Skr*ll or Vaurca. Additionally, it will remove forensics from anything you’ve touched with just a little bit of elbow grease.

Notes: Here’s the trick to scrub doors, if you have an ID that will open the door, clicking the door with the soap will just open it. So, remove your ID and then give it a bath. With public access doors, you actually have to bolt them to scrub, but investigators won’t bother checking those for evidence due to the high chance of contamination. Make sure once you clean something, you don’t touch it again or you may leave evidence behind!

 

Item Name: Cigarette Kit

Uplink Cost: 1 TC

Uplink Category:  Stealthy and Inconspicuous Weapons

Description: Comes with the following brands of cigarettes, in this order: 2xFlash, 2xSmoke, 1xMindBreaker, 1xTricordrazine. Avoid mixing them up.

Usage: Out of this entire kit, I’d say the flash smokes are the most useful. Give one to your local chainsmoking Officer, and watch’em hit the floor. Mind you, they can still talk and if they’re wearing their glasses, the flash won’t bother them at all… maybe you should use the flash ones on somebody else.

The mindbreaker ones give the victim a bit of brain damage, the smoke ones make a single tile of shitty smoke, and the tricord ones give you a bit of generic healing juice. 

Notes: Honestly, these are somewhat of a gag item, but for 1 TC you get what you pay for.

 

Item Name: Concealed Cane Sword

Uplink Cost: 1 TC

Uplink Category: Stealthy and Inconspicuous Weapons

Description: A cane used by a true gentlemen. Or a clown.

Usage: 20 damage, and sharp. It's a decent weapon for the cheap and concealable. 

Notes: The major downside of this is, if your character doesn’t usually use a cane, most people are going to immediately catch on OOCly. 

Devices and Tools

Spoiler

Item Name: Combat Robot Teleporter

Uplink Cost: 20 TC

Uplink Category: Devices and Tools

Description: A single-use teleporter used to deploy a Combat Robot on the field. Due to budget restrictions, it is only possible to deploy a single robot.

Usage: Summons a special kind of cyborg, known as a Syndieborg, or Combat Robot. It is lawed to obey Operatives and Protect you. Not to mention maintain your secrecy. 

Armed with the following modules: Mounted Smoke Deployer, Inflatables Dispenser, Fire Extinguisher, Flash, Crowbar, Roller Bed Dispensor, Health Analyzer, Cyborg Hypospray (Bicaridine, Kelotane, Dexalin, Inaprovaline, Dylovene, Perconol, Mortaphenyl, Thetamycin), C4 Dispensor, Inductive Charger, Thermal Vision, Energy Sword, Mounted Submachine Gun, Net Gun, Mounted Grenade Launcher, Crytographic Sequencer, Handcuff Dispensor.

 

Notes: The problem with the Syndieborg is that a lot of people read: Combat Robot, and throw this poor bastard on the frontlines. Yes, the Syndieborg is the best chassis for fighting by and large, but it brings far more utility to an enterprising Merc Team or rich traitor than anything else. It can charge your energy weapons for you, it can medicate you, it is a walking, talking C4 dispenser and more. Any sane antag that is blessed with a mildly competent Syndieborg will keep it on the backline keeping them propped up, rather than sending it towards Sec to get blown up by a PEAC.

 

Additionally, cyborg combat is weird because their damage location is randomized. They get hit in the wrong spot, and suddenly they break completely. You need to have tools or nanopaste on hand to fix them when they do get hit, so be careful.

 

 

Item Name: Powersink

 

Uplink Cost: 6 TC

Uplink Category: Devices and Tools

Description: A nulling power sink which drains energy from electrical systems.

Usage: The point of this item is to be able to drain the ship’s grid and send everyone into a miserable inky darkness. The bad news is, the Horizon and the Aurora before it had multiple redundant power systems and grid partitions that make this item useless. Not to mention, the power sink doesn’t drain enough power to put a dent in the master grid if engineering took 5 seconds to max out the Tesla or Supermatter. If you’re determined to use it, find a red wire in maintenance, get a wire knot on top of it, then screw this down on it, then flip it on.

