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| High Risk Items are labelled as such due of their critical roles in Nanotrasen Research, Station Security or High Command. Of course, you don't care about Nanotrasen's research being leaked, otherwise you wouldn't have been assigned here, so instead you should consider that both the [[Syndicate]] and renegade personnel want those items. This is even more prevalent for High Risk Items with a purpose as a device, a weapon, experimental gear or a mission objective.
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| | These are items that are often desired by [[traitor]]s for themselves or as an objective for their benefactors. Thieves who get caught with stealing one of these items are often charged with [[Space_law#Major_Crimes|Grand Theft]] given sufficient evidence. |
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| Being caught with these items in your possession without any authorization will at best lead you to being charged for [[Space_Law#Major_Crimes|Grand Theft]] (sentence going from 15 minutes to a life sentence, along with all the fun related to ending up with a high [[Brig]] sentence) and at worst lead you to the electric chair under accusations from a [[Captain|Comdom]] or [[Shitcurity]] of being a dirty [[Traitor]].
| | ==Items== |
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| In short, hands off unless you are supposed to own this item or you have a very, very compelling reason to be in possession of it. [[Assistant|Assistants]] are not known for being legitimate recipients for any of the items on that list, just for the record.
| | === [[File:tele.gif|50px]]Hand Teleporter === |
| | This is a miniaturized counterpart to the larger one in the [[Teleporter]] Room. It can be found on a table in the [[Teleporter]] room. The Captain also has one in his [[Captains Quarters|quarters]]. |
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| === [[File:tele.gif|50px]] Hand Teleporter===
| | Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the [[Teleporter]] room, Derelict or the [[Telecoms Satellite]]). |
| | If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer). |
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| The Hand Teleporter is a high-tech, miniaturized counterpart of room-sized teleporting machinery as seen in the [[Teleporter]]. It can be found on a table in the [[Teleporter]]. A spare is provided to the [[Captain]] in the [[Captain's Quarters]].
| | Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advied without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools. |
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| It's main purpose allows it to create a portal to a set destination (note that the Hand Teleporter cannot calibrate, and thus needs to get its set destination from a functioning and active Teleporter unit). If you find that the default teleport options are severely lacking, you can make new bluespace beacons in the [[Research Division]] or simply grab one of the existing ones and relocate it (note that the area normally shown will update dynamically as it is moved, so no need to worry about an unwitting [[Engineer]] teleporting to your ''"Bridge"'' bluespace beacon)
| | === [[File:NuclearDisk.gif|50px]]Nuclear Authentication Disk === |
| | This disk contains the codes needed to unlock the nuclear device, which can destroy the entire station! |
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| A more experimental option is the ''"Random"'' setting, quite similar to a Wizard's Blink ability. This will teleport you randomly in short distances. It is fairly useful to navigate if you are stuck or in danger, but due to the highly random nature of its teleport, you might end up right back in the hazard you tried to leave, in a wall, out in space or straight in a turret's line of fire. Using a fixed teleport beacon is highly recommended to escape hazard, and this option should only be used for safe, controlled testing. But then, those are only recommendations
| | As the captain, for the love of all that is good in this world, protect the disk with your life. Don't leave the damn thing lying in [[Captains Quarters|your office]]. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Don't space it as you'd be essentially giving it to the [[Syndicate guide|Syndicate Agent]]s. |
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| Due to the highly experimental nature of that device, it is strongly recommended to be equipped with full E.V.A. gear and functional and lasting internals, emergency gear like a station-bounced radio and fist-aid kits (check emergency toolboxes, or just snatch one) along with a full toolbelt or a toolbox in the event of teleportation mishaps (they always happen when least convenient).
