High Risk Items are labelled as such due of their critical roles in Station Research, Station Security or High Command. Of course, you don't care about 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.
Being caught with these items in your possession without any authorization will at best lead you to being charged for 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 Command or Security of being a dirty Traitor.
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. Assistants are not known for being legitimate recipients for any of the items on that list, just for the record.
The Hand Teleporter is a high-tech, miniaturized counterpart of room-sized teleporting machinery as seen in the Teleporter room. It can be found on a table in the Teleporter room. A spare is provided to the Captain in the Captain's Quarters.
Its 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, or about someone relocating your intended safe haven beacon without your knowledge.)
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
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).
The Nuclear Authentication Disk, as its name implies, contains all authentications codes and sub-lying authorizations needed to activate any 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 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 safely.
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).
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. Traitors are also known for trying to steal the disk to send it to Syndicate Command for the aforementioned Nuclear Operations.
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 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.
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 Recharging Laser Gun usually sits in here.
The Syndicate and miscellaneous black market contractors would love to reverse-engineer this gun's technology, and of course the gun itself is rather valuable. It is thus wildly expected for at least one Traitor to be assigned to steal this gun.
It's worth noticing that the display case is within range of the 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.
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.
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.
A spare jumpsuit, along with a generic wardrobe, is provided to all Heads in their respective offices in their equipment locker (with the Head of Personnel even getting a entirely separate locker for a wardrobe). Thus, securing the equipment locker is highly recommended.
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 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.
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 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
Despite being overall rare around the galaxy, 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 Engineering Secure Storage and in the Research Division Toxins Storage, and a Plasma container is kept in Recycling for incineration. Spare Plasma tanks can be found in Engineering and the Research Division, and can be used to carry sizable amounts of Plasma in one's backpack.
A single 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 Plasma tanks from its agents. Needlessly to say, any renegade personnel can also put his hand on a Plasma tank; this allows for dangerous explosive reactions when properly set up with an Oxygen tank.
Common guidelines for securing Plasma is to ensure only authorized personnel enter Atmospherics and that Plasma tank usage is monitored in all cases where personnel are put into contact with Tank Dispensers and Plasma canisters to ensure none are subdued during operation. That lacking, anyone who had the potential to access the tanks should be searched.
The Voidsuit is a state-of-the-art E.V.A. suit specialized for operation in hostiles environments made by ARC's advanced 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.
The 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.
Common safety procedures include limiting access from unauthorized personnel to the Teleporter (the Telecommunications Satellite doubling as a teleporter relay, complete with a bluespace beacon) and assuring that the on-station Telecommunications are not compromised.
The Hypospray is a dermal injection device allowing the Chief Medical Officer, 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 units of chemicals per injection. The Syndicate loves these 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. Chloral Hydrate injections are a favorite amongst most medical teams and Syndicate agents alike, although any chemical can be injected with the help of this device.
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 Inaprovaline into his bloodstream, rush to Chemistry to fill it to the brim with 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.
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.
The Rapid Construction Device (often called the RCD) is an experimental compressed matter manipulator device allowing 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 most windows), reinforced walls, and other complex structures and machinery (due to some of their alloys and electronics and extremely complex internal structure)
This device is normally entrusted to the Chief Engineer and starts in the 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.
The following modes are supported by the Rapid Construction Device:
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.
The Rapid Piping Device (often called the RPD) is another experimental compressed matter manipulator device specialized in the portable dispensing and destruction of pipes. Critical for the speedy setup and repair of a station's atmospheric systems, it is usually entrusted to all Atmospheric Technicians, under supervision of the Chief Engineer. The Syndicate sees some use to the device, given that proper life support is critical to create inhabited outposts, and that the speedy and irreversible sabotage thereof can easily disable a station's crew. Note that safety measures force pipes to be disconnected before they can be interacted with, and pipes created by the RPD have to be installed manually. Hacked Autolathes have been known to allow producing whole RPDs. The RPD can do the following:
Note that the RPD is also known to create sparks when under use due to its experimental nature, even when simply selecting pipes.
The complete, annotated schematics used by ARC 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 ARC space stations.
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 (safety regulations force areas to be delimited before any machinery or functioning parts can be added, and new areas must be airtight.)
The blueprints are found in the Chief Engineer's locker, in the 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 Engineers. Those Engineers are then legally responsible for any use, misuse, copy, loss or outright destruction of the blueprints.
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 Grand Theft.
The Advanced Magnetic Boots (Advanced Magboots) are an experimental design of the ARC 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.
The Chief Engineer is entrusted with the only pair of those experimental magnetic boots. It is held in his suit storage inside the Chief Engineer's Office. He is usually expected to keep them on at all times when working, and to secure them back into their assigned suit storage when done using them.
Note that this technology is extremely recent, and that the loss of this experimental gear will be dealt with harshly.
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 Operatives and infiltration agents, and even Vox Raiding Teams are known to use Nitrogen jet packs.
The following conventions are used:
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.
A Dioxygen (O2) jet pack starts in the Captain's Quarters for use by the Captain. Two Carbon Dioxide (CO2) jet packs are provided in EVA for emergencies. Void jet packs are always provided with the aforementioned Voidsuits.
Unlike tanks, all jet packs save for the Void jet packs do not fit in backpacks or in suit storage slots 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.
The Reflective 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. 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.
The Armory starts with a single Reflective 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.
Some reports indicate the Reflective Armor Vest can even reflect some laser strikes. Furthermore, most security advisors tend to agree on the fact that any personnel armed with an Reflective 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, primarily in the form of shotguns.
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 :
Checking the AI's lawset. Due to memory limitations, this function cannot check out-of-bounds indexes, including ion laws, “traitor laws” and other corrupted laws. Additionally, malfunctioning AIs cannot be carded at all.
One Intellicard is found on the Bridge, and another is available in the Tech Storage. Research and Development can also produce spare Intellicards.
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.