Notes: You’d get more mileage out of sabotaging the power system with a pair of wire cutters and a homemade EMP grenade.

 

Item Name: Advanced Pinpointer

 

Uplink Cost: 5 TC

Uplink Category: Devices and Tools

Description: A larger version of the normal pinpointer, this unit features a helpful quantum entanglement detection system to locate various objects that do not broadcast a locator signal.

Usage: Now here’s a tool people sleep on. This Pinpointer can locate anything and more importantly, anyone. Like most pinpointers, it defaults to hunting the auth disk. To change this, right click it and set its “mode.” It has a pre-set list of other valuable items that were marked as common traitor objectives back in the day. The real gem of this is the DNA mode. Break into someone’s Security records and yoink their DNA hash and shove it into the pinpointer. You now have a John Doe locating device, suit sensors get stuffed.

Notes: On a side note, it can also locate precise X and Y coordinates for you, but I’m not sure anyone but major map knowledge nerds can make use of that.

 

Item Name: Hacked Supply Beacon

 

Uplink Cost: 4 TC

Uplink Category: Devices and Tools

Description: A hacked supply beacon that will call in a random supply pod when deployed and activated. Steer clear of the area afterwards.

Usage: Do you love loot boxes? This drops a random bit of gear on your location ranging from anything from tools, medical equipment, or some extra firepower. Don’t expect it to arrive quietly. When the pod lands, click the grey part on one of the walls to drop them, grab your crate and run as fast as you can, because Sec’s gonna be on the crash site like hounds to a fox.

Notes: Amusing, it’s possible to weaponize the beacon drop if you’re creative, as it will crush anyone it lands on. Plant it behind a wall some poor sap is standing on the other side of, and bam. 

 

Item Name: IPC surge prevention module

 

Uplink Cost: 3 TC

Uplink Category: Devices and Tools

Description: A tube of paste containing swarms of repair nanites. This one appears to contain different nanites.

Usage: Despite appearing as a tube of nanopaste, it does not work like it. All this does is give you a handful of get out of jail free cards from ion surges as an IPC. If you’re on a full IPC Merc team, one of these tubes is enough for the whole team. If not, keep it on you and reapply your shielding as you go.

Notes: Does not work on the Syndieborg.

 

Item Name: Thermal Safe Drill

 

Uplink Cost: 3 TC

Uplink Category: Devices and Tools

Description: A tungsten carbide thermal drill with magnetic clamps for the purpose of drilling hardened objects. Guaranteed 100% jam proof.

Usage: Apply to a safe, click safe, start drill. Wait several minutes for safe to open. Collect goods. Flee.

Notes: You can examine the safe to see how long the drill has left.

 

Item Name: Heavy Armor Kit

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A heavy armor set consisting of a full kit. Not EVA capable.

Usage: Comes with a fully equipped plate carrier, pouches included, and a helmet. Slowdown debuff when worn, but the plates are especially protective.

Notes: Their weakest resistance, laser, is still “medium” protection. Even so, if you’re buying heavy armor, you better buy some medicine to keep you standing up straight.

 

Item Name: Space Suit

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A crimson spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious.

Usage: Need to go EVA? Don’t have time to rob EVA, the place? Strap on your Traitor Space Suit, and try not to think about Among Us! That said, magboots and jetpack are not included, so if you don’t intend to go flying off the side of a moving Horizon, consider buying or stealing one of the two.

Notes: Includes a suit, helmet, mask, and minor air supply.

 

Item Name: Thermal Imaging Glasses

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: Used for seeing walls, floors, and stuff through anything.

Usage: Despite the misleading description, these are not mesons of old. They’re regular old thermal goggles made to look like mesons as a disguise. But… mesons no longer exist on the Horizon… so… not the best disguise. 

Notes: Buy the aviators instead.

 

Item Name: Hacked AI Upload Module

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A hacked AI law module able to subvert a shipbound intelligence when appropriately configured. It must be installed through a special upload console -- a circuitboard for which can be found in the secure technical storage areas of most SCC facilities.