| | It's location can be tracked with a pinpointer, so merely hiding it won't help you. |
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| ===[[File:NuclearDisk.gif|50px]] Nuclear Authentication Disk=== | | === [[File:captaingun.png|50px]]Captain's Antique Laser Gun === |
| | This is a special, engraved gun, made with real leather. |
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| | This gun is kept in a glass case close enough to the [[AI]] core that it can tell if some one is bashing or breaks the glass case. |
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| The Nuclear Authentication Disk, as its name implies, contains all authentications codes and sub-lying authorizations needed to activate any Nanotrasen station nuclear fission explosive (the only other safeguard being the five-digit nuclear authentication code, refreshed daily and in theory only known by Nanotrasen Commanding Staff). As you might have understood by now, the loss of this disk can very seriously compromise not only the security of the station, but the security of all Nanotrasen stations, and in the event of the thief knowing the daily nuclear authentication code can lead to the destruction of the entire station. Likewise, if the nuclear fission device was armed for any reason, the nuclear authentication device is '''absolutely critical to disarm it.'''
| | What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot. |
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| The Nuclear Authentication Disk starts in the [[Captain's Quarters]], on the Captain's desk. Common procedure is to secure it and always make sure that a trusted person is in possession of, or overlooking the disk. The [[Captain]] himself is often entrusted with this task. Note that the Nuclear Authentication device can always be tracked '''flawlessly''' with the use of any Pinpointer (one starts in the [[Captain's Quarters]] close to the actual disk, and spare Pinpointers are often stolen and brought on mission by Syndicate Agents) and that due to bluespace safety measures this disk can neither be thrown off-station nor entirely destroyed (any attempt to do so will instead teleport it to safety somewhere on station)
| | === [[File:Captain_Jumpsuit.png|50px]] Captain's Jumpsuit === |
| | Nothing is more disgraceful than the captain losing their ranking uniform. |
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| [[Nuclear Agent|Nuclear Operatives]] are known to be in possession of spare nuclear fission devices with cracked nuclear authentication codes and spare Pinpointers. The only thing stopping them from blowing up your station is this small disk. Guard this disk with your life. [[Traitor|Traitors]] are also known for trying to steal the disk to send it to [[Syndicate]] Command for the aforementioned Nuclear Operations. | | And because enemy agents love to discredit and shame [[NanoTrasen]], the theft of station captain jumpsuits are on the rise for just this reason. It's also infamous for being a sign of a snazzy dresser. |
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| ===[[File:captaingun.png|50px]] Captain's Antique Laser Gun=== | | ===[[File:Handheld-Plasmatank.png|50px]] Phoron Tanks === |
| | Phoron mined by NanoTrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival phoron research. |
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| An unique, engraved laser handgun with a grip made out of real leather and a state-of-the-art recharging laser cell. Some say it has put down its share of wild [[Assistant|Assistants]] and the design of this laser pistol is a breakthrough in personal laser weaponry, a handy, auto-recharging, powerful gun with a superb finish, light-years away from the dull, boxy design of the energy gun and its average cell.
| | As phoron is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage plasma tanks. |
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| This gun is kept in a secure display case in the [[Captain's Quarters]], more precisely in the Captain's Bedroom. The display case can be accessed with proper access, or just smashed open. Any item can be put on display in the case, although it will no longer work if the display case is smashed and the Captain's Antique Laser Gun usually sits in here.
| | These tanks are found in [[Toxins]] research and [[Engineering]]. From a traitor's point of view, failing to get these is almost impossible, much less accepted. |
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| The [[Syndicate]] and miscellaneous black market contractors would love to reverse-engineer this gun's technology, and of course the gun itself is rather pricy. It is thus wildly expected for at least one [[Traitor]] to be assigned to steal this gun. | | ===[[File:Voidsuit.png|50px]] NASA Voidsuit === |
| | The [[Telecoms Satellite]] come equipped with two of these. A high tech, NASA Centcom branch designed, dark red Space suit. Used for satellite maintenance. |
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| It's worth noticing that the display case is within range of the [[AI|AI's]] auditory sensors, thus if the display case is being damaged it is very likely it will notice. Otherwise, the display case has no alarm.