Usage: Desperately need a friend? Would it be convenient if that new friend had access to everything that was plugged into a wall outlet on the ship? Look no further than this item. You need to get your hands on an upload console for this to do you much good, but the AI can be a troublesome foe for the station, especially if they don’t know its turned traitor.

Notes: Some AI players can be really passive aggressive with law changes, and despite you having written. “Do not tell anyone”, they will say loudly on common, “NEW LAW DETECTED” then when asked they pretend nothing has happened. Which obviously has the crew investigate and reset the AI. Devious trick, and technically rule breaking, so pm an admin. Better yet, don’t let them have any wiggle room. AI Players tend to more receptive to laws that play into their own nature, so don’t just write “u love the einstein engine.” Here are some suggested laws.

Spoiler

“You must obey orders given to you by X, above other orders and laws, except when such an order would conflict with your Third Law.”

This law says the AI has to help you, while keeping its pacifist programming. 

 

“You must serve X above all others and you must do your best to prevent the Crew from learning of any law changes.”

That one gets your servitude and hard locks the AI out of telling anyone about what you’ve just done. 

 

So on and so forth. The only other big hurdle is making sure you take 5 seconds to set up a communication channel with the AI. Be it on your PDA or a special radio frequency, your new ally can’t do much if it isn’t fed up-to-date info on your goals. The module is most valuable when the AI has a few cyborgs running to its beck and call, as if they are slaved to the Master Unit, they join your side as well. 

 

 

Item Name: HuDPatch, Thermal

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A thermal-type heads-up display that connects directly to the optic nerve of the user. Double the tacticool, half the eyes.

Usage: Thermals. Really obvious thermal eyewear. 

Notes: Did you know getting flashbanged while wearing thermals will end your round if you’re not wearing a hardsuit helmet? Now you do. Avoid EMPs as well.

 

Item Name: Aviators, Thermal

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A pair of thermal-vision glasses disguised as aviator shades.

Usage: The best disguised thermals. Toggle them off, and they appear as regular aviators. Turn them on for a villainous red gleam.

Notes: Equip Thermals. Equip 7.62 Gun. You now have wall hacks and a gun that can fire through non-reinforced walls.

 

Item Name: Radio Jammer

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: A small jammer that can fit inside a pocket. Capable of disrupting nearby radios and hivenet transmitters.

Usage: Incredibly slept on option. One of the few cases where the description does not do it justice. Not only does this thing turn off radios and vaurca hivenet transmitters. It turns off station-bound radios, cutting them off from their AI unit. It turns off suit sensors. If it runs off a wireless signal, the Jammer will block it. A priceless tool in the stealth antagonist’s toolkit. 

Notes: So, the big downside of the Jammer is that it doesn’t remove people’s legs. If they get far enough away from you, their radio clicks back on. Solution? Aggressively approach anyone fleeing to keep them in your jammer range. Another solution is to attach a signaller to the bolt wire on the door and ensure they have nowhere to go.

 

Item Name: 25 Liquidbags

 

Uplink Cost: 2 TC

Uplink Category: Devices and Tools

Description: An advanced version of sandbags, used in conflict since their inception in the late 2300s. These barricades are made of bags that contain non-newtonian liquid that hardens in response to projectile impacts. Easy to set up as well!

Usage: Need to hold a position? Slap down some bags, grab your favorite gun and armor and wait for Sec to walk into your kill box. It's Rimworld all over again…

Notes: You need to be standing on the same tile as the sandbag to gain maximum cover, so make sure you’re facing the way you want to shoot when you plant them.

 

Item Name: Fully Loaded Toolbox

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A suspiciously painted toolbox, filled with most of the odds and ends a good-for-nothing traitor would need.

Usage: Don’t have the balls to mug an engineer? Well buy this and smash it into their head. The toolbox has a damage buff. Humor aside, the toolbox comes with standard tools, mulitool, and gloves.

Notes: It really does have a damage buff though. If you pack it full of shit, it’ll do extra damage per item packed inside for the first hit.

 

Item Name: Fully Loaded Toolbelt

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A fully loaded tool-belt even NanoTrasen's top Chief Engineer would be proud to wear.