| | ===[[File:RCD.png|50px]] RCD === |
| | An experimental device which can build or deconstruct areas rapidly. This is held in the [[Chief Engineer]]'s office and is his responsibility. However, RCDs can be made in hacked autolathes as well. |
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| ===[[File:heads_jumpsuits.gif|50px]] Head Jumpsuits===
| | Enemy agents want this new device for their own infiltration and station building exploits. |
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| Nothing is more disgraceful than Command staff losing their ranking uniforms. And nothing short of the loss of a Command-level ID compromises station safety more than unauthorized personnel being able to dress up in authentic Head clothing, allowing them to pull a Bavarian Fire Drill on anyone unwitting enough to not use Security Sunglasses or strictly answer to the Crew Manifest.
| | This little bugger can be set (by clicking in active hand) to do a number of things: |
| | *Build Floors (1 Ammo used) |
| | *Build a Wall (3 Ammo used) |
| | *Build an airlock (10 Ammo) |
| | *Take apart a floor tile (3 Ammo) |
| | *Take apart a Wall (5 Ammo) '''(Cannot take apart Reinforced Walls).''' |
| | *Take apart an Airlock (10 Ammo) |
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| Needlessly to say, the loss of a Command-level uniform can seriously compromise station security, as almost no-one would refuse to let the ''"Captain"'' check the extremely dangerous [[Engine]] apparatus, even if it appears he has forgot his ID. Thus, the [[Syndicate]] is interested in spare uniforms for station infiltration. While the [[Clown]] can usually dress up in [[Captain]] costumes, there are a few non-falsifiable signs that allow any personnel to distinguish real Head Jumpsuits from fake ones.
| | Be forewarned that using an RCD causes it to emit sparks, which can cause fires. It also makes a fairly good weapon, doing about 10 brute damage per hit. |
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| A spare jumpsuit, along with a generic wardrobe is provided to all Heads in their respective offices in their equipment locker (The [[Head of Personnel]] even getting a entirely separate locker for a wardrobe). Thus, securing the equipment locker is highly recommended.
| | === [[File:blueprint.png|50px]]Station Blueprints === |
| | Found in the Chief Engineer's locker. |
| | These are the plans to make every part of the station, including the [[Supermatter Engine|supermatter engine]]. |
| | Using these you can rename existing areas into whatever you want, and create new areas that can have [[Electronics#APC|APC]]s in them. |
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| Note that due to the quality of all high-ranking uniforms, destruction or concealment of spare jumpsuits is absolutely unacceptable and will be met with job termination. Furthermore, due to the above points, the unauthorized possession or carry of a Head Jumpsuit can absolutely be charged with [[Space_Law#Major_Crimes|Grand Theft]] and can lead to further charges being pressed if impersonation, illegal access or abuse of power has been confirmed while in the possession of said jumpsuit.
| | === [[File:Mashoe.png|50px]] Magboots === |
| | These are magnetic boots used by engineers during extravehicular activity to ensure the user remains safely attached to the vehicle. |
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| ===[[File:Plasma_tank.png|50px]] Plasma Tanks===
| | One is given to the [[Chief Engineer]]. There are several pairs of boots in Engineering Hardsuit Storage, and a few more in [[EVA]]. |
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| The main reason for the creation of this station, outside of expending Nanotrasen's sphere of influence to yet another solar system was to harvest, store and experiment with [[Guide_to_Atmospherics#The_Gases|Plasma]]. Thus, it comes as no surprise that the [[Syndicate]] and many black market contractors would like a few samplings of this extremely rare gas, both for direct selling and experimentation with its mystifying properties | | === [[File:JetPack.gif|50px]][[File:Jetpack black.gif|50px]] Jet Pack === |
| | The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a '''rocket''' pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing your precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. The [[Captain]] and [[Syndicate guide|nuke agents]] start with blue Oxygen-filled jetpacks. |
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| Despite being overall rare around the galaxy, [[Guide_to_Atmospherics#The_Gases|Plasma]] is hazardously common all around the station. A Plasma Miner supplies the entire station and is positioned in [[Atmospherics]]. From there, with a few modifications, it can be put into spare canisters. Pre-filled canisters can be found in the [[Tech Storage|Engineering Secure Storage]] and in the [[Toxins Storage|Research Division Toxins Storage]], and a [[Guide_to_Atmospherics#The_Gases|Plasma]] container is kept in [[Recycling]] for incineration. Spare [[Guide_to_Atmospherics#The_Gases|Plasma]] tanks can be found in [[Engineering]] and the [[Research Division]], and can be used to carry sizable amounts of [[Guide_to_Atmospherics#The_Gases|Plasma]] in one's backpack.