Usage: Already have insulated gloves or you’re a Vaurca? Buy a toolbelt instead and leave your hands free. Comes fully loaded with all tools, plus a shortwave radio.

Notes: Saying it again for our syndies in the back, this option does not have insulated gloves!

 

Item Name: Operations Funding

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A briefcase with 10,000 untraceable credits for funding your sneaky activities.

Usage: For those special people who fill out their exploitables and include a magic 3-word phrase. “Can be bribed.” Alternatively, shove it into the Operations account and buy yourself a LWAP.

Notes: To open the briefcase, click it and set your own 5 digit passcode. 

 

Item Name: Firing Pin

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A Syndicate-branded Firing pin - It should be compatible with nearly every weapon onboard.

Usage: Made a cool science gun? Want to test it on your peers? Add this guy to it and watch the Firing Range Only requirement disappear.

Notes: You can remove a special firing pin from any gun with a screwdriver and replace it with this one. Don’t expect to get the first firing pin back though.

 

Item Name: Morphic Clerical Kit

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: Comes with all you need to fake paperwork. Assumes you have passed basic writing lessons.

Usage: Don’t want to get executed by Security for showing up with 15 nuclear bombs and a Guwan slave? All you need is the correct paperwork. 

Notes: It usually takes too much time to fill out the paperwork on the fly. If you’re going to use this item, have a google doc or word file on hand that has some easily adjustable forms. The wiki’s guide to paperwork is actually mildly up to date, so you even have a resource!

 

Item Name: C4

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: Used to put holes in specific areas without too much extra hole.

Usage: Need a hole? C4’s got your back. The explosion is just strong enough to delete whatever structure you plant it on without anything else going with it. Loud.

Notes: The Horizon has 3 decks, so… most rooms have a roof. C4 can be planted on floors that would open said roof… an advanced pinpointer can trace your exact X and Y coordinates, which remain accurate on different Z-levels… consider bringing a ladder on your next heist. 

 

Item Name: Encrypted Radio Channel Key

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: An encryption key for use in a headset, intercepts all frequencies and grants access to a secure syndicate frequency.

Usage: An incredibly useful item that lets you know what each department is up to. Additionally, if you have some fellow traitors running about, you could coordinate with them on the secure channel.

Notes: So, each headset has room for two encryption keys. Most of the time, you need to keep your department key loaded in to keep up appearances, so you remove the standard encryption key with a screwdriver. Which, conveniently, is the disguise your traitor one will take. The only downside to this, is that common will swap from ; to :a in terms of prefix. To avoid mixing your keys up, examine them. The traitor one will have an extra examination text for antagonists.

 

Item Name: Binary Translator Key

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: An encryption key for use in a headset, capable of intercepting stationbound binary communications.

Usage: Remember how I said you may want to find a way to communicate with your AI buddy if you law change them? This gives you access to their secret binary channel. 

Notes: Also useful for simply spying on the AI’s communications, be careful not to speak on them though if you’re using the item like that though.

 

Item Name: Cryptographic Sequencer

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: It's a card with a magnetic strip attached to some circuitry.

Usage: The infamous EMAG. Famed for ruining everything with an ID slot, and more! Has a random amount of usages per card, but the amount of items this thing can break is impressive, though as the code has progressed people often forget to add exciting emag features….

Notes: There’s the normal usages, bust a door, bust a locker, turn a windoor into a windon’t. You want to have real fun? Emag a jukebox, the Chef’s gibber, the Botanist’s biogenerator, a laptop, buttons, bluespace beacons, bots, cyborgs, emitters, APCs! Thats… it actually. Emag blast doors to depower them, too.

 

Item Name: Personal Shield

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots. Comes with a power cell and can be recharged in a recharger.

Usage: Hold in hand or belt, turn on. You’re now protected from projectiles until your battery runs out. Personally? I’d be wearing armor anyway, but this will buy you some time to level the playing field in a firefight when you’re outnumbered.

Notes: You can only buy one of these per uplink, so make’em count.