| | For proper use of a jetpack, remember these simple rules: |
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| A single [[Guide_to_Atmospherics#The_Gases|Plasma]] tank is usually enough to create a station-devastating transfer valve bomb or to perform a large array of fundamental experiments in the hand of a competent Research team. Thus, the [[Syndicate]] usually requests one or two full [[Guide_to_Atmospherics#The_Gases|Plasma]] tanks from its agents. Needlessly to say, any renegade personnel can also put his hand on a [[Guide_to_Atmospherics#The_Gases|Plasma]] tank, that allows for dangerous explosive reactions when properly set up with an [[Guide_to_Atmospherics#The_Gases|Oxygen]] tank.
| | *Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. |
| | *Refill blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas). |
| | *Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else! |
| | *Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable. |
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| Common guidelines for securing [[Guide_to_Atmospherics#The_Gases|Plasma]] is to ensure only authorized personnel enter [[Atmospherics]] and that [[Guide_to_Atmospherics#The_Gases|Plasma]] tank usage is monitored in all cases where personnel are put into contact with Tank Dispensers and [[Guide_to_Atmospherics#The_Gases|Plasma]] canisters to ensure none are subdued during operation. That lacking, anyone who had the potential to access the tanks should be searched.
| | These are relatively easy to steal. Getting away with them is another matter. As the jet pack is too large to place in a backpack, people seen wearing or carrying a jet pack on the escape shuttle tend to be stunned and stripped. |
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| ===[[File:Voidsuit.png|50px]] NASA Voidsuit===
| | Void Jet Packs may also be found in the [[Telecoms Satellite]], which are filled with oxygen. |
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| The NASA Voidsuit is a state-of-the-art E.V.A. suit specialized for operation in hostiles environments made by Nanotrasen's NASA design team. Its defining feature is the extreme mobility it allows and the ability to attach a special, extremely handy and high-tech jetpack unit to its back, allowing overall perfect handling in zero-gravity situations. It is also suited for manipulations in extremely cold environments, making it ideal for Cold Room maintenance. The [[Syndicate]] considers it a surprising improvement on their own Syndicate Voidsuit design, and wants to incorporate some of its technologies to theirs, thus agents will usually scramble for the suits, if anything but for the fact that they are actually very handy for extravehicular schemes.
| | === [[File:icard.png|50px]]Intelicard === |
| | Used to transport (or steal) [[AI]]s, dead or alive. It allows you to view an AI's laws and even gives you the option to wipe (kill) it. Bringing an intellicard with a damaged or non-functioning AI to the [[Research Director's Office]] will allow you to restore and repair the AI. |
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| The [[Telecoms Satellite|Telecommunications Satellite]] comes with two spare pairs, intended for use in Telecommunications maintenance. However, since the satellite is now completely defunct and is no longer under use, its turrets have been forced to lethal and the Telecommunications Chamber is being used as an ultra-secure storage. The on-station [[Telecommunications]] are now used for that purpose, with a third spare suit being provided for the same purposes of Telecommunications maintenance.
| | They can be found on the [[Bridge]] and [[Tech Storage]]. [[Research and Development]] can also produce more, assuming they have the prerequisite research levels. |
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| Common safety procedures include limiting access from unauthorized personnel to the [[Teleporter]] (the [[Telecoms Satellite|Telecommunications Satellite]] doubling as a teleporter relay, complete with a bluespace beacon) and assuring that the on-station [[Telecommunications]] are not compromised.
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| ===[[File:Hspray.png|50px]] Hypospray===
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| The Hypospray is a dermal injection device allowing the [[Chief Medical Officer]] and [[Jobs#Medical|any Medical staff]] or even any crewman to easily, quickly and efficiently administer chemicals by injecting them right through the skin with hypodermic syringes, allowing them to be metabolized quickly with no risk of infection or cross-contamination. The Hypospray is fed through a small container that can contain thirty units of chemicals and usually delivers doses of five chemicals every injection. The [[Syndicate]] loves those devices, as they allow agents to very easily heal on the move, even in extremely hazardous situations and can also be used to quickly and efficiently poison targets, [[Guide_to_Chemistry#Other_Recipes|Chloral Hydrate]] injections staying a favorite amongst most Nanotrasen medical teams and [[Traitor|Syndciate agents]] alike, although any chemical can be injected with the help of this device.
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| This device is entrusted to the [[Chief Medical Officer]] and starts in the [[Chief Medical Officer's Office]], in his personal locker. Common procedures amongst Medical teams means he will invariably take possession of the item, empty the thirty units of [[Guide_to_Chemistry#Medicine|Inaprovaline]] into his bloodstream, rush to [[Chemistry]] to fill it to the brim with [[Guide_to_Chemistry#Other_Recipes|Chloral Hydrate]] and keep it handy in his labcoat, his pockets, his backpack or his medical belt for the rest of the shift, only occasionally using it to deal with serious problems.
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| Note that the Hypospray's injection is so quick and easy that it is barely visible, although it will make a characteristic sound and leave a stinging sensation. The Hypospray can be directly filled with any chemistry container (or even directly with some dispensers like fuel tanks, water tanks or virus food dispensers) due to its ergonomic setup, and shoved into a pocket or a belt.
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| ===[[File:Rcd.png|50px]] RCD===
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| The Rapid Construction Device (often called the RCD) is an experimental compressed matter manipulator device allowing [[Engineer|Engineering personnel]] to rapidly construct and deconstruct basic metallic structures. While its economical interests are extremely obvious (although compressed matter is rather expensive to produce), the [[Syndicate]] sees in this little device an absolutely perfect infiltration and general purpose tool, allowing its agents to bypass most basic station structures, cause hull breaches on command and easily build basic structures. This little device is only limited in not being able to directly remove or build windows (due to the odd shape of grilles and the silicate contents of normal windows) or reinforced walls and other complex structures and machinery (due to some of their alloys and electronics and extremely complex internal structure)
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| This device is normally entrusted to the [[Chief Engineer]] and starts in the [[Chief Engineers Office|Chief Engineer's Office]]. Spare compressed matter cartridges can be made at advanced Autolathes for 10 matter units per cartridge, the RCD being able to carry 30 units at once. Some reports indicate hacked Autolathes can even produce whole RCDs.
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| The following modes are supported by the Rapid Construction Device :
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| * Build Floor (1 Matter Unit)
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| * Build Wall (3 Matter Units)
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| * Build Airlock (10 Matter Units)
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| * Remove Floor (3 Matter Units)
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| * Remove Wall (5 Matter Units)
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| * Remove Airlock (10 Matter Units)
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| Note that the Rapid Construction Device is known to emit sparks when under use and can cause harm when used incorrectly due to its experimental nature. Please ensure only competent personnel handle it.
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| ===[[File:blueprint.png|50px]] Station Blueprints===
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| The complete, annotated schematics used by Nanotrasen [[Engineer|Engineers]] to build and rebuild the space station, along with complete information on the station's structure, layout and equipment. It should be obvious that allowing the [[Syndicate]] access to such complete and sensitive information could cause serious security issues, especially since many competent sabotage attempts are stopped by the simple lack of intelligence about most Nanotrasen space stations.
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| During normal operation, those blueprints can be used to amend the space station's setup, allowing one to rename areas and even draw up new areas (Nanotrasen regulations force areas to be delimited before any machinery or functioning parts can be added, and new areas must be airtight)
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| The blueprints are found in the [[Chief Engineer|Chief Engineer's]] locker, in the [[Chief Engineers Office|Chief Engineer's Office]]. It is usually expected for him to carry the blueprints at all times, and to only hand out the blueprints to certified [[Engineer|Engineers]]. Those [[Engineer|Engineers]] are then legally responsible for any use, misuse, copy, loss or outright destruction of the blueprints.
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| Note that due to the format of those blueprints, any photography of the Station Blueprints are considered to be equivalent to the ownership of said blueprints and can thus lead to a prosecution under the charge of [[Space_Law#Major_Crimes|Grand Theft]].
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| ===[[File:AdvancedMagboots.gif|50px]] Advanced Magboots===
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| The Advanced Magnetic Boots (Advanced Magboots) are an experimental design of the Nanotrasen Standard-Issue E.V.A. Magnetic Boots. Using quality magnets and special trigger devices, they allow more fluid movement when activated than their clunky, standard-issue counterparts coupled with a titanium finish and a carbon nano-tube doubling. The [[Syndicate]] would love to outfit their station raiding task forces with those magnetic boots, breaching being the staple of a successful station assault, and reverse-engineering is just what they plan to do with them.
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| The [[Chief Engineer]] is entrusted with the only pair of those experimental magnetic boots. It is held in his suit storage inside the [[Chief Engineers Office|Chief Engineer's Office]]. He is usually expected to keep them on at all times and secure them back into their assigned suit storage when done using them.
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| Note that this technology is extremely recent, and that the loss of this experimental gear will be dealt with harshly.
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| ===[[File:JetPack.gif|50px]][[File:Jetpack black.gif|50px]] Jet Pack===
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| Nanotrasen-brand Jet Packs are back-mounted rocket packs filled with Carbon Dioxide, Oxygen or Nitrogen, using the propulsion granted by inverse reactions to allow extreme mobility in voids and other airless and friction-less environments. It also allows use as internals (which is only recommended if the jet pack contains room-temperature Oxygen and if another air supply can be used as an emergency backup) and can last dozens of minutes if filled and cooled. The [[Syndicate]] already uses jet packs rather commonly, notably to outfit their [[Nuclear Agent|Nuclear Operatives]] and [[Traitor|infiltrated agent]], and even [[Vox Raider|Vox Raiding Teams]] are known to use Nitrogen jet packs.
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| The following conventions are used :
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| * Black jet packs contain [[Guide_to_Atmospherics#The_Gases|Carbon Dioxide (CO2)]]. Breathing CO2 will cause rapid unconsciousness, although CO2 is usually produced as a waste gas and is thus perfect for use in jet pack propulsion.
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| * Blue jet packs contain [[Guide_to_Atmospherics#The_Gases|Dioxygen (O2)]]. This O2 is safe to breathe and can be used as a direct air supply, making it a good all-rounder.
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| * Red jet packs contain [[Guide_to_Atmospherics#The_Gases|Dinitrogen (N2)]]. N2 is not toxic but will cause rapid suffocation if breathed, and is only suitable for [[Vox|Voxes]].
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| * Void jet packs contain [[Guide_to_Atmospherics#The_Gases|Dioxygen (O2)]]. They are specialized for use with NASA Voidsuits, although they can be easily attached to the back of any hardsuit.
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| * Jet pack stabilization ensures no movement inertia is kept when the jet pack is not being actively used. It should only be used if precise movement is desired.
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| A [[Guide_to_Atmospherics#The_Gases|Dioxygen (O2)]] jet pack starts in the [[Captain's Quarters]] for use by the [[Captain]]. Two [[Guide_to_Atmospherics#The_Gases|Carbon Dioxide (CO2)]] jet packs are provided in [[EVA]] for emergencies. Void jet packs are always provided with the aforementioned NASA Voidsuits.
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| Unlike tanks, all jet packs save for the Void jet packs do not fit in backpacks or in suit storages and can only be carried on one's back, generally in place of a backpack. Common procedure is to carry one's backpack in a spare hand while maneuvering with a jetpack, or to safely store it away if not needed.
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| ===[[File:Ablative_Armor_Vest.png|50px]] Ablative Armor Vest===
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| The Ablative Armor Vest is an experimental chest armor vest, modified from standard-issue metal armor plates and encrusted with special reflective surfaces made of titanium or even diamond. Its design gives the wearer extreme protection against all laser weaponry and acceptable protection against radiation, biological damage, impacts and projectiles. The [[Syndicate]] would love to reverse-engineer this expensive piece of technology to equip their strike teams with armor impervious to all laser and taser weaponry, and a single piece of this equipment sells for millions of credits on certain black markets. [[Traitor|Syndicate agents]] will usually appreciate the protection it will give them against the common energy gun or taser rifle, although this vest only protects the chest and groin area and leaves all limbs and the head potentially exposed.
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| The [[Armory]] starts with a single Ablative Armor Vest, and Research and Development can produce spare vests for a large research and mineral investment. These vests are almost never handed out, especially since the [[Syndicate]] loves to use ballistic weaponry (outside of energy guns and laser guns stolen on-station), thus any non-authorized personnel carrying one, much less wearing it in public will usually be put under scrutiny quickly.
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| Some reports indicate the Ablative Armor Vest can even reflect some laser strikes. Furthermore, most Nanotrasen Security advisers tend to agree on the fact that any personnel armed with an Ablative Armor Vest, a full helmet, an energy shield, an energy sword, combat shoes and combat gloves would be nigh-invincible to laser weaponry. This development has led to [[Security]] being provided with ballistic weaponry, currently under the form of shotguns.
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| ===[[File:aicardfull.png|50px]] AI Intellicard===
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| The Intellicard AI Transportation System (AI Intellicard or even just ''"Card"'') is a special data storage device, quite similar to a pAI card, able to transfer an entire [[AI]] from its core to the small device. When an AI is uploaded to an Intellicard, the following can be done :
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| * Re-uploading to any finished AI Core, effectively allowing transfer to and from any AI Core to another.
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| * Restoring an [[AI|AI's]] integrity, even from ''"death"'' (As long as the core is not outright destroyed, the [[AI]] can still be effectively uploaded to an Intellicard even if unresponsive). Simply connect the Intellicard to an AI System Integrity Restorer computer and follow the on-screen instructions. Two of these computers are located in the [[AI Corridor]] and in the [[Research Director's Office]].
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| * Enabling a special wireless function, allowing the AI to interface with any electronic device in sight. Note that the [[AI]] can use binary communications and talk normally even if wireless is disabled.
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| * Checking the [[AI|AI's]] lawset. Due to memory limitations, this function cannot check out-of-bounds indexes, including ion laws, ''"traitor laws"'' and other corrupted laws.
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| * Wiping the [[AI]]. This terminally disables the [[AI]]. '''[[AI]] units are extremely expensive and wiping functional [[AI|AIs]] will lead to termination. A functioning [[AI]] with a dangerous lawset is deemed functional and should be reset.'''
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| One Intellicard is found on the [[Bridge]], and another is available in the [[Tech Storage]]. Research and Development can also produce spare Intellicards.
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| The [[Syndicate]] is interested in those devices as they allow the theft and exploitation of [[AI]] units. Filled Intellicards can even be requested to their agents, in which case the station's [[AI]] might be stolen outright.
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| [[Category:Objects]] | | [[Category:Objects]] |
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These are items that are often desired by traitors for themselves or as an objective for their benefactors. Thieves who get caught with stealing one of these items are often charged with Grand Theft given sufficient evidence.
Items
Hand Teleporter
This is a miniaturized counterpart to the larger one in the Teleporter Room. It can be found on a table in the Teleporter room. The Captain also has one in his quarters.
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the Teleporter room, Derelict or the Telecoms Satellite).
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advied without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.
Nuclear Authentication Disk
This disk contains the codes needed to unlock the nuclear device, which can destroy the entire station!
As the captain, for the love of all that is good in this world, protect the disk with your life. Don't leave the damn thing lying in your office. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Don't space it as you'd be essentially giving it to the Syndicate Agents.
It's location can be tracked with a pinpointer, so merely hiding it won't help you.
Captain's Antique Laser Gun
This is a special, engraved gun, made with real leather.
This gun is kept in a glass case close enough to the AI core that it can tell if some one is bashing or breaks the glass case.
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.
Captain's Jumpsuit
Nothing is more disgraceful than the captain losing their ranking uniform.
And because enemy agents love to discredit and shame NanoTrasen, the theft of station captain jumpsuits are on the rise for just this reason. It's also infamous for being a sign of a snazzy dresser.
Phoron Tanks
Phoron mined by NanoTrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival phoron research.
As phoron is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage plasma tanks.
These tanks are found in Toxins research and Engineering. From a traitor's point of view, failing to get these is almost impossible, much less accepted.
NASA Voidsuit
The Telecoms Satellite come equipped with two of these. A high tech, NASA Centcom branch designed, dark red Space suit. Used for satellite maintenance.
RCD
An experimental device which can build or deconstruct areas rapidly. This is held in the Chief Engineer's office and is his responsibility. However, RCDs can be made in hacked autolathes as well.
Enemy agents want this new device for their own infiltration and station building exploits.
This little bugger can be set (by clicking in active hand) to do a number of things:
- Build Floors (1 Ammo used)
- Build a Wall (3 Ammo used)
- Build an airlock (10 Ammo)
- Take apart a floor tile (3 Ammo)
- Take apart a Wall (5 Ammo) (Cannot take apart Reinforced Walls).
- Take apart an Airlock (10 Ammo)
Be forewarned that using an RCD causes it to emit sparks, which can cause fires. It also makes a fairly good weapon, doing about 10 brute damage per hit.
Station Blueprints
Found in the Chief Engineer's locker.
These are the plans to make every part of the station, including the supermatter engine.
Using these you can rename existing areas into whatever you want, and create new areas that can have APCs in them.
Magboots
These are magnetic boots used by engineers during extravehicular activity to ensure the user remains safely attached to the vehicle.
One is given to the Chief Engineer. There are several pairs of boots in Engineering Hardsuit Storage, and a few more in EVA.
Jet Pack
The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a rocket pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing your precious air supply out the back. Two black jetpacks filled with CO2 spawn in EVA. The Captain and nuke agents start with blue Oxygen-filled jetpacks.
For proper use of a jetpack, remember these simple rules:
- Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you.
- Refill blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).
- Always set it to 16-25 pressure if you aren't using the emergency mask from your starting box. If you still have that, hurry up and find something else!
- Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you're just drifting so as to not waste your supply and remain untrackable.
These are relatively easy to steal. Getting away with them is another matter. As the jet pack is too large to place in a backpack, people seen wearing or carrying a jet pack on the escape shuttle tend to be stunned and stripped.
Void Jet Packs may also be found in the Telecoms Satellite, which are filled with oxygen.
Intelicard
Used to transport (or steal) AIs, dead or alive. It allows you to view an AI's laws and even gives you the option to wipe (kill) it. Bringing an intellicard with a damaged or non-functioning AI to the Research Director's Office will allow you to restore and repair the AI.
They can be found on the Bridge and Tech Storage. Research and Development can also produce more, assuming they have the prerequisite research levels.