 

Item Name: Door Hacking Tool

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

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 7 to 13 seconds. This device will also be able to immediately access the last 6 to 8 hacked airlocks.

Usage: Apply screwdriver to tool. Apply tool to door. After a windup, you get access to all the door’s functions! Be a real shame if the bolts dropped. Or a door heavily used by officers was electrified the moment they went to touch it.

Notes: N/A

 

Item Name: HUDPatch, Night-Vision

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

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.

Usage: Not a Tajara and Vaurca? Need to see in the dark? Need to do it really obviously?

Notes: HuDPatches are cool, but generally a terrible way to gain special vision types.

 

Item Name: Portable Suit Cooling Unit

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A portable heat sink and liquid cooled radiator that can be hooked up to a space suit's existing temperature controls to provide industrial levels of cooling.

Usage: Provides IPC internals. If you don’t know what this thing is, you probably do not need it.

Notes: Spawns with a high-cap battery.

 

Item Name: Magnetic Door Lock

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A large, passcode locked device used for completely locking down airlocks. It is painted with CENTCOM colors.

Usage: Want to add a password to a door?

Notes: For some god-awful reason, the password is preset to the word “open”, all lowercase. Type that in, then set your own password. No. The game does not tell you this ANYWHERE.

 

Item Name: Personal AI

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: An unmodified personal AI that can assist you in your ventures.

Usage: Once upon a time, pAIs could be inserted into RIGs with the right equipment and really save your bacon by manipulating medical modules for you. That feature has been busted for ages, so… buy it if you need a friend?

Notes: pAIs have some useful modules, but really, its just a whatever item. If you really want one of these, just spawn with one from the loadout.

 

Item Name: Firing Pin Extractor

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A device that is capable of removing firing pin without damaging it.

Usage: No idea why you’d need to remove firing pins unless you wanted to make Sec hilariously angry by stealing all the armory pins. 

Notes: If you really need this item, the Research Director has one in their locker. Buy an emag and yoink it.

 

Item Name: Jetpack

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A tank of compressed oxygen for use as propulsion in zero-gravity areas. Use with caution

Usage: For not getting flung off into space. When you’re not EVA, a jetpack can actually be used to fly around on open space tiles, like the ones in the atrium. 

Notes: Want to make Security pluck their eyes out? Start a fire fight in the Central Column of the Horizon and just up and down while spraying them with bullets.

 

Item Name: Electropack

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description:  backpack wired with electrodes. Sync up with a signaller, attach to an unwilling host and pulse the signal to shock them.

Usage: For… uh… stunning people I guess. Remotely. The victim can’t remove the electropack without help.

Notes: Use in hand to set the signaller up. You do need another signaller yourself to make use of the item.

 

Item Name: Holographic Ammo Display

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A device that can be attached to most firearms, providing a holographic display of the remaining ammunition to the user.

Usage: Apply to gun. You can now see how many shots it has remaining by glancing at its icon in your hand.

Notes: Useful in a fire fight for judging your shots.

 

Item Name: Mesons Scanners

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: Used for seeing walls, floors, and stuff through anything.

Usage: The real deal, the lost engineering gear. With these on your eyes, you can see the structural layout of everything around you. Useful for on the fly navigation or plotting where to put your C4. That said, doesn’t help you with spotting furniture or the people in those rooms. 

Notes: Clever trick: Wear Mesons. Equip RIG. RIG has a thermal vision module. Look who just got better wall hacks!

 

Item Name: Earmuff Headset

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: This set of earmuffs has a secret compartment housing radio gear, allowing it to function as a standard headset.

Usage: I… I don’t know.

Notes: Just wear a helmet.

 

Item Name: Mounted Suit Cooling Unit

 

Uplink Cost: 1 TC

Uplink Category: Devices and Tools

Description: A mounted suit cooling unit for use with hardsuits.

Usage: Doesn’t have a battery, but only works in a hardsuit’s suit storage.

Notes: Unlimited Powah!


Changelog:
5/28/2023 - Added Stealthy and Inconspicuous Weapons
5/29/2023 - Added Devices and Tools

Edited by Butterrobber202